Battlegrounds Champion Recharge
Wicket329
Member Posts: 3,371 ★★★★★
A champion recharge mechanic is not unique to Battlegrounds, it exists already both in Incursions and Arena and is fairly uncontroversial. However, in the form it has taken in Battlegrounds, it has raised a lot of negative feedback from the community. I’d like to get into why that’s the case, and what makes this recharge different from Arena and Incursions.
Arena is a mode in which you are, necessarily, going to cycle through as many champions as you can you put up as many points as possible. It’s a mode all about roster width, rather than depth. It doesn’t matter who you select for any given team, and Kabam knows that which is why we have a Quick Fill option. It’s just cycle through as many as you can as quick as you can. 6* champions recharge over approximately 11 hours, so can reasonably be used for two runs a day without alliance help while the grind continues with lower rarity champions.
Incursions is a very different playstyle. You pick your starting three champs and (with the ability to substitute as you go) try to just grind out as much as you can with that team. For most people playing the mode, they’ll only need to use one or two teams in order to get all the milestone/room rewards they are aiming for in a given week. It takes days for an Incursion champion to recharge, however it is not a mode that requires repeated attempts, so that recharge rarely comes into play outside of players trying to reach the deepest rooms.
The common element between these two is that you do not have to stop playing the mode completely after a short session. A Cavalier or Thronebreaker player can put two hours into an arena grind, at least, before starting to run out of champions because they don’t need to rely on their best for the mode. An Incursion player will knock out everything they needed to without having to worry about that recharge timer at all. But Battlegrounds does not have that flexibility.
Battlegrounds, unlike the other two modes, is directly competitive with other players. You are making strategic champion selection decisions in the mode, and that starts with the creation of your deck. Therefore, you always want to have your best options available. The recharge system makes that impossible after a very brief run.
For example, I will not play without my Human Torch, or my Nick Fury, or my Hyperion in my deck. They are too valuable and cannot be replaced by anybody else in my roster. I don’t want to handicap myself by not bringing my best champions, so when a champion is out of charges I either have to wait or pay to recharge that champion. And this is the core of the problem. Neither Arena nor Incursions demand the player have access to one specific champion in their team the way Battlegrounds does. If I lose my first team in Incursions, I can put together a second team no problem. If I lose my best champion in Battlegrounds, I’m not going back in until I can use them again. As a competitive mode, the stakes are too high.
I am not necessarily saying the recharge needs to be removed. I understand it serves a purpose to contain endless grinding like we have in Arena and I like that. But it definitely needs tuning. 18 hours for a full charge that takes 30-60 minutes to spend is not a good system.
Arena is a mode in which you are, necessarily, going to cycle through as many champions as you can you put up as many points as possible. It’s a mode all about roster width, rather than depth. It doesn’t matter who you select for any given team, and Kabam knows that which is why we have a Quick Fill option. It’s just cycle through as many as you can as quick as you can. 6* champions recharge over approximately 11 hours, so can reasonably be used for two runs a day without alliance help while the grind continues with lower rarity champions.
Incursions is a very different playstyle. You pick your starting three champs and (with the ability to substitute as you go) try to just grind out as much as you can with that team. For most people playing the mode, they’ll only need to use one or two teams in order to get all the milestone/room rewards they are aiming for in a given week. It takes days for an Incursion champion to recharge, however it is not a mode that requires repeated attempts, so that recharge rarely comes into play outside of players trying to reach the deepest rooms.
The common element between these two is that you do not have to stop playing the mode completely after a short session. A Cavalier or Thronebreaker player can put two hours into an arena grind, at least, before starting to run out of champions because they don’t need to rely on their best for the mode. An Incursion player will knock out everything they needed to without having to worry about that recharge timer at all. But Battlegrounds does not have that flexibility.
Battlegrounds, unlike the other two modes, is directly competitive with other players. You are making strategic champion selection decisions in the mode, and that starts with the creation of your deck. Therefore, you always want to have your best options available. The recharge system makes that impossible after a very brief run.
For example, I will not play without my Human Torch, or my Nick Fury, or my Hyperion in my deck. They are too valuable and cannot be replaced by anybody else in my roster. I don’t want to handicap myself by not bringing my best champions, so when a champion is out of charges I either have to wait or pay to recharge that champion. And this is the core of the problem. Neither Arena nor Incursions demand the player have access to one specific champion in their team the way Battlegrounds does. If I lose my first team in Incursions, I can put together a second team no problem. If I lose my best champion in Battlegrounds, I’m not going back in until I can use them again. As a competitive mode, the stakes are too high.
I am not necessarily saying the recharge needs to be removed. I understand it serves a purpose to contain endless grinding like we have in Arena and I like that. But it definitely needs tuning. 18 hours for a full charge that takes 30-60 minutes to spend is not a good system.
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Comments
I’d be more concerned over the rating and energy requirements.
Then the rating system will be flawed, easily tank your rating after you compete the goals. Allowing you to start within easier ranks.
We’ll have to wait and see what the data from the beta says, but I imagine Kabam will find that the majority of players, when faced with the options of Replace, Recharge, or Wait, will choose option number 3. I know I will.
The mode, at the higher ratings, is too competitive to run without your best champions. And you load your deck with your best champions from the jump. So necessarily you’d be downgrading. I’m not going to play with a weakened deck, and I’m not gonna drop 45 units to recharge one champ, especially when after that one round another champ is going to need recharging anyway.
There’s already a ton of deck diversity at the higher levels because people use the champions they are good with. I’m trash with Mr. Negative (I’m gonna need lessons @BitterSteel), so he’s in my deck largely as a defensive placement. I’m great with Silver Surfer and use him offensively into a lot of tough matchups. It’s more about the player than the meta (at least for now) and I love that.
You are making a choice to not run your deck without specific champions is a choice you’re making. I don’t see it that way. There are far too many upsides to having an expensive refresh then a cheaper one.
Do we need to do something about recharge? Yeah maybe make it 2.5 hours per energy instead of 6 or 3 hours. But it’s not as bad as folks make it seem.
Imagine that Alliance war had a defender recharge per bg, that means you wouldn't be able to foot your defensive tatic matching defenders every single war, effectively making your defense much weaker.
There is simply no place for battlegrounds to have both an entry cost and champ refresh mechanic. A proposed change that would be fair is to make the energy cost for battlegrounds to scale up after a number of matches in a row (say 5 matches) and it goes up to 30 energy per match, the energy cost will slowly drop back to 15 if you stop playing the mode for a period of time.
In the current beta, your overall ranking does not impact anything except possibly your self-esteem. That might change, but the leaderboard is probably important to a small percentage of the overall player base, because of most of us will never be able to compete with the Happy McMuffins of the contest.
I am currently ranked in top 1000 even though I played a bunch of matches with my "B team", meaning my top champs were on cooldown. I won some of those, lost some.
IMO it's best not to overthink this game, and just play and enjoy it as you can.
As such, I think it is prudent to give feedback to Kabam that will be relevant to that eventuality so that it can be the best system it can be upon release. I can’t imagine their not being rewards based on ratings in this mode.
You think it’s prevalent to give feedback on something that isn’t there currently and no signs of it being there.
I believe the same will be true for Battlegrounds ratings. Do you honestly believe that the intent is to reward the player who can’t get above 1400 rating the same as the player sitting at the top of the leaderboard so long as they both play enough to win 30 matches?