**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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Relics, sounds like a good way to introduce even more nerfing into the game.
Increasingly powerful champs each month, as long as the buff program gets a leg up.
Based on how I feel about the game right now, and have felt for some time, I don't really care what comes next, as long as I can keep playing in some capacity.
It's been a long time since a game has captured me in this way and for this long.
SW:TOR
GTAO
MCoC...
And that’s your opinion which you are entitled to. Yes it is 100% more difficult to get champions you don’t have today than three years ago. That’s simple math and odds.
1 out of 100 is much easier to obtain than 1 out of 200. That’s factual and not opinion.
Until content is released that a halfway decent player cant do with 5/65 max sig or 6r3, there is no reason to add another rarity apart from greed.
There's an old saying, you can shear a sheep a bunch of times but you can only skin it once.
I don't play more now than I did when 6* champs first arrived. I don't grind more, or spend more. However, my rate of acquisition is much higher. The only thing that could change the rate of acquisition is the game itself changing. So clearly, the number of champs that exist is not having a deleterious impact on me.
Now, I'm just one player. Different players might be experiencing different things. But it only takes one counter-example to prove an assertion false. If the game was intrinsically making it harder to acquire new champions, this increased difficulty should affect everyone who doesn't act to counteract that change with more effort. Simple math says the acquisition difficulty cannot be intrinsically increasing. QED.
Plus, the assertion itself is false. There is a huge gap between "possible" and "comfortable." For example, when Map 6 was upgraded, I was doing path 1 with 5/65s. It was *possible* but extremely difficult and costly. There was no margin for error, and it was costing me more glory than I was earning. I specifically ranked up champs to deal with that path, because I was doing it day after day after day and anything that could make that easier was well worth it.
I suspect 99.9% of all the players of this game, if not more, fall into the category where the whole "if it is possible with 5/65, there's no reason for R4s to exist" literally makes no sense to them at all, because they see no relevance to their gameplay. The idea that everything is either doable or not doable, and if it is doable that's all there is, is something that is completely detached from how they make rank up decisions.
Also, I'm not ashamed to admit that if someone defines "halfway decent" as "can do all the content in the game with 5/65s" then I hopelessly suck at this game. And I suspect that at least 99% of everyone else does too. It is fair to say that the one thing I'm not afraid of is 99% of the players of the game being on the wrong side of development history. And I'm with them.
A larger pool of unique champions, rocks, playing cards, or anything makes it harder to obtain all unique items. There is no way around that fact.
And it really doesn’t matter because if 7* champions entered the game I will in fact be done. End of story. I know Kabam or anyone else dont care and that’s fine, but I was stating my action if that occurs.
applies to both game and real life, you keep worrying about the end/death that you forgot to cherish the things that matters most in life and in game.
I will start flipping over cards, you may start rolling. I win if I get all the unique items in less individual card deals than you take to roll all the unique numbers. It will take me exactly 52 cards to obtain all of the unique cards. No more, no less. How many dice rolls do you think it will take for you to get all the unique numbers on that die, on average?
Hint: its 72.
Yes, these two situations are different. Except you’ve stated context doesn’t matter, by virtue of me saying context matters and you saying you disagree. So you’re saying it is a fact that 52 must be greater than 72. I guess we’ll have to agree to disagree there as well.
Maybe that’s too unfair. Let’s try again, this time with *precisely* the same situation that is happening in the game. This time you can have a six sided die. I will take a twenty sided die. We both have to roll our numbers, so we’re both doing exactly the same thing.
However, since I said the number of rolls matters greatly and you said you disagree, I will take ten rolls for every one of yours. It will take me 72 rolls on average, as mentioned above, so you get 7.
It will actually take you on average 15 rolls. So I guess since it is easier for me than you, 6 > 20. I guess we’ll have to agree to disagree there as well.
Even if some quit, that's really not the end of the game. A plethora of people are excited for them to come, a good number are indifferent, and even more aren't happy about it, but they'll play anyway.
Either way the game will continue.
Add 6 more sides numbers 1-12. Now odds are 1 in 12 that you can roll a number of your choosing.
Add 6 more. Yep now it’s 1 in 18 odds.
Now let’s that that 18 sides dice and make the numbers random from 1 to 100. Now what’s the odds that you roll the number of your choice?
This dice with 18 sides and random numbers is pretty much like opening a crystal in MCOC. The more champions added the higher the random numbers go which make it more difficult to achieve desired result.
I’d would certainly vote for other ways to sustain the game over 7* champions.
Every decision can create a domino effect throughout the game. People are waiting on specific champions so they can take them up to rank four and clear content but once you have the Champions and once you have the content cleared, what's next?
They already said that back issues were no longer the priority they once were since rank up materials are more readily available in other content and if alliance quest and Alliance War aren't your priority then there's very little incentive to continue playing the game Beyond the occasional brag post.
I know it sounds and seems like I'm painting all the Doom and Gloom and I'm not trying to, I'm just looking at all the angles in this and where it could conceivably go.
They do this today with paid crystals often through deals, but this needs to become part of normal game play. Like the 4* split crystals cosmic/tech, science/Mystic, etc.
It narrows the pool down to a more practical size and honestly I believe it would yield more crystal sales. If you wanted a Dr doom and didn’t have one many won’t buy crystals because the chances are too small and it’s a waste of their money. If that crystal had two classes in it they would tend to be more open.
Everything good can’t come as a dollar buy. There has to be a balance and it’s far from balanced today.
I'm not a huge proponent of considering lower Rarities as useless, but I will say it's just like any other stepping stone. They're useful for where a Player is at, then they become older, and the next new stepping stone comes along. They're still useful, in the interim that someone works on something else, and whatever content-specific need comes up.
The problem with Relics is that spells end-game. It's stopping the process of acquiring, Ranking, and progressing. It's just adding extra boosts to the same Champs. As much as people might believe that's preferable, that becomes old, very fast. It's also limiting.
The game continues because we, and the Devs, have something to grow into. That's an important part of the process.
I can just imagine the gap and how it’s gets bigger and bigger with the introduction of 7* champions. I believe the game can survive with good content that uses the champions that we have and new ones that come every month. I don’t think 7* champions give the game longevity over quality content.
And then will be adjusting to the new meta
Content is not enough to give the game longevity. That's just a stalemate. "We'll finish our Rosters and chase after the odd Champ, and you just keep designing content to please us."
That's dangerous for the game, the people growing after you, and believe it or not, you as well. If people want a game where they don't have to work on and improve their Roster, they're playing the wrong game.