EVERYONE should have a Relic of each class by now, so we have access.
Everyone doesn't have a relic of each class. I don't have a cosmic relic, I have all relics of all other classes (most are duped too). I don't see why I shouldn't be able to use Herc, Hulkling, Galan etc. in EQ because I had bad RNG.
It's too early to design relic specific nodes in the game when relic availability is still poor.
Just keeping record of the moving goalposts. 1. Relics are optional, they give benefits but players won't be penalised for not using it. 2. Penalties are not significant. You don't have relics? Just play without specials or champs you haven't ranked up. 3. It isn't possible to create challenging content without punishing players for not using the relics they don't have.
What's next - content is designed around relics, champs are optional? I don't expect to change your mind, because it is obvious you will only produce some vague generalizations opposing anything that would benefit the playing base. This is just to document the slippery slope the game is on, sacrificing player experience to push cosmetics, whether it is driven by monetisation goals or not.
Actually, what would benefit the Player base would be to use them.
Happy to use them, don't have them. Timing of the implementation of nodes is concerning. At least make it available easily enough before penalising players for not using it.
Just keeping record of the moving goalposts. 1. Relics are optional, they give benefits but players won't be penalised for not using it. 2. Penalties are not significant. You don't have relics? Just play without specials or champs you haven't ranked up. 3. It isn't possible to create challenging content without punishing players for not using the relics they don't have.
What's next - content is designed around relics, champs are optional? I don't expect to change your mind, because it is obvious you will only produce some vague generalizations opposing anything that would benefit the playing base. This is just to document the slippery slope the game is on, sacrificing player experience to push cosmetics, whether it is driven by monetisation goals or not.
Actually, what would benefit the Player base would be to use them.
Happy to use them, don't have them. Timing of the implementation of nodes is concerning. At least make it available easily enough before penalising players for not using it.
How would you suggest they make sure every Player has every Class for optimal use before they release a Node?
Just keeping record of the moving goalposts. 1. Relics are optional, they give benefits but players won't be penalised for not using it. 2. Penalties are not significant. You don't have relics? Just play without specials or champs you haven't ranked up. 3. It isn't possible to create challenging content without punishing players for not using the relics they don't have.
What's next - content is designed around relics, champs are optional? I don't expect to change your mind, because it is obvious you will only produce some vague generalizations opposing anything that would benefit the playing base. This is just to document the slippery slope the game is on, sacrificing player experience to push cosmetics, whether it is driven by monetisation goals or not.
Actually, what would benefit the Player base would be to use them.
Happy to use them, don't have them. Timing of the implementation of nodes is concerning. At least make it available easily enough before penalising players for not using it.
How would you suggest they make sure every Player has every Class for optimal use before they release a Node?
Make 3 star relic shards available in higher quantities. Create class specific relic crystals for better targeting. Make more relics available for each class.
We only have 3 relics of each class available today. They aren't established enough in the game to put a 90% power reduction penalty for not using relics.
Just keeping record of the moving goalposts. 1. Relics are optional, they give benefits but players won't be penalised for not using it. 2. Penalties are not significant. You don't have relics? Just play without specials or champs you haven't ranked up. 3. It isn't possible to create challenging content without punishing players for not using the relics they don't have.
What's next - content is designed around relics, champs are optional? I don't expect to change your mind, because it is obvious you will only produce some vague generalizations opposing anything that would benefit the playing base. This is just to document the slippery slope the game is on, sacrificing player experience to push cosmetics, whether it is driven by monetisation goals or not.
Actually, what would benefit the Player base would be to use them.
Happy to use them, don't have them. Timing of the implementation of nodes is concerning. At least make it available easily enough before penalising players for not using it.
How would you suggest they make sure every Player has every Class for optimal use before they release a Node?
Just keeping record of the moving goalposts. 1. Relics are optional, they give benefits but players won't be penalised for not using it. 2. Penalties are not significant. You don't have relics? Just play without specials or champs you haven't ranked up. 3. It isn't possible to create challenging content without punishing players for not using the relics they don't have.
What's next - content is designed around relics, champs are optional? I don't expect to change your mind, because it is obvious you will only produce some vague generalizations opposing anything that would benefit the playing base. This is just to document the slippery slope the game is on, sacrificing player experience to push cosmetics, whether it is driven by monetisation goals or not.
Actually, what would benefit the Player base would be to use them.
Happy to use them, don't have them. Timing of the implementation of nodes is concerning. At least make it available easily enough before penalising players for not using it.
How would you suggest they make sure every Player has every Class for optimal use before they release a Node?
Don't release the node, duh
So you want Spiritualism without the extra Node tied into Relics? Isn't that a worse situation?
Just keeping record of the moving goalposts. 1. Relics are optional, they give benefits but players won't be penalised for not using it. 2. Penalties are not significant. You don't have relics? Just play without specials or champs you haven't ranked up. 3. It isn't possible to create challenging content without punishing players for not using the relics they don't have.
What's next - content is designed around relics, champs are optional? I don't expect to change your mind, because it is obvious you will only produce some vague generalizations opposing anything that would benefit the playing base. This is just to document the slippery slope the game is on, sacrificing player experience to push cosmetics, whether it is driven by monetisation goals or not.
Actually, what would benefit the Player base would be to use them.
Happy to use them, don't have them. Timing of the implementation of nodes is concerning. At least make it available easily enough before penalising players for not using it.
How would you suggest they make sure every Player has every Class for optimal use before they release a Node?
Don't release the node, duh
So you want Spiritualism without the extra Node tied into Relics? Isn't that a worse situation?
I was talking about the node that actually makes a difference. You know, the one that punishes player's
Just keeping record of the moving goalposts. 1. Relics are optional, they give benefits but players won't be penalised for not using it. 2. Penalties are not significant. You don't have relics? Just play without specials or champs you haven't ranked up. 3. It isn't possible to create challenging content without punishing players for not using the relics they don't have.
What's next - content is designed around relics, champs are optional? I don't expect to change your mind, because it is obvious you will only produce some vague generalizations opposing anything that would benefit the playing base. This is just to document the slippery slope the game is on, sacrificing player experience to push cosmetics, whether it is driven by monetisation goals or not.
Actually, what would benefit the Player base would be to use them.
Happy to use them, don't have them. Timing of the implementation of nodes is concerning. At least make it available easily enough before penalising players for not using it.
How would you suggest they make sure every Player has every Class for optimal use before they release a Node?
Don't release the node, duh
So you want Spiritualism without the extra Node tied into Relics? Isn't that a worse situation?
I was talking about the node that actually makes a difference. You know, the one that punishes player's
There are two Nodes. One could, and most likely would have, existed without the other. What the Relic Node does is add a benefit to using them. Without it, you have 10% Power no matter what. Isn't it a little self-serving to ask that other Players not benefit from something you elect to ignore?
Just keeping record of the moving goalposts. 1. Relics are optional, they give benefits but players won't be penalised for not using it. 2. Penalties are not significant. You don't have relics? Just play without specials or champs you haven't ranked up. 3. It isn't possible to create challenging content without punishing players for not using the relics they don't have.
What's next - content is designed around relics, champs are optional? I don't expect to change your mind, because it is obvious you will only produce some vague generalizations opposing anything that would benefit the playing base. This is just to document the slippery slope the game is on, sacrificing player experience to push cosmetics, whether it is driven by monetisation goals or not.
Actually, what would benefit the Player base would be to use them.
Happy to use them, don't have them. Timing of the implementation of nodes is concerning. At least make it available easily enough before penalising players for not using it.
How would you suggest they make sure every Player has every Class for optimal use before they release a Node?
Don't release the node, duh
So you want Spiritualism without the extra Node tied into Relics? Isn't that a worse situation?
I was talking about the node that actually makes a difference. You know, the one that punishes player's
There are two Nodes. One could, and most likely would have, existed without the other. What the Relic Node does is add a benefit to using them. Without it, you have 10% Power no matter what. Isn't it a little self-serving to ask that other Players not benefit from something you elect to ignore?
It's a single node. The node wouldn't have been designed without relics in mind.
It is self serving to ask to benefit from something you have but others don't have access to.
Just keeping record of the moving goalposts. 1. Relics are optional, they give benefits but players won't be penalised for not using it. 2. Penalties are not significant. You don't have relics? Just play without specials or champs you haven't ranked up. 3. It isn't possible to create challenging content without punishing players for not using the relics they don't have.
What's next - content is designed around relics, champs are optional? I don't expect to change your mind, because it is obvious you will only produce some vague generalizations opposing anything that would benefit the playing base. This is just to document the slippery slope the game is on, sacrificing player experience to push cosmetics, whether it is driven by monetisation goals or not.
Actually, what would benefit the Player base would be to use them.
Happy to use them, don't have them. Timing of the implementation of nodes is concerning. At least make it available easily enough before penalising players for not using it.
How would you suggest they make sure every Player has every Class for optimal use before they release a Node?
Don't release the node, duh
So you want Spiritualism without the extra Node tied into Relics? Isn't that a worse situation?
I was talking about the node that actually makes a difference. You know, the one that punishes player's
There are two Nodes. One could, and most likely would have, existed without the other. What the Relic Node does is add a benefit to using them. Without it, you have 10% Power no matter what. Isn't it a little self-serving to ask that other Players not benefit from something you elect to ignore?
Bruh... I can't....
People are fine with the extra little buff that using a Striker gives, e.g. the Prowess one in another chapter.
People are not fine with the -90% punishment for not having a Striker.
Can you understand the difference? At this point I don't expect you to accept there is a difference, or withdraw from this point and talk about a different issue to try and divert attention, I am an optimist. I hope that somewhere, deep down inside you know what player concerns are and this charade is just a recreational activity for you. (One which isn't healthy, I might add)
That's the point of my comment. The Node is 90% reduction. Using a Striker adds a benefit. If you want to call that a punishment, that's certainly a cynical way of looking at it. I don't see it that way. Just because I don't share the same view doesn't mean I don't understand it. Define healthy. They've invested time and energy into producing an aspect of the game. They've been releasing it for months now, long enough to acclimatize ourselves to it. The next step is to integrate it more. That seems quite healthy to me in terms of design. They're not springing it on Players all at once.
By the way one thing I don't entirely understand, why do so many people HATE relics, I get not really caring about them, but why the refusal to use and even own them? (Not meant in a "gocha"way, I just really don't understand the real hate people have been giving it and I've barely seen any arguments for it)
I'm not going to attempt to speak for anyone else...
Why I really don't like relics....
It's yet another "Champ" that needs to get acquired. It's yet another "Champ" that needs to duped. It's yet another "Champ" that needs special leveling up materials. it's yet another "Champ" that needs special ranking materials. It's additional management binding them. It's additional management unbinding them. it's additional management binding to another champ. They are not universally useable in that their abilities they bring only enhance a certain aspect of another champ.
At this point I get a relic I slap it on a champ and forget it exists and hope Kabam doesn't come up with a node that punishes me for not have relic bound to champ I brought to a quest.... like say one that punishes me by reducing my power gain levels 90% unless I bring champs that have relic bound to it.
It just seems like something that could become a hassle with changing relics every week or month for the specific SQ and could cost units depending the number of switches you’d need but ignoring the nodes is always an option since SQ fights aren’t usually too bad
Additionally, and we've talked about this before: Relics are feature that are available to those who want to use them and are ignorable for those who don't. These nodes don't force anyone to use them and doesn't punish you for not. Instead it incentivizes you to, and rewards those who elect, use relics. You don't have to play to this node, and it seems completely feasible that you can complete each fight without using relics.
Fighting this lane in TB 2.2 without relics makes the fights long as I am unable to use my specials at all so tell me exactly how it feasible to pass that lane???
It just seems like something that could become a hassle with changing relics every week or month for the specific SQ and could cost units depending the number of switches you’d need but ignoring the nodes is always an option since SQ fights aren’t usually too bad
Additionally, and we've talked about this before: Relics are feature that are available to those who want to use them and are ignorable for those who don't. These nodes don't force anyone to use them and doesn't punish you for not. Instead it incentivizes you to, and rewards those who elect, use relics. You don't have to play to this node, and it seems completely feasible that you can complete each fight without using relics.
Fighting this lane in TB 2.2 without relics makes the fights long as I am unable to use my specials at all so tell me exactly how it feasible to pass that lane???
Comments
It's too early to design relic specific nodes in the game when relic availability is still poor.
We only have 3 relics of each class available today. They aren't established enough in the game to put a 90% power reduction penalty for not using relics.
Isn't it a little self-serving to ask that other Players not benefit from something you elect to ignore?
It is self serving to ask to benefit from something you have but others don't have access to.
Define healthy. They've invested time and energy into producing an aspect of the game. They've been releasing it for months now, long enough to acclimatize ourselves to it. The next step is to integrate it more. That seems quite healthy to me in terms of design. They're not springing it on Players all at once.
Why I really don't like relics....
It's yet another "Champ" that needs to get acquired.
It's yet another "Champ" that needs to duped.
It's yet another "Champ" that needs special leveling up materials.
it's yet another "Champ" that needs special ranking materials.
It's additional management binding them.
It's additional management unbinding them.
it's additional management binding to another champ.
They are not universally useable in that their abilities they bring only enhance a certain aspect of another champ.
At this point I get a relic I slap it on a champ and forget it exists and hope Kabam doesn't come up with a node that punishes me for not have relic bound to champ I brought to a quest.... like say one that punishes me by reducing my power gain levels 90% unless I bring champs that have relic bound to it.
You don't need the node to complete the path. Time to move on to the next complaint.