I forgot normal incursions have a cooldown and I dislike it already

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  • DNA3000DNA3000 Member, Guardian Posts: 19,846 Guardian
    Siliyo said:

    DNA3000 said:

    @DNA3000 could you that that thing you did with alliance war potions that magically changes Kabams mind?

    Thank you much appreciated!

    That would be difficult in this case. You can make the argument that the cooldown should be higher or lower to some extent: that's a judgment call. But there's a gigantic difference between 20 hour cooldown (basically a day) and five minute cooldown. It essentially makes the game mode a different mode.

    One day cooldown basically says "try different champs and see how they work." Five minute cooldown basically says "take your best team and just pummel it until you break it." Side quest incursions are designed, in part, to focus players' attention on incursions and do a lot of it: cooldowns are reduced specifically for that reason. But outside of special side quest events, incursions is intended to be one game mode among many, where players decide to balance their time between them all.

    There will always be players who love incursions and want to focus just on that, and players who hate it and never want to play it. But for everyone else in the middle, incursions is not supposed to be too rewarding and too easy to repeat, and not too difficult or too punishing, so that players have to balance their time and interest. The cooldown is intended to be high enough to be noticeable, but not so high to be too discouraging. As that is a judgment call in large part, it is difficult to prove wrong or argue against. It is my preferences vs your preference vs the designer's preference.
    I'm not sure if I necessarily agree with your take: One day cooldown basically says "try different champs and see how they work." Five minute cooldown basically says "take your best team and just pummel it until you break it."

    The reason being is that one day cooldown can also say "use your best champs to make the most of the one day cooldown" while five minute cooldowns can say "even if your best champs are on a short cooldown, you can use these other champs too"

    I may be in the minority here, but interested to hear from other people about it
    People can interpret things in different ways and I was speaking colloquially, but what is objectively the case is five minute cooldowns mean you can use the same team in an almost unlimited fashion in a single day, whereas one day cooldown says if you want to do more than one run per day you have to use different champs. If you are an infrequent player of incursions the cooldown doesn't matter much, but if you want to play it more often then the cooldown changes how you are allowed to construct teams to play it.

    We should also ask the question, if five minute cooldown is essentially unlimited use, why not just make it zero? And the answer is that in the same way that 20 hour and 5 minute cooldowns affect someone who wants to do many incursion runs per day, five minute verses zero cooldown affects players' ability to reset an incursions run repeatedly until they get the buffs they want. So in the same way that 20 hour cooldown is an attempt to balance the constraints of cooldown for different circumstances, five minute cooldown tries to balance the desire to let players play as often as they want with their favorite teams without allowing them to essentially rig the random buff generator (at least for the first room).

    These are all judgment calls, and anyone can say "well, that's not what it means to me" but the developers have to pick a number that best balances the average case, even if many individual players will not directly epitomize that average case.
  • Heruzu369Heruzu369 Member Posts: 139 ★★
    While I’m glad the timer is greatly reduced, it still makes the mode forgettable. Let’s be honest, incursions has never really been the mode for rewards, being that they’re limited anyways. The best thing about incursions is it’s like a sandbox mode where you can just have fun and experiment and to a certain extent practice. After getting BS’d on a run and then seeing you have to wait an extended period of time to experiment again when there really wasn’t much to gain anyways, ruins the whole experience for me and from what it seems like, many others too.
    Not to mention, when there’s nothing to do in the game, incursions become perfect to just have fun in with the champs you want to play and/or learn; however with the timer and restriction of being able to play the champs you want, most don’t care to run incursions just for “fun” because the timer is punishing you for not being as serious and calculated as possible.
    Just because the timers were grossly atrocious and just down right stupid before, doesn’t mean lowering the timer erases the main issue. The main issue being there’s a timer in general! I love incursions but the fun is sucked away with the timer + rng combo. Instead of a fun randomizer game mode like I feel it should’ve been intended for.

    Adding ONE hugely priced 7*(not debating whether the price is good or not atm) crystal, with champs that most players aren’t really drooling for either let’s be honest, doesn’t turn incursions into a META mode with META rewards that deserves a day-long timer as if there’s daily refreshed rewards or something

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