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Incursions "restrictions"

Does anyone else think the team rating restriction is a bit silly? Not in general, I get why it's there, but for example: I usually start Incursions with Herc (R4 Sig 200), Galan (R3), and an unranked 6* Odin. However, because of the restriction, I literally can't do that because my team is deemed too weak (like 40k rating, maybe 43k, and you need 50k). So I have to load up all strong Champs, then take a few zones switching them out, and THEN I can finally start setting up.
Isn't that a bit extreme? For example, I'm paragon, have explored all story content except Act 6, completed EoP, etc. Especially the fact that you can immediately switch out Champs and dip under the minimum rating, it just seems like the beginning is intentionally hamstringing you just to appease the rating system.
Anyone else found this to be an issue?
Isn't that a bit extreme? For example, I'm paragon, have explored all story content except Act 6, completed EoP, etc. Especially the fact that you can immediately switch out Champs and dip under the minimum rating, it just seems like the beginning is intentionally hamstringing you just to appease the rating system.
Anyone else found this to be an issue?
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@MarvelNoob this as an example. I cannot access sector 6. But if I use another 17k champ, I can enter and switch that champ for Heimdal
Characters with Helpful Pre-Fights right away
Odin
War Machine
Characters with Helpful Pre-Fights but single use wouldn't make sense
Mr. Fantastic
Spot
Characters with Helpful Pre-Fights but the require at least one fight
Apocalypse
Galan
You can't convincingly tell me that node in sector 1 before even a single fight has occurred is because of at most six champions. Especially when only two of them make sense. Including the other two in your explanation would be a stretch and the final two are unrealistic because despite the fact they are two of the most used, they require at least one fight and this node comes before any of the fights.
I get the restriction as a guideline, but applying a hard lockout just seems silly. If it wasn't a mistake, I'd wager it was put there to try and prevent people from entering the wrong sector and then complaining about CD costs. Which I think is just as silly as the node in room one. During the reduced cooldown events the rooms didn't recommend a sector for you and that resulted in me accidentally entering sector 1 several times, I may have complained but TBH it was my own fault for not paying attention.
Put there to prevent players of a lower progress from having access to a greater number of artifacts so they can bottleneck player progression/champion acquisition? This is probably the more realistic reasoning, but even then, if someone can power through it with 2 stars they either have insane skill and then power to them. They either have massive skill or they're spending a ton of units - either way, I see no issue. Progression is nowhere near as slow as it once was, with increased rewards and resources in game people are capable of going from brand new account to Paragon in a few months.
Bots and cheaters? One would think you'd want even more ways to gather data and identify them.
Please consider removing the hard lock.
Guideline, great, but allow us to enter with less powerful champions if we want to.
Dont why but even i have power level of more than 50000 i still cant access sector 6?