To preface, this doesn't cover She-Hulk but focuses more on the trends we've seen with the first three Deathless champions. This is also not to argue whether the champions are good or bad, but rather to highlight how, despite the requirements for obtaining them, the Deathless champions don’t feel any more special than the new monthly released champs. Additionally, any potential for using them in specific game modes has been wasted.
The Deathless saga, spanning a year and culminating in the release of Deathless Thanos next year, has introduced four Deathless champions so far:
- Deathless Guillotine
- Deathless King Groot
- Deathless Vision
- Deathless She-Hulk
In the champion spotlight for Deathless Guillotine, the developers stated:
Many Summoners may remember that these black-and-white versions of MCoC Champions appeared as Defenders a few years ago. These newly-released “Deathless” Champions are our opportunity to let you own a piece of that MCoC history for yourself, along with some interesting twists we think you’ll enjoy.
They also mentioned:
For each Deathless, we’ll be taking the existing kit for each of these Champions, and “remixing” them. These are not reworks in any way, more so they’re us taking another spin on an older design. Most of the Champion’s abilities will be untouched, except in spots where the abilities were showing their age or didn’t align to how we do Champion Design on MCoC these days. But even though the kits will largely be the same, we’re still giving them a numbers tune-up where we feel appropriate, and we’ve got some powerful new synergies packed into the kit that don’t exist on the existing version of the Champ.
Herein lies one of the main problems with the Deathless champions: they’re essentially copy-pasted versions of the originals with minimal adjustments to their abilities or functionality. there is a huge missed potential with using original kits and fine-tuning them to any game modes that need a champion to a good attacker.
If we examine the top four game modes—Battlegrounds, War, Story/Event Quests, and Long Form Content—we’ll notice that, aside from She-Hulk (who hasn’t yet been added to the game), the other Deathless champions don’t particularly excel in any of these modes. The new design is to have meta's that are constantly shifting to introduce new challenges and champions, but then results with very little consistency in champions to use. Without any consistency for which to have the Deathless champions fit into, the Deathless champions then become very generic to counter general problems that might need solutions and will never stand out in these evolving modes.
and to also highlight champions such as serpent and punk having battlegrounds specific abilities to help with their ramp in battlegrounds.
What makes this even more frustrating is the fact that we’re about to get six new buffed champions for the 10th Anniversary, and they appear to be much more interesting and versatile than the Deathless champions. So why weren’t these kinds of meaningful buffs applied to the Deathless champions, who are even rarer?
While the current Deathless saga can’t be salvaged, future sagas could benefit from introducing truly unique champions. Look at Marvel Strike Force’s Apocalypse saga champions (yes a different game but still the same idea ), where each was tailored to excel in specific game modes, yet still usable in general gameplay:
- Archangel
- Morgan Le Fay
- Red Hulk
- Rogue
Each of these champions brought something special to one of the game’s key modes while remaining very good in the general game and having very good synergy abilities.
In summary, the Deathless champions feel lackluster for the amount of effort required to obtain them. Their abilities are disappointingly basic, and they don’t justify the effort it takes to earn them. Moving forward, champions designed for sagas should have more unique attributes and be tailored to specific game modes while still being broadly viable. A general suggestion would be to give them game-mode-specific abilities while ensuring they remain effective for day-to-day gameplay.