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Doom Cycle - General Thoughts

I wanted to give my overall thoughts on the Doom Cycle mode, as I have a good few things I like about it and a good few things I don't.
Pros:
1. This is a refreshing change from the normal structure of fighting that we've grown accustomed to. I don't even play auto-battlers, but as far as the core of the mode, I don't really have any notes on that. I enjoyed it a lot.
2. The acquisition of the 2* Doombots through this mode is way more engaging and interesting to do than the Henchpools last year. It's still solo objectives at the end of the day, but doing this mode helps stick them out in my mind way more what whatever I had to do back then to get the Henchpools.
3. Not requiring energy was a fantastic decision to make here. With the Squad Builder mode taking the brunt of people's energy if they're grinding for higher ranks, I was worried that this mode would cut into that. Keeping them separate made that worry nonexistent.
4. At this point, the mode is just fun to watch my champs decimate people in Shatter Mode. The masteries took a little time to understand, but once I did, my Invisible Woman now just mauls everyone. Building up the teamwork masteries is the #1 thing to do.
Cons:
1. This being a separate web extenstion/browser definitely feels off and a little cheap. Not only can people accidentally tap the 'X' button and lose progress (which I haven't done but is well-known), but depending on certain public Wi-Fi settings or phone limitations, I've had quite a few times where I've opened the mode and ran into the "Unauthorized" screen. I've had to either close out and retry, or turn off Wi-Fi in order to get it to work. It makes the mode feel less polished and natural than any other new mode or quest in the game (with Squad Builder being a very good example of that working well).
2. While the tokens automatically refreshing is nice, the fact that it's "capped" at 3 in a similar way to energy is a little annoying. Thanks to the compensation, I had extra tickets that I used to buy tokens, but I didn't know about the cap so I had to quickly use all of them before the next refresh. I think if I was a player who spent on this because I liked it, I would feel annoyed about having to go back and forth between the store to stock up on my tokens.
3. Having the masteries not save until a battle is complete is probably my biggest gripe that I ran into constantly. There's probably a development- or server-related reason for why that needed to happen, but it leaaves every play session feeling incomplete. I've lost 2 battles over the course of this, and both of those times were on my last token. At that moment, I want to use my mastery points to try and build up my character with the knowledge of why I lost that round fresh in my mind. Making me wait a full day to go back to that when there are other game or real-world things to think about in that time had me forgetting what thing I really needed when compared to the large selection of masteries.
4. While I understand the point of having the solo objectives and majority of the rewards coming from Shatter Mode, but since you have to complete the Story Mode to even unlock it, it led to me stressing over whether or not I would get there in time to do all of the objectives. Both of the times I lost were in the Story Mode, and I thought that I had basically ruined my chances of reaching the end. That might just fall to maybe a need for better clarification on how many chances we would have and need to get the max. Something similar to Crashed's statment about the Summoner's Fest, "The max milestone is 285,000 and we give out 300,000". Until the 8 runs were gifted to us via compensation, I didn't really have a clue how I would do it. Or maybe I just missed the message, which is also possible.
I guess the TL;DR would be - the core gameplay is fun and I enjoyed it, but some of the implementation and rewards structure decisions gave me more annoyance and stress during the sessions than overall fun. NOW I'm at the point where I'm cruising and having fun, but if the first half doesn't hook people, they may not stick for the second half.
Pros:
1. This is a refreshing change from the normal structure of fighting that we've grown accustomed to. I don't even play auto-battlers, but as far as the core of the mode, I don't really have any notes on that. I enjoyed it a lot.
2. The acquisition of the 2* Doombots through this mode is way more engaging and interesting to do than the Henchpools last year. It's still solo objectives at the end of the day, but doing this mode helps stick them out in my mind way more what whatever I had to do back then to get the Henchpools.
3. Not requiring energy was a fantastic decision to make here. With the Squad Builder mode taking the brunt of people's energy if they're grinding for higher ranks, I was worried that this mode would cut into that. Keeping them separate made that worry nonexistent.
4. At this point, the mode is just fun to watch my champs decimate people in Shatter Mode. The masteries took a little time to understand, but once I did, my Invisible Woman now just mauls everyone. Building up the teamwork masteries is the #1 thing to do.
Cons:
1. This being a separate web extenstion/browser definitely feels off and a little cheap. Not only can people accidentally tap the 'X' button and lose progress (which I haven't done but is well-known), but depending on certain public Wi-Fi settings or phone limitations, I've had quite a few times where I've opened the mode and ran into the "Unauthorized" screen. I've had to either close out and retry, or turn off Wi-Fi in order to get it to work. It makes the mode feel less polished and natural than any other new mode or quest in the game (with Squad Builder being a very good example of that working well).
2. While the tokens automatically refreshing is nice, the fact that it's "capped" at 3 in a similar way to energy is a little annoying. Thanks to the compensation, I had extra tickets that I used to buy tokens, but I didn't know about the cap so I had to quickly use all of them before the next refresh. I think if I was a player who spent on this because I liked it, I would feel annoyed about having to go back and forth between the store to stock up on my tokens.
3. Having the masteries not save until a battle is complete is probably my biggest gripe that I ran into constantly. There's probably a development- or server-related reason for why that needed to happen, but it leaaves every play session feeling incomplete. I've lost 2 battles over the course of this, and both of those times were on my last token. At that moment, I want to use my mastery points to try and build up my character with the knowledge of why I lost that round fresh in my mind. Making me wait a full day to go back to that when there are other game or real-world things to think about in that time had me forgetting what thing I really needed when compared to the large selection of masteries.
4. While I understand the point of having the solo objectives and majority of the rewards coming from Shatter Mode, but since you have to complete the Story Mode to even unlock it, it led to me stressing over whether or not I would get there in time to do all of the objectives. Both of the times I lost were in the Story Mode, and I thought that I had basically ruined my chances of reaching the end. That might just fall to maybe a need for better clarification on how many chances we would have and need to get the max. Something similar to Crashed's statment about the Summoner's Fest, "The max milestone is 285,000 and we give out 300,000". Until the 8 runs were gifted to us via compensation, I didn't really have a clue how I would do it. Or maybe I just missed the message, which is also possible.
I guess the TL;DR would be - the core gameplay is fun and I enjoyed it, but some of the implementation and rewards structure decisions gave me more annoyance and stress during the sessions than overall fun. NOW I'm at the point where I'm cruising and having fun, but if the first half doesn't hook people, they may not stick for the second half.
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