**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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As for how they quantify the "top 10%" I was assuming it was just an average of only the top 10% DPS values from all recorded fights with the champion. I don't think it has anything to do with player skill or roster size or anything like that. Could be wrong of course but that's how I understood it.
Feb 5th: 25.3 Releases: Changes are live, and you’ll be able to try them out in game.
Feb 10th - 24th: You’ll be able to sell your Cull Obsidian or Namor during this 2 week window.
February 24th: Selling window is closed. Our team will disable the ability to sell these Champions.
March 9th: Projected date to return any Namor/Cull Obsidian that was sold, along with any Duplicates received, Gold, ISO-8, Rank Up Gems, Awakening Gems, and Signature Stones.
What if I sell Namor and get it back from any crystal? Sell him again or keep him?
If, for example, you decided that moving for this "Sell the extras keep the dupes" type system is the new way forward then keep this system and implement for EVERY "tune down" moving forward. Dont pick and choose, just make it the norm. So when Dr Doom get rebalanced in 6 months you give players an ability to sell him and maintain any pulled copies while giving back the resources used on him.
Whatever you decide keep it consistent so players know what to expect and can plan accordingly when a rebalance in announced.
Ps sorry if there are a lot of typos. Corrected what I saw.
Thank you.
I still reserve the right to disagree (or agree) with your proposed changes but at least we have the data which we can discuss.
Community requested the data .. you guys provided ... Thank you!
Despite the few trolls still finding something to whine and complain about, i believe the majority are happy to see the data (even if they still disagree with your conclusions based on that data . .hehe )
I didn't get lucky enough to pull a 5* or 6* namor but I did spend money on those crystals trying to get it because of what he did in game, if namor wasn't as good as he was sold, I wouldn't have spent on those crystals to try to get him.
They did it to us when they too perfect block, they did it to us when they changed how willpower worked and then when they nerfed champs on 12.0.
I dont remember a change that actually helped the players...
I would rather time was spent bringing up some the bad champs than tuning down the great ones.
In the case of Cull and Namor, 2 champs from 120ish are found to be "too good" when most people are likely to never see either in their 5 or 6* roster at max rank/sig for a very, very long time and a smaller percentage again are skilled enough to use a champ to their full potential. The people doing that are going to wreck your content no matter what.
One thing I would really like to see is clarity around who is up for balance changes and a strict set of criteria developed to ensure all champs are being treated fairly. If DPS is it then that's fine but there are plenty of nodes and such that blunt even the heaviest hitters. I'd rather some effort was put into the matchup rather than blunting a champ in every facet of the game.
Correction, I found a dev post on this subject: under this scenario I belive you will get a Namor plus your sig stones plus your AG, but Namor will not be sig 100 since you did not technically get sig levels for those max dups, just a max sig crystal which you get to keep.
See: https://forums.playcontestofchampions.com/en/discussion/comment/1109107/#Comment_1109107
To put it more colloquially, when the data charts show a champ doing, say, 2000 DPS, which version of the champ is that? If you datamined every single time someone took Cull into Realm of Legends, that would be rank 3s, 4s, and 5s. It would be 4* and 5*s. The data would be a blended mix of DPS numbers from different rank, tier, and sig levels. When you compare two champs together, how do you know that X outdamages Y, when it could be that more people rank up X higher than Y, so the distribution of X is naturally higher than Y, and that's partially why X generates more damage faster than Y. Did you somehow try to factor that distribution out of the data, or did you decide to just go with whatever people are using, which means all of the DPS data (and all the data in general) is skewed towards rank up decisions.
For example, again looking at Cull, you show a chart showing that Cull's damage increases with player skill. But isn't it possible that the higher the player skill the more likely they are to be using a higher rank and higher sig level version of the champion? Wouldn't that also contribute to higher damage?
How do you account for these kinds of skews so you're comparing apples to apples?
Buddy just sent me this photo. Maybe it’ll help another individual who didn’t get it
Either...
1. Increased the amount of time the stifles last in general before they expire
2. Substantially increase the amount of time the stifles are paused after an sp1
3. Make each stifle debuff decrease the opponents defensive powergain, so the more you build, the easier it is to play aggressive and build more up before an sp2 without having to bait specials constantly
Can you imagine if you're playing FIFA, you spend hundreds or even thousands of dollars to pack a 99 rated Messi / Van Dijk / Mbappe and in a few months EA decides to nerf him because he's "too good". Imagine doing that over and over again. It's only here.
In the example you provided you’ll get the AG back and 199 stones but no dupes on Namor.
For your champ to be duped when they return it you would’ve had to dupe him before max sig