**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.
Comments
Or maybe just some power-control/steal mechanic in the node, since the whole point would be to successfully intercept and not rely on parries or blocking. Maybe increased block proficiency during specials, but not during basic attacks.
The Gold issue is solved with Incursions, Act 6, and Sigil paired with Arena. The ISO and 5*/6* Shards issue will be less of a thing with the Cavalier EQ. The T5B and T2A issue was fixed with the upgraded Glory Store and AQ rewards. So... either upgraded solo crystals or some sort of grindable event needs to give us signature stones to max out our champs. There are already a lot of opportunity to awaken our champs but I've found that max sig them is way more of a problem.
Bring some of the Incursions ideas into Arenas, that way we would get rid of bots (to some extent), because of random effect nodes.
Arenas will be way more fun and interactive, and players would chose their level payoff based on skill and challenge, so they may achieve higher scores faster, or rather keep a lower steady pace at will.
Scrap Wars, and go copy Stratego or any other awesome War game. Tune down the BS nodes, let us have total control on the placement of both champions and a limited arsenal of buffs, as well as which nodes will be concealed and which shown.
In the end, it's a game and games should be fun. There's not much fun to limiting players choices for viable characters to use while also limiting how a player plays.
Will certain characters always be better choices...ofc. But there is a difference between a character being a better choice and one being utterly useless. Exactly. Storyline is simply one aspect of what I see that has seriously impacted my view of this game and its future.
War sucks. The format of it is boring. Nothing about its current iteration makes me feel like I'm reallly competing against other alliances. It's too much like aq and to a lesser degree questing. It's not different enough to make it compelling. And don't even get me started on the incomprehensible match making system. As far as rewards go, if something is fun and engaging enough (and competitive) the reward of accomplishing the task would make any rewards sufficient for me. That's just me though.
AQ is.. ok. It's not the best and is repetitive as all get out but it's fine enough. War and AQ are far too similar for my tastes though.
The story mode direction is troubling. I have so many characters in my roster that just... exist. In my opinion, this mode should encourage ways to incorporate a wider array of character uses. I don't see why the devs couldn't create nodes that are player friendly that award x-men + x% damage through a lane or something to that effect. Make more of our roster actually useful. Finally, nodes should always reward skill not punish it.
Arena is something I actually like. It's mindless. That's realllllllllly nice especially since my of these nodes, node combinations and character profiles require a PHD to decipher sometimes (j/k... mostly).
Now incursions are really good. A great added game mode. Personally, I don't play them much because of the time sink (takes away too much from arena) but when I do play them they're fun.
I know I don't speak for everyone. But arena ain't gonna keep me playing this game lol. And to me this just ain't an end game thing. Players have to have a reason to keep coming back. Progression, is a big part of that. If it ain't a problem today for you, it might be tomorrow. Someday, you will hit that wall and when you do you're going to want to see that there's a point to scaling that wall... not another wall.
Sorry it's so long.
2) Quality is luck. You can't tell someone who pulled a [insert bad champ here] out of their 6 crystal that they don't have skill just because the quality of their champ is bad.
Roster has more to do with luck than skill.
There are just too many unusable champs when it comes to midgame/endgame content. I have 520+ champs and the ones that I use are probably less than a dozen and that's pretty much for everything.
Since the beginning of the year, as a free to play player I probably opened around 20-30 5 stars and none of them are usable. I've done all of the monthly event quest, special events and slowly chipping away Act 6. It's now May, I've been playing non-stop for 5 months and I'm pretty much the same position as I was in 5 months ago.
Not to mention the never ending problem of bots, hackers and mercs littering the game. I don't know in what direction the game is going in, but when I watch streamers play content like the Abyss and Act 6 and I look at the video duration and it goes up to 12 hours, I'm like yeah, no thanks.
Broken feedback loop—yes.
It’s like the game team decided to replicate the problems that necessitated 12.0, but on multiple micro-scales. Instead of needing only 2-3 jackpot champs, they created multiple niche scenarios, each of which required its own set of jackpot champs.
And yet it gets harder and harder to get those champs as the pool gets ever more larded.
It just gets old. The Skinner Box only works if you actually get a real reward once in a while.
Dr. Zola