lots of medium-style thinkpieces littering the boards fretting about game ennui and economics can't be encouraging for the player looking for how to fight act 3 thanos or what battle chips are. here's what you got to look forward to, kids!
i just want to see how it all ends. not playing it, per se, but this hullabaloo is fascinating...
You're so intelligent and awesome and above the fray.
And for his god sake double energy in AQ, I hate losing good alliance members cause their job doesn’t allow them breaks to move every two hours to drop nodes in higher level AQ maps or their time zone is off and it causes us to not clear a map. I hate staying up late and setting an alarm and losing sleep to get enough energy to clear the advance map paths. You don’t sell AQ energy, it can’t loose you money and it’d help people and alliances out, throw us dogs some bones here.
And for his god sake double energy in AQ, I hate losing good alliance members cause their job doesn’t allow them breaks to move every two hours to drop nodes in higher level AQ maps or their time zone is off and it causes us to not clear a map. I hate staying up late and setting an alarm and losing sleep to get enough energy to clear the advance map paths. You don’t sell AQ energy, it can’t loose you money and it’d help people and alliances out, throw us dogs some bones here.
They actually allow you to earn the equivalent of AQ energy in their Transformer game (Forged To Fight), and it makes zero sense that we can not obtain those types of things within this game.
I have too many copies of Vulture after thinking I needed Corvus for AW 2 years ago. This super OP Vulture has made Mcoc ridiculously easy and boring - please exchange him for some champion that will make Mcoc fun again. Thanks! /s
I just don't think that solidifying reactions to something that isn't set in motion is necessarily reasonable.
There's a well-studied psychological phenomenon where when someone reads words or listens to someone else, there's a part of their brain that is calculating the most likely words that will come next, like Google search autocomplete. Brains do this to help language comprehension. That's how you can understand someone speaking to you in a loud environment where you really aren't hearing every word clearly. When the words that come next aren't in your list of what's likely to come next, there's a jarring mental hiccough that happens.
I mention this because it is rare for this to happen more than once in a single sentence, and it happened to me three times in this one sentence. Once catches my attention. Twice makes me think I've misread something. Three times makes me do the FAST test to see if I'm experiencing a stroke.
I could rephrase it if you like. Lol. I'm familiar with the phenomenon. It's the reason we can read sentences that contain some letters in the right place, and others jumbled.
I was trying to find a more gingerly approach to saying that it makes no sense that people are ready to quit over something that isn't even finished yet.
I suppose that makes more sense. The good news is I can stop trying to unreasonably liquefy my reactions to everything that is propelled in place.
When Cavalier came out, I was excited because they had a progression screen and there were room for more titles but so far nothing. There really should've been a title after the Grandmaster fight as it was a culmination of the story and by far the most difficult content (or even a combination of Act 6 and one pass of the Abyss). It should've also given the player more control over their rewards. I can understand why going completely RNG free wont happen but the need of a player who has beat act 6 is not the same as the need of a champ going through Act 1-4. That should've been the chance to create a class of MCOC players where you're more in control of your roster but in reality, it stayed the same.
Also, the design is the arguably the best part of the game, so I have never understood how there have not been any more backgrounds in the game. Fighting Doctor Doom in his castle, fighting the fantastic four on top of the baxter building would be small things that would help the game from being so stale. Sometimes, its small things like big head modes and creativity that can keep things fun.
I just don't think that solidifying reactions to something that isn't set in motion is necessarily reasonable.
There's a well-studied psychological phenomenon where when someone reads words or listens to someone else, there's a part of their brain that is calculating the most likely words that will come next, like Google search autocomplete. Brains do this to help language comprehension. That's how you can understand someone speaking to you in a loud environment where you really aren't hearing every word clearly. When the words that come next aren't in your list of what's likely to come next, there's a jarring mental hiccough that happens.
I mention this because it is rare for this to happen more than once in a single sentence, and it happened to me three times in this one sentence. Once catches my attention. Twice makes me think I've misread something. Three times makes me do the FAST test to see if I'm experiencing a stroke.
I could rephrase it if you like. Lol. I'm familiar with the phenomenon. It's the reason we can read sentences that contain some letters in the right place, and others jumbled.
I was trying to find a more gingerly approach to saying that it makes no sense that people are ready to quit over something that isn't even finished yet.
@GroundedWisdom , I think people are also partially angry at the fact that Kabam would attempt to make these pieces of content. Even if in beta, Kabam should be doing there best to create content that they believe is good enough as it is to release then. (Even if they are wanting to make it better from player reception. They should still be doing their best and not waiting for the testers to point out obvious problems.) When champs are buffed, not much is changed between the beta and the final product. I’m not claiming that they go through the same process during champion redesigning and creating story content, it just seems that whatever they push out during a beta seems to be something in close semblance to a final product. So Kabam pushing out the beta for Act 7 and it receiving a critically negative reception doesn’t give much hope (to me personally) that they will change it as drastically as it needs to be.
(I also wanted to personally apologize for the way some people are treating you and others in this thread. Even if your opinion is viewed as taboo, they are not totally radical and still are important within the community.)
Just few days ago (3days) to be exact, I completed LOL. I did my first path back when Starlord was the only champ to clear LOL and even so the path with Magik was a total nightmare, with that first path done, I waited couple of years till Aegon came out, "MIRACULOUSLY" somehow I manage to pull him couple months ago from 5* featured. I went in to LOL and completed everything, I'm an average player not bad, not great but to complete LOL was a big stepping stone on my progress I got the shards and the t4bc. Went into featured crystals trying to pull a Ghost so I can finally enter VARIANT1 and help me clear other content and what did I get from 3 Featured 5* shards? I got: OG CAP AMERICA, I DUPED CABLE and also DUPED MAGNETO... and the trophy Ultron that's not worth using an awakening gem imo. So with all that hard work and units spend I get those champs. Very demoralizing. I was looking to actually pull something decent to help me enter into variant1 but I guess I'm gonna have to wait couple more years till I get a champ that I need to help me in variant1. But question is what is OG Cap America and Cable and Magneto doing in the featured shard crystal? I just can't understand that. Very demoralizing and less anxious about completing any other content with those type of champs.
I'm sure this must have been said, but I think it would be nice if there were more unique high end masteries like suicide and assassins build because currently basically we have two, and it would be nice if we could do say one of five or six or mix them around, maybe in ways that benefit champs that are usually trash, kinda like having incursions buffs. For example, say a mastery that increases attack significantly when the opponent doesn't have debuffs and the champion has no buffs, or just any more routes we can take.
I just don't think that solidifying reactions to something that isn't set in motion is necessarily reasonable.
There's a well-studied psychological phenomenon where when someone reads words or listens to someone else, there's a part of their brain that is calculating the most likely words that will come next, like Google search autocomplete. Brains do this to help language comprehension. That's how you can understand someone speaking to you in a loud environment where you really aren't hearing every word clearly. When the words that come next aren't in your list of what's likely to come next, there's a jarring mental hiccough that happens.
I mention this because it is rare for this to happen more than once in a single sentence, and it happened to me three times in this one sentence. Once catches my attention. Twice makes me think I've misread something. Three times makes me do the FAST test to see if I'm experiencing a stroke.
I could rephrase it if you like. Lol. I'm familiar with the phenomenon. It's the reason we can read sentences that contain some letters in the right place, and others jumbled.
I was trying to find a more gingerly approach to saying that it makes no sense that people are ready to quit over something that isn't even finished yet.
I suppose that makes more sense. The good news is I can stop trying to unreasonably liquefy my reactions to everything that is propelled in place.
I just don't think that solidifying reactions to something that isn't set in motion is necessarily reasonable.
There's a well-studied psychological phenomenon where when someone reads words or listens to someone else, there's a part of their brain that is calculating the most likely words that will come next, like Google search autocomplete. Brains do this to help language comprehension. That's how you can understand someone speaking to you in a loud environment where you really aren't hearing every word clearly. When the words that come next aren't in your list of what's likely to come next, there's a jarring mental hiccough that happens.
I mention this because it is rare for this to happen more than once in a single sentence, and it happened to me three times in this one sentence. Once catches my attention. Twice makes me think I've misread something. Three times makes me do the FAST test to see if I'm experiencing a stroke.
I could rephrase it if you like. Lol. I'm familiar with the phenomenon. It's the reason we can read sentences that contain some letters in the right place, and others jumbled.
I was trying to find a more gingerly approach to saying that it makes no sense that people are ready to quit over something that isn't even finished yet.
@GroundedWisdom , I think people are also partially angry at the fact that Kabam would attempt to make these pieces of content. Even if in beta, Kabam should be doing there best to create content that they believe is good enough as it is to release then. (Even if they are wanting to make it better from player reception. They should still be doing their best and not waiting for the testers to point out obvious problems.) When champs are buffed, not much is changed between the beta and the final product. I’m not claiming that they go through the same process during champion redesigning and creating story content, it just seems that whatever they push out during a beta seems to be something in close semblance to a final product. So Kabam pushing out the beta for Act 7 and it receiving a critically negative reception doesn’t give much hope (to me personally) that they will change it as drastically as it needs to be.
The problem with that line of thinking is it doesn't acknowledge the importance of the co-creative process. It's not us doing their work for them. It's us working with them to meet the goals of both sides. It's virtually impossible for them to know everything we want all the time and design that perfectly. It's equally as unproductive for us to have no feedback in the process whatsoever. Beta is necessary for this very reason. It doesn’t do much for working together if we're offended by what they put on the table. Offering what we think in the Beta is the best way to address those concerns. This isn't even close to being finished. I can't think of the reference at the moment, but Miike said something along the lines of this being the exploration of ideas. Not the final push. There are many different goals of Betas. The main purpose of all of them is gathering our feedback. (I appreciate that. Thank you!)
Imo, the biggest problem is that a huge part of champs ( maybe 60 70%) are useless or close to useless. That's why every event looks underrewarded. Ofc you can not throw with hundreds of thousands of crystals.
Incursions are a cool concept. I think you can expand those hacks over aq, too. It wouldnt be so boring and repetitive.
Aw is not so worthy to play. After one season, t5, plan, arrange the defence, pull the people, spend, I got a 5* diablo. No, thanks, give me back all my investment and energy and keep your diablo. For the 6* I have no expectation. 90% another useless champion.
V4 is another great concept. New players can not pass first chapter, so they can not touch the rewards. But for the rest of us, we really enjoyed to play with our 4stars. Maybe you can use this in arena. At the higher milestones, you can put cavalier, grandmaster crystals.
The arena. Make it for normal humans. Who can have 1000 fights in 3 days in order to win a champion? Only mercs and bots. And you know. 😉
The vulcano erupted. You have here enough feedback for years.
To make it short: rebalance the champs, we want to play our favorite characters, to enjoy the mmo experience, the story line, not to play slots. There are casinos for that. Better focus on beeing paid for the experience you offer, not for some gambling addiction.
I just don't think that solidifying reactions to something that isn't set in motion is necessarily reasonable.
There's a well-studied psychological phenomenon where when someone reads words or listens to someone else, there's a part of their brain that is calculating the most likely words that will come next, like Google search autocomplete. Brains do this to help language comprehension. That's how you can understand someone speaking to you in a loud environment where you really aren't hearing every word clearly. When the words that come next aren't in your list of what's likely to come next, there's a jarring mental hiccough that happens.
I mention this because it is rare for this to happen more than once in a single sentence, and it happened to me three times in this one sentence. Once catches my attention. Twice makes me think I've misread something. Three times makes me do the FAST test to see if I'm experiencing a stroke.
I could rephrase it if you like. Lol. I'm familiar with the phenomenon. It's the reason we can read sentences that contain some letters in the right place, and others jumbled.
I was trying to find a more gingerly approach to saying that it makes no sense that people are ready to quit over something that isn't even finished yet.
I suppose that makes more sense. The good news is I can stop trying to unreasonably liquefy my reactions to everything that is propelled in place.
I just don't think that solidifying reactions to something that isn't set in motion is necessarily reasonable.
There's a well-studied psychological phenomenon where when someone reads words or listens to someone else, there's a part of their brain that is calculating the most likely words that will come next, like Google search autocomplete. Brains do this to help language comprehension. That's how you can understand someone speaking to you in a loud environment where you really aren't hearing every word clearly. When the words that come next aren't in your list of what's likely to come next, there's a jarring mental hiccough that happens.
I mention this because it is rare for this to happen more than once in a single sentence, and it happened to me three times in this one sentence. Once catches my attention. Twice makes me think I've misread something. Three times makes me do the FAST test to see if I'm experiencing a stroke.
I could rephrase it if you like. Lol. I'm familiar with the phenomenon. It's the reason we can read sentences that contain some letters in the right place, and others jumbled.
I was trying to find a more gingerly approach to saying that it makes no sense that people are ready to quit over something that isn't even finished yet.
@GroundedWisdom , I think people are also partially angry at the fact that Kabam would attempt to make these pieces of content. Even if in beta, Kabam should be doing there best to create content that they believe is good enough as it is to release then. (Even if they are wanting to make it better from player reception. They should still be doing their best and not waiting for the testers to point out obvious problems.) When champs are buffed, not much is changed between the beta and the final product. I’m not claiming that they go through the same process during champion redesigning and creating story content, it just seems that whatever they push out during a beta seems to be something in close semblance to a final product. So Kabam pushing out the beta for Act 7 and it receiving a critically negative reception doesn’t give much hope (to me personally) that they will change it as drastically as it needs to be.
The problem with that line of thinking is it doesn't acknowledge the importance of the co-creative process. It's not us doing their work for them. It's us working with them to meet the goals of both sides. It's virtually impossible for them to know everything we want all the time and design that perfectly. It's equally as unproductive for us to have no feedback in the process whatsoever. Beta is necessary for this very reason. It doesn’t do much for working together if we're offended by what they put on the table. Offering what we think in the Beta is the best way to address those concerns. This isn't even close to being finished. I can't think of the reference at the moment, but Miike said something along the lines of this being the exploration of ideas. Not the final push. There are many different goals of Betas. The main purpose of all of them is gathering our feedback. (I appreciate that. Thank you!)
I understand Kabam wanting our help to get a grasp on what crazy stuff we might enjoy but the stuff they have placed does not seem completely reciprocal between the community and Kabam in the sense of hearing how the community didn’t like gates. I’m personally not in the beta so I have had to watch YouTube videos of people clearing it and talking about it to understand what is occurring in it. But from what I have seen, the content just seems very punishing to the players by circumstantially gating people based on their champs. Lanes being put seemingly with the prerequisite of having characters like Red Guardian (with the Mercy and Aspect of War combo) while very interesting, as it makes it more difficult to explore, are TOO niche. (A lot of people argue that any fight should be able to be done with any set of characters but I don’t personally believe that. I believe that sometimes (for exploration) little gates can add to the experience and continue the crystal aspect of this game. But this just seems like a MASSIVE JUMP in the direction of 6.2 which they have already said they learned their mistakes from.) Anyone can always revive their way through these more difficult fights easily and personally I have had to do that. But me having to grind arena to revive my Hyperion 5 times for the 6.3 didn’t feel good. This difficult content didn’t personally give me the pleasure I wanted from the defeats and struggles. Even AFTER I had completed that insane task. As of now, a majority of Book 2 Chp.1 seems to be a repeat of content the community has voiced that we dislike (new stuff was added but this old stuff is very attention grabbing.)
Yes, I know parentheses in parentheses... English is hard lol
I think featured crystals should be revamped. Instead of containing 6 new and 18 random old, trash champs, it should contain the champs that were released in last 10-12 months. This way community will have a better chance to obtain new champs at increased price.
I think featured crystals should be revamped. Instead of containing 6 new and 18 random old, trash champs, it should contain the champs that were released in last 10-12 months. This way community will have a better chance to obtain new champs at increased price.
Or what if the community got to pick 6 out of those 24 champs. On top of the usual 6 feature champs.
I appreciate the Kabam Mike response, I really do because I believe it's genuine. Here is the problem.
MCOC while being the most technically proficient skill based game you can play with excellent design, development and a dev team that is just off the charts talented have missed one crucial point. Players want progress and they dont want that progress to take months.
Something needs changed immediately to speed up progress. Get rid of the gold bottleneck, make Crystal's that limit the champs in them to 15 or fewer and make awaking gems and stones more available.
You may think if you do this, the game could die, I'm here to tell you in my opinion if you don't do this the game is going to die.
Too slow, too much of a slog and progression is at a turtle's pace and it's boring af. There are too many games right now that offer so much more for less the time investment and are fun.
Make a change Kabam, I promise you, if you don't, you pull up right behind Blockbuster video. Great concept, very bad at adaption.
There is a really good post, lengthy but totally worth reading every word, by @Redvendetta , that ends with him saying that MCoC needs to move fast and break stuff in order to get this game in a place where it feels like content, characters and players are more closely aligned.
Games end. So will this one. So I am not afraid that this one will end.
But it’s frustrating to me in two ways that it feels like it might: 1. That they don’t recognize how quickly things change when people are frustrated, 2. That the game ends before its time because they are slow to react.
I don’t pretend to know every revenue stream this game has or needs to have. I totally understand that this game needs spending.
But for the life of me, my opinion is more aligned with yours and @Redvendetta
Maybe that is because I live in a fast-paced environment where if you don’t move quickly, someone else will.
But I feel like the game we are currently playing needs to change quickly — not because people want free stuff or because the game is too hard and getting harder.
It’s because the content is harder and one primary way we have to pump revenue into the game is to buy crystals that contain characters that we need to do the content...and there’s no way to guarantee or know you are gonna get that tool you need. We need the characters to match the content and that simply isn’t close to the case far too often of late.
The timeline for change and growth can’t always be six months, eight months.
If that’s always the answer... I will try to be here to the end but like you are saying, well, life comes at you fast
Clearing challenging content is satisfying, as long as the challenge feels fair and isn't unnecessarily punishing. Nodes that are designed just to make you fail (unavoidable damage, especially when its based off of the inflated attacker PIs). Nodes that punish you for not having the perfect counter really aren't fair since our rosters are hostage to RNG... and RNG is not kind. Nodes that ramp up the difficulty every time you fail...way to kick people when they're down, Kabam. There is also the issue of reward vs effort. Since so much of our rewards are tied to RNG, there are so many times that an otherwise satisfying 100% is immediately turned to salt by a crappy pull. Even somewhat decent pulls leave a bad taste because they do nothing at all to help me progress. Things that I think would improve the game and reduce burnout: 1) Too many champions aren't useful for progression. They badly need to be updated/buffed. Opening crystals we've been grinding for should feel good, not be a salt fest. 2) It would be nice to see more content that shines the spotlight on 2 & 3* champs. Wouldn't it be interesting if Act7 ditched the crazy high PIs and instead limited it to just your 2* roster (maybe allowing 3* for later chapters in the act)? Note: I'm not saying lower the difficulty; I'm just advocating gating for 2* and adjusting the difficulty accordingly. 3) Shorten the AW/AQ timer to 30 min instead of an hour. The idea of the shorter timer is to make it easier for players to move when they have time. 4) There are far more nodes that punish players than reward them. I'd like to see an increase in nodes that reward players for doing well (life transfer node is a good example). 5) It would be interesting if the content actually rewarded depth of roster rather than consigning the majority of one's roster to arena fodder. For example, there could be events that confer temporary buffs for bringing certain types of champs, buffs that would make those champs more fun to play/use.
Full disclosure, I started skimming for moderator comments after the first 10 pages, because it became apparent that half of every page would be a post by, or reply to, the same individual.
To that end, if what I'm going to suggest here has already been suggested somewhere in this thread, I apologise for saying it again.
The problem with the game in it's current state is simply RNG. Yes, some of the attack values are leaning towards absurdity, but on the off chance I play perfect, those attack values can be overcome. That said, the ridiculous node combinations put forth, that can only truly be countered by less than a handful of champions out of a pool of close to 200, is no longer practical.
Now for clarity, I'm not suggesting the removal of RNG completely. I'm simply suggesting a gateway to overcoming it. Frankly you've already done this with featured crystals that give a higher chance at specific champions (perhaps not the one you want in every cycle), but you have a crystal that in exchange for a greater number of shards, will give you a higher percentage chance at a champion you may want. All you need to do is expand upon that. You've taken a step in that direction with Nexus crystals, but even those are still RNG based. I'm suggesting that you take the RNG out completely.
I can say beyond any shadow of a doubt, that I would save 75,000 shards if it allowed me to click on a given champ and purchase him/her at that rarity. Kabam can still gate this to protect their bottom line by putting progression based gates on the ability to do that. For example, Uncollected can only do it for 4* champs. Cavalier can only do it for 5* champs. While there's no title associated with it, you could create one for a full completion run of Act 6 that allows the purchase of your specific 6* champ. You could maintain your beloved RNG money making aspect by restricting the purchase to unowned champs (that's right...you can't use this method to awaken a champ). Beyond that, you can put time frames on the purchase. Something like only being able to do it once every six months.
No matter how you may choose to do it, the fact remains that it needs to be done, as you can't maintain an RNG based game, when there's an unspoken requirement for certain champs to defeat content.
As I've been drafting this, the greed has become even more clear, as I noticed today's deal is focused on bundles with Unstoppable/Unblockable champs. I can't help but notice though, that Mr. Fantastic isn't included in that bundle. He has an unblockable special, so he clearly fits the criteria to be included. Could it be that he was excluded because he provides a synergy to give power sting debuffs to champs who otherwise wouldn't have it, making him an incredibly valuable champ in 6.4? I guess we'll never know.
Bottom line, you need to have an option to overcome RNG associated with champ pulls if you're going to discretely make champion requirements for end game content.
@Kabam Miike I sincerely hope you'll take this into consideration.
In general I think this would be going to far, but I would like to see a way to increase the availability to newer champs. Never having the new good defender, never having the new OP attacker while they are new, sometimes going almost a whole year without a single pull that came out within the last 18 months... this sucks the fun out of the game. No one expects to pull god tier after god tier but opening crystals shouldn't become something we dread lol. The featured crystals should be improved. The incursion crystals should have more than one purchase and they should be improved. Honestly I've never understood why we can only buy one dungeon/incursion crystal. The very first dungeon we were told we could get up to 3 and that turned out to not be the case. After dungeons became permanent the one crystal restriction was still there, but I've never seen an explanation as to why. Make nexus crystals more available. Don't take out the RNG completely, but give use better chances to get newer champs and to target specific champs.
Act 7 is going to be where people fall off the game. No one is going to want to play that. Act 6 was not okay. Act 5 was fine. Act 4 was just tedious. So what is Act 7 going to be. Is this where Kabam is going to try and make Act 6 the bump in the road for Act 7, or is Act 7 going to be the content that keeps players playing.
This is what you should do. You have to find a way to hit the reset button, and allow all players to join Book 2 Act 1. But make it a way where it's far easier for those that completed Act 6 to complete, but not so difficult for a newer player to. In terms of rewards make it where a newer player can catapult their account with, make the catch up faster for the progressing player, and still be quite rewarding for the most experienced players while also not making Book 1 irrelevant.
Honestly I don't see any way for this to work. Anything that newer players can play won't just be far easier for act 6 completion players, it will be a joke for them.
This is actually getting serious. Kabam Welker sent out a message that seems that Kabam are moving in the right direction in terms of act 7 but you can't get to act 7 if you don't complete act 6 and that is where the problems come in. The Champion boss for example now that morningstar has been nerfed makes it seems to be that is just gonna result in you having a very tough and boring time in the last phase if you don't chuck open your wallet and buy tons of revives. I think Kabam lost it in act 6
Just stop these legend run. No rush = no burn out = no annoying time = happy players for have content to do
In the beta I suggested a completely different way to conceptualize story arc difficulty, and one component of that was to correct what I have always seen as a major flaw in the legends system. It takes the top tier players, players who already do everything, and encourage them to do everything even faster. That's nonsensical, and encourages burn out.
The solution: eliminate timed Legends runs. Instead, Legend titles get granted to the first X players to complete the content (be it Act 6 or Book 2 or whatever) under challenge conditions. For example, I suggested itemless. First X players to complete Book 2 Act 1 completely itemless get the legends title and rewards.
That would slow them down. Instead of seeing who's fastest, we'd be seeing who can complete the content the cleanest. The top players and the Youtubers wouldn't be racing to blitz the content with the highest damage champion while pumping potions into it. They would have to slow down, think about the content, analyze it, practice it, and try to carefully beat it one path at a time.
When you do this, you can make the base difficulty of the content easier, to target the average player. And then you can make the challenge mode much harder, to give the stronger players a decent challenge with the same content.
Eventually, you can have tiered Legends titles where let's say the first 100 players to complete the content itemless get Legends titles. And then, after those results are in, the first 100 players to complete the content itemless without using any of the top ten champions used by the first group of Legend runners gets a separate Legend title (and you can't get more than one Legend spot in the same piece of content, or there is a two month cooldown where you can't, or something).
There are a lot of ways to turn the Legends system from its current mode where I think the runs are uninteresting, and make it the source of higher tier challenging content for higher tier players without really having to make more content. You just build challenges on the existing content.
Incidentally, this more or less solves the problem of Android devices being at a disadvantage for Legends runs. An old, slow, laggy device you can't play the game well will still be problematic, but a device that takes ten seconds longer to load a fight won't matter.
Just stop these legend run. No rush = no burn out = no annoying time = happy players for have content to do
In the beta I suggested a completely different way to conceptualize story arc difficulty, and one component of that was to correct what I have always seen as a major flaw in the legends system. It takes the top tier players, players who already do everything, and encourage them to do everything even faster. That's nonsensical, and encourages burn out.
The solution: eliminate timed Legends runs. Instead, Legend titles get granted to the first X players to complete the content (be it Act 6 or Book 2 or whatever) under challenge conditions. For example, I suggested itemless. First X players to complete Book 2 Act 1 completely itemless get the legends title and rewards.
That would slow them down. Instead of seeing who's fastest, we'd be seeing who can complete the content the cleanest. The top players and the Youtubers wouldn't be racing to blitz the content with the highest damage champion while pumping potions into it. They would have to slow down, think about the content, analyze it, practice it, and try to carefully beat it one path at a time.
When you do this, you can make the base difficulty of the content easier, to target the average player. And then you can make the challenge mode much harder, to give the stronger players a decent challenge with the same content.
Eventually, you can have tiered Legends titles where let's say the first 100 players to complete the content itemless get Legends titles. And then, after those results are in, the first 100 players to complete the content itemless without using any of the top ten champions used by the first group of Legend runners gets a separate Legend title (and you can't get more than one Legend spot in the same piece of content, or there is a two month cooldown where you can't, or something).
There are a lot of ways to turn the Legends system from its current mode where I think the runs are uninteresting, and make it the source of higher tier challenging content for higher tier players without really having to make more content. You just build challenges on the existing content.
Incidentally, this more or less solves the problem of Android devices being at a disadvantage for Legends runs. An old, slow, laggy device you can't play the game well will still be problematic, but a device that takes ten seconds longer to load a fight won't matter.
Love this idea. People buy energy and potions for legend runs and this would make people spend less for legend runs though. I wonder if Kabam can see the value in the potential increase in health of the game vs. decreased short term spending. I've always thought the time legend thing was odd as it encourages skipping all the story part. Why go to the trouble of writing a story and then encourage people to ignore it?
The only way I see this game moving forward is for a revamp to Solo Events and Alliance Events to make them both more enjoyable to grind and more rewarding. This is probably the most important thing for Kabam to act upon right now.
If people are motivated to stay in their alliances or complete challenges for additional rewards then they could see players stay. I think a good idea would be to replace Solo crystals with a Solo store where we can spend our earned resources on things like signature stones, boosts, or even Awakening gems with enough saved. (Would obviously have to be set at a high price like Unstoppable Colossus)
Just stop these legend run. No rush = no burn out = no annoying time = happy players for have content to do
In the beta I suggested a completely different way to conceptualize story arc difficulty, and one component of that was to correct what I have always seen as a major flaw in the legends system. It takes the top tier players, players who already do everything, and encourage them to do everything even faster. That's nonsensical, and encourages burn out.
The solution: eliminate timed Legends runs. Instead, Legend titles get granted to the first X players to complete the content (be it Act 6 or Book 2 or whatever) under challenge conditions. For example, I suggested itemless. First X players to complete Book 2 Act 1 completely itemless get the legends title and rewards.
That would slow them down. Instead of seeing who's fastest, we'd be seeing who can complete the content the cleanest. The top players and the Youtubers wouldn't be racing to blitz the content with the highest damage champion while pumping potions into it. They would have to slow down, think about the content, analyze it, practice it, and try to carefully beat it one path at a time.
When you do this, you can make the base difficulty of the content easier, to target the average player. And then you can make the challenge mode much harder, to give the stronger players a decent challenge with the same content.
Eventually, you can have tiered Legends titles where let's say the first 100 players to complete the content itemless get Legends titles. And then, after those results are in, the first 100 players to complete the content itemless without using any of the top ten champions used by the first group of Legend runners gets a separate Legend title (and you can't get more than one Legend spot in the same piece of content, or there is a two month cooldown where you can't, or something).
There are a lot of ways to turn the Legends system from its current mode where I think the runs are uninteresting, and make it the source of higher tier challenging content for higher tier players without really having to make more content. You just build challenges on the existing content.
Incidentally, this more or less solves the problem of Android devices being at a disadvantage for Legends runs. An old, slow, laggy device you can't play the game well will still be problematic, but a device that takes ten seconds longer to load a fight won't matter.
Love this idea. People buy energy and potions for legend runs and this would make people spend less for legend runs though. I wonder if Kabam can see the value in the potential increase in health of the game vs. decreased short term spending. I've always thought the time legend thing was odd as it encourages skipping all the story part. Why go to the trouble of writing a story and then encourage people to ignore it?
This was probably mentioned somewhere back in an earlier post I missed, so forgive me if I’m covering old ground, but why couldn’t some quests have a limitation on items like AQ or AW? If not whole quests, then specific lanes with an item limitation (or outright exclusion)?
If the emphasis is on skill, a quest could also limit champ rarity (downward, not upward) along with limiting items.
@DNA3000 I can’t speak to the coding complexity or practicality of it all, but that would necessitate clean runs, right?
I believe that a great deal of the lingering, underlying tension in this game comes from kits in older characters that are lacking 2020-level DPS
I don't personally think that is the case. A lot of the oldest champs that are still highly valued aren't DPS monsters. In fact, the DPS monster of old, Star Lord, is nowadays not highly valued at all. The oldest champs that are still highly valued tend to be the ones with strong situational utility. Think Magik, think Hawkeye, think Vision. In fact, it seems power control - the ability that was the least respected in the old days - is the ability with the longest legs moving deeper into the game.
Even Sparky is held is less regard today than when he was first released, because his damage doesn't come with enough utility. He certainly has more utility than Star Lord did, but champs like Doom, Nick Fury, and Stealth Suit Spidey that have more situational utility tend to be more highly valued.
I think the current meta-view hasn't come all the way to this point yet, but it is continuing to move towards valuing champions based not on their raw ability, but rather their situational value. A champ doesn't have to be the best at anything, what matters is are they good enough in enough situations. Is the champ good against Biohazard, regardless of *how* they are good. Are they good against Act 6 nodes, against AW paths, or on Map 7? In how many different situations that you're going to face in the game is this champ good enough to get on the team. Netflix Daredevil is horrible when judged on that standard. But Star Lord isn't actually all that much better.
it is true that many older champs are deficient in damage as well, and many of the revamps greatly improved their damage. But I think the most successful updates increased damage alongside improving utility. Luke Cage had damage increased, but he also had his indestructible improved and his debuffs ramped up. Venom had some damage increase, but i would say his utility increased far more.
As the game content gets more complex, the kit necessary to be a reasonable attacker also becomes more complex, and I think the early champs simply lack the necessary tools in most cases to serve reasonable functions in a lot of higher content. Pure damage only gets you so far most of the time. I think that's also part of what makes them difficult to update. Many of them don't even have any tools to improve: they might as well have no abilities at all. You're practically creating a new champ, at least in terms of abilities.
I like the insight that the game has diminished some old champs to the point they are like a kind of “proto-champ”—akin to a simple framework you test or begin with to make a new champ. They really don’t work as viable champs any longer, but the game still treats them as “finished” champs for purposes of crystal pulls, etc.
A few divergent thoughts... 1) Why include these proto-champs as playable champs any longer? In reality, they aren’t functionally playable. Don’t waste time buffing; remove them from crystals, refund resources and retain them only where they are opponents in quests. 2) Couldn’t content be tailored specifically to these proto-champs? I’m thinking of the way Sentinel (yes, a good champ on his own) becomes something very special in Variant or the way the little Symbiote became uber-powerful in his side event. 3) I still see synergy revamps as a way to make undesirable proto-champs useful. I use Heimdall not because I value his attack, but because he allows my champs to cheat death. He’s usually the last champ I use after after everyone else is KOd.
This doesn’t solve the problems suggested by the direction of the Act 7 beta, obviously.
Comments
If anyone has the time, please check out his video.
https://youtu.be/eCrfaRarRdE
Also, the design is the arguably the best part of the game, so I have never understood how there have not been any more backgrounds in the game. Fighting Doctor Doom in his castle, fighting the fantastic four on top of the baxter building would be small things that would help the game from being so stale. Sometimes, its small things like big head modes and creativity that can keep things fun.
(I also wanted to personally apologize for the way some people are treating you and others in this thread. Even if your opinion is viewed as taboo, they are not totally radical and still are important within the community.)
(I appreciate that. Thank you!)
Incursions are a cool concept. I think you can expand those hacks over aq, too. It wouldnt be so boring and repetitive.
Aw is not so worthy to play. After one season, t5, plan, arrange the defence, pull the people, spend, I got a 5* diablo. No, thanks, give me back all my investment and energy and keep your diablo. For the 6* I have no expectation. 90% another useless champion.
V4 is another great concept. New players can not pass first chapter, so they can not touch the rewards. But for the rest of us, we really enjoyed to play with our 4stars. Maybe you can use this in arena. At the higher milestones, you can put cavalier, grandmaster crystals.
The arena. Make it for normal humans. Who can have 1000 fights in 3 days in order to win a champion? Only mercs and bots. And you know. 😉
The vulcano erupted. You have here enough feedback for years.
To make it short: rebalance the champs, we want to play our favorite characters, to enjoy the mmo experience, the story line, not to play slots. There are casinos for that. Better focus on beeing paid for the experience you offer, not for some gambling addiction.
Yes, I know parentheses in parentheses... English is hard lol
Games end. So will this one. So I am not afraid that this one will end.
But it’s frustrating to me in two ways that it feels like it might:
1. That they don’t recognize how quickly things change when people are frustrated,
2. That the game ends before its time because they are slow to react.
I don’t pretend to know every revenue stream this game has or needs to have. I totally understand that this game needs spending.
But for the life of me, my opinion is more aligned with yours and @Redvendetta
Maybe that is because I live in a fast-paced environment where if you don’t move quickly, someone else will.
But I feel like the game we are currently playing needs to change quickly — not because people want free stuff or because the game is too hard and getting harder.
It’s because the content is harder and one primary way we have to pump revenue into the game is to buy crystals that contain characters that we need to do the content...and there’s no way to guarantee or know you are gonna get that tool you need. We need the characters to match the content and that simply isn’t close to the case far too often of late.
The timeline for change and growth can’t always be six months, eight months.
If that’s always the answer... I will try to be here to the end but like you are saying, well, life comes at you fast
There is also the issue of reward vs effort. Since so much of our rewards are tied to RNG, there are so many times that an otherwise satisfying 100% is immediately turned to salt by a crappy pull. Even somewhat decent pulls leave a bad taste because they do nothing at all to help me progress.
Things that I think would improve the game and reduce burnout:
1) Too many champions aren't useful for progression. They badly need to be updated/buffed. Opening crystals we've been grinding for should feel good, not be a salt fest.
2) It would be nice to see more content that shines the spotlight on 2 & 3* champs. Wouldn't it be interesting if Act7 ditched the crazy high PIs and instead limited it to just your 2* roster (maybe allowing 3* for later chapters in the act)? Note: I'm not saying lower the difficulty; I'm just advocating gating for 2* and adjusting the difficulty accordingly.
3) Shorten the AW/AQ timer to 30 min instead of an hour. The idea of the shorter timer is to make it easier for players to move when they have time.
4) There are far more nodes that punish players than reward them. I'd like to see an increase in nodes that reward players for doing well (life transfer node is a good example).
5) It would be interesting if the content actually rewarded depth of roster rather than consigning the majority of one's roster to arena fodder. For example, there could be events that confer temporary buffs for bringing certain types of champs, buffs that would make those champs more fun to play/use.
direction in terms of act 7 but you can't get to act 7 if you don't complete act 6 and that is where the problems come in. The Champion boss for example now that morningstar has been nerfed makes it seems to be that is just gonna result in you having a very tough and boring time in the last phase if you don't chuck open your wallet and buy tons of revives. I think Kabam lost it in act 6
The solution: eliminate timed Legends runs. Instead, Legend titles get granted to the first X players to complete the content (be it Act 6 or Book 2 or whatever) under challenge conditions. For example, I suggested itemless. First X players to complete Book 2 Act 1 completely itemless get the legends title and rewards.
That would slow them down. Instead of seeing who's fastest, we'd be seeing who can complete the content the cleanest. The top players and the Youtubers wouldn't be racing to blitz the content with the highest damage champion while pumping potions into it. They would have to slow down, think about the content, analyze it, practice it, and try to carefully beat it one path at a time.
When you do this, you can make the base difficulty of the content easier, to target the average player. And then you can make the challenge mode much harder, to give the stronger players a decent challenge with the same content.
Eventually, you can have tiered Legends titles where let's say the first 100 players to complete the content itemless get Legends titles. And then, after those results are in, the first 100 players to complete the content itemless without using any of the top ten champions used by the first group of Legend runners gets a separate Legend title (and you can't get more than one Legend spot in the same piece of content, or there is a two month cooldown where you can't, or something).
There are a lot of ways to turn the Legends system from its current mode where I think the runs are uninteresting, and make it the source of higher tier challenging content for higher tier players without really having to make more content. You just build challenges on the existing content.
Incidentally, this more or less solves the problem of Android devices being at a disadvantage for Legends runs. An old, slow, laggy device you can't play the game well will still be problematic, but a device that takes ten seconds longer to load a fight won't matter.
If people are motivated to stay in their alliances or complete challenges for additional rewards then they could see players stay. I think a good idea would be to replace Solo crystals with a Solo store where we can spend our earned resources on things like signature stones, boosts, or even Awakening gems with enough saved. (Would obviously have to be set at a high price like Unstoppable Colossus)
If the emphasis is on skill, a quest could also limit champ rarity (downward, not upward) along with limiting items.
@DNA3000 I can’t speak to the coding complexity or practicality of it all, but that would necessitate clean runs, right?
Dr. Zola
A few divergent thoughts...
1) Why include these proto-champs as playable champs any longer? In reality, they aren’t functionally playable. Don’t waste time buffing; remove them from crystals, refund resources and retain them only where they are opponents in quests.
2) Couldn’t content be tailored specifically to these proto-champs? I’m thinking of the way Sentinel (yes, a good champ on his own) becomes something very special in Variant or the way the little Symbiote became uber-powerful in his side event.
3) I still see synergy revamps as a way to make undesirable proto-champs useful. I use Heimdall not because I value his attack, but because he allows my champs to cheat death. He’s usually the last champ I use after after everyone else is KOd.
This doesn’t solve the problems suggested by the direction of the Act 7 beta, obviously.
Dr. Zola