**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
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