**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
@ContestOfNoobs
My reasoning does not see these Crystals being set at a value lower than what they are given the current value in the game, and what they offer.
Going hand in hand with that would be resources available to rank up a wider selection of champions.
If you do this it renders obsolete the need for a reward structure that focuses on specific champs only.
Also, and switching gears, I would love to see a community epic boss co op mode added to MCOC. One epic boss with just an obscene amount of hp that the entire community works together to take down with milestone rewards achieved at various levels of damage done to the boss. Everyone gets the same exact rewards so no envy there. I've seen it in a lot of other games and it always goes over well with the community.
1) Arenas are currently the only reliable way to get a specific champion, but that is harmed by the fact that more progressed players who do it for the shards/sig levels or whatever have so many more 6* than someone who is a little smaller and can’t keep up the grind, so to the not grinder, it is a fools errand (I know this isn’t the only case, but it’s the general idea/problem with arenas. That and bots.)
I feel like a decent alternate for champ acquisition are solo quests with the champ in question. So like, instead of a 5* Omega Red arena, we would get a OR gauntlet quest where we need to take down a quest made around Omega red and his skills and weaknesses. So in my mind it would have two paths, one highlighting his skills and the other his weaknesses, so on one side it would be Electro, masochism and Morningstar/biohazard, but on the other side it would be robots and other Omega Reds. If you can finish both paths, you get that champ. It would obviously need to be hard enough to where it’s not just a faceroll, but not so hard that it requires perfect intercept and impossible scenarios (like putting a non-immune against biohazard unless they have a shrug off).
2) #1 might help with this. Also more fun nodes like April Pools thing with the QuickDraw node, the stop hitting yourself node, etc. Stuff that makes the game funky but not hard. Another idea for a node is both champions are unstoppable and unblockable and those cannot be removed, and each fighter has X amount of indestructible charges and once all are removed, they gain death touch (so fast combos and ability stuns are good)
3)AW/AQ... umm I’m not really sure. Add fun nodes previously mentioned lol
4)Resource availability could be solved with gold quests/arenas, updated UC rewards or a Cav difficulty. I feel like this has been covered heavily and kabam is actively trying to implement at least some of those in a balanced fashion
5) Crystals... good old RNG. Um I would lean towards lowering the range of desirability for potential rewards. Maybe make multiple featured crystals like dungeon 5* crystals, but for 5* shards and not artifacts. Or drastically increase dungeon 5* shard drops to the point you are hardcore missing out if you don’t play them.
Unofficial 6) I saw this on reddit the other day, and I know this is gonna get a whole lot of disagrees, and I’m not sure if I’m behind it myself, but maybe we need a 12.0 for the current gods so we can bring stuff closer together so we aren’t caught in an upward spiral of the newest OP attacker that beats everything to the only counter to OP attacker that is OP to every other champ, to the attacker that beats that defender, etc. Again, I am pretty sure this isn’t quite the way to go, and would be massively unpopular, but maybe if the nerfs were to a minimal degree? I dunno. I really don’t think it’s the best option, but I don’t think we should 100% leave it off the table for civil discussion...
Actual 6) I feel like synergies are the way to go, but they need to actually do something. Like, a good example is Moon Knight and his synergy with NT I think? It’s the one that increases bleed duration. It’s not very helpful since his bleeds don’t stack. We need synergies that give the bad champs something to do with their kit. Like, maybe for DPXF, bleeds stack and each special he uses gives him a teleportation charge that is basically like a Nick Fury+Quake evasion charge. Just simple bits that add at least utility. OR on the other side, make them like Heimdall so they have very desirable synergies, even if the character itself isn’t all that great (even tho Heimdall does have some good utility in this case)
Uhh those are my thoughts, don’t tear me apart for mentioning the update we shall not speak of, uh what about all this tho? Too hard for kabam to be constantly implementing, it will throw imbalances in, or it might be worth a good thinking session?
Dr. Zola
Still waiting for Ilac to take down those dastardly mercs and bots with the help of the community and his fellow youtubers...
I wasn't even one that had big issues with the 6.2 gates but basically the entire community disagreed. Gates can't be bad bc you didn't have the 5*s for 6.2 but then be good bc you have the 3*s for something else. I don't want to use worse versions of champions with less synergies bc you guys can't make up your minds about gates being good or bad. I certainly see far less people suggesting 1*s in all these posts too. Perhaps bc a lot of are missing those and that's why we still have people crying about the last variant.
I'm fine with those types of quests being introduced in variants as that's the whole point of them. I don't want to see them anywhere near story content though.