**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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You guys have proven that you can make small updates to that mode relatively easily. We had match making based on war rating for 1 war last season, why was this changed back to prestige? You made a tweak to flow but could make further small adjustments based on feedback you've gotten from the past 2 wars.
1. A daily, themed "Boss Rush": One day Avengers, another X-Men, another Guardians. Fantastic Four. Sinister Six. Female characters. Whatever. Don't reinvent the wheel each day. Come up with 6-12 node combinations, mix and match, rinse and repeat. Two difficulties: Uncollected and below, Cavalier and up. Just something that is harder, themed, where players know that it's gonna be tough but fair. It could be exactly like the Modok's Lab structure. NOBODY, repeat NOBODY, has to do it. It's just there every day, because it's fun.
2. Solo Dungeons/Incursions: Not everyone wants to play with someone else. Give solo players the opportunity to "Dungeon Crawl" and see how far they get. Just turn off the other side of the old Dungeon map and nodes and put it out there -- I. WOULD. PLAY. THAT. EVERY. SINGLE. DAY.
3. Create six bosses that are NPCs that you aren't gonna ever use in the game. Cut and paste their abilities from existing characters to keep development time down. Give them two tough-but-fair nodes and Labyrinth health pools. Call it the Timed Challenge. Leaderboard shows who cleared it the fastest each day. Players can do it multiple times. Fastest gets 5,000 six-star shards. Re-entry costs 50 units. Then 100 units. Then 200 units. Maximum three entries. Bosses could be Dark Phoenix, Adam Warlock, Count Nefaria, Gladiator, Firelord and Graviton. Good luck.
What I am getting at: You guys have already created the characters and nodes and mode structures. Now let them work for you. You don't have to reinvent the wheel every month or quarter.
We are all competitive people who love the characters. Let the material you have already created do the work
Smaller things like adding a 5* sig stone to each Cavalier daily objective or removing a few linked nodes in Map 6/7 would show you're listening to the community while you work on larger changes.
I don’t agree that we shouldn’t be able to see some small changes in the near future.
Small QOL additions that in truth have seemed like no brainer at this point and have for a long time could be made quickly and like many content creators pointed out many of these types of things really don’t hurt anyone(AQ timers for instance).
1. Realm of Legends Weekly: Every Sunday, a map exactly like OG Realm of Legends shows up. Same format: no nodes. Keep the health pools exactly the same as OG Realm of Legends. Just select 10 different characters from the character pool we already have. The kicker: You can only enter it with 2, 3 or 4-stars. Legends title available for fastest each week. You can enter once each day. Changes every Sunday.
2. Here Come the Bad Guys: Are you the most dangerous criminal in the Battlerealm? Prove it! You stole the crystal containing the Old-School Super-Adaptoid -- and now the Avengers are coming for YOU. You pick ONE, repeat ONE villain. You have to beat every single single Avengers-tagged character, ONE DIFFICULT NODE, Realm of Legends health pool, WITHOUT DYING. You can heal, but you cannot revive. If you die, you "go to the Raft." To escape, you have to beat an Uncollected-level Nick Fury and Quake. WITHOUT DYING. Otherwise, back to the Raft with you, criminal! Then you gotta get right back out there and beat all the Avengers...without dying. Final Boss: the Sentinel of Liberty, OG Captain America, with two nodes. Get away clean? Your reward is a 5-star Super-Adaptoid character! First person to do it? A 6-star Super-Adaptoid, awakened!
People can reply honestly and without the distraction of the forum attention seekers and trolls.
Areans : Need lots of improvements. Firstly it need to define what is its main purpose and how it can help summoner.
I like some thing like this. This should be mainly used for champion rankups. Instead 3 v 3, there can be 1 vs many.
For eg. for Todays arena bring Groot of any star and any rank. Once you complete the X number of fights you will get rewards to rankup your Groot. This repeats every arena ground
AQ : Easy life is required. Reduce the number of paths to be explored or increase the AQ max energy from 5 to 10
AW : Buff rewards and provide better tools for officers
Act 6 : Reduce damage on block.
It popped.
How about Rift Battles, they would be daily and you get to choose the reward out of 7 randomly selected rewards out of the following:
Crystals, Gems, Gold , ISO-8, Catalysts, Incursion Shards and Signature Stones
I'd lean away from anything that looks like giving ftp loads of "stuff" though. Kabam have got themselves into this pickle by having to cater content to a number of blubbery whales that they can milk for all their worth. They have had to ramp up the difficulty and content so much, that even those Titans may be becoming unwilling to spend..
And if some of those blubbery whales, as the original video indicated, are lessening their spend (are they??) then kabam needs content that will get others willing to part with cash and keeps the whales entertained and spending as well.
So while your ideas definitely tick the fun box, they'd need to tick the "people/whales will spend on this" box as well. Will they do that?
1) Things that need to be "fixed" in the game as it currently is and suggestions for how to do that
2) New game ideas (like ESF's ideas above)
I sincerely hope ppl from Kabam are checking this frequently and keeping a log of the feedback ideas. Otherwise it'll be a real chore to read through everything and much more likely that stuff will just get missed/glossed over.
I read a mod acknowledged tanking is not good taste but the issue is not easily addressed.
Not looking for the why.
Trying to learn the how.
Something that I think was completely lost in the Book 2 beta was the fact that so many players were quick to jump on Kabam and claim they "didn't learn anything" - I saw more than one Youtuber use those exact words. Except if you were in the beta and actually read the dev posts on Book 2 you'd see they did actually state that one of their priorities was trying to iterate Story Arc content quicker, which meant simplifying and streamlining it. Now granted there were a lot of specific issues that had nothing directly to do with that, and some general overarching ones that were separate from that as well, but Kabam was in fact listening to players who were saying that this content was being released way too slow, allowing players to burn through it too quickly before the next chapter arrived and leaving them idle. I'm pretty sure in simplifying the design process devs were encouraged to use crude methods for increasing difficulty - along with not even considering carefully if difficulty *should* be cranked up. Because isn't it obvious that it should be?
So its easy now to say they picked the wrong lesson to learn, but that's only because it is easy to kick the developer. If we had this debate *before* Book 2 arrived in beta, and we asked the players which players should be listened to and which ones should be ignored, I'll bet there wouldn't be consensus that the players who wanted more content quicker were obviously the players we should all ignore. Anyone who thinks this is easy should go through the thread and list all the player suggestions we should actively ignore now, *before* Kabam responds. So they can see how easy that actually is.
Whatever you think is obvious, I'm pretty sure there has already been several players advocating for the exact opposite thing. Anyone who reads this thread and sees massive consensus on what should be done next has frankly not been paying careful attention.