**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
1. Update the rewards. 6*'s should play a bigger part in the game, and be slightly easier to obtain without having to make purchases. Rank up items should be earned slightly more often as well.
2. Welcome to 2020 (Leave the past years behind, nobody really cares, that 4* use to be highly coveted.) As soon as I reached Uncollected, then Cavalier, I wanted the rewards to be worthy. They are lackluster at this point.
3. AQ and AW at the same time? That's great for those who have rosters to support this, but severely hinders those with limited rosters. Running both at the same time and offering summoners limited time with 100% of their roster is not doing the player base any justice.
4. Tone down on the skill required to advance. Make it fun and slightly challenging. This will win over more of your player base. The players you keep engaged, the more you stand to profit. Currently, it is stupid challenging and barely fun(depending on where you are in the game.) You may find that your team will have an easier time creating content, because they won't be spinning wheels on how to make these unjustly difficult nodes.
5. Ultimately this game needs to find a better balance.
These are just my opinions, and just an outline of things that I would like to see changed.
Then you realize they don't play the game on your level and you're 100% wasting your time responding. If I haven't touched act 6.2.6 champion boss and casually play game what real game improvement do I need?
The AI in AQ for map 5 man, they chase you down without actually attacking then react to your inputs, it's incredibly annoying. It's difficult to imagine what you guys were thinking when you programmed it to behave like that.
The obvious improvement is to make the AQ AI more aggressive.
Following that logic t5b, rank up gems, t2a, 5* shards should all be very rare as they are rewards in act6 yet their pretty accessible
1k Parry damage on a 50k health champion is 2% per parry, which is comparable to the Parry damage you'd take in Act 4. That's not a problem. But 5k block damage on a missed Parry for a 30k health champion is a more serious threat when that's 16% of your health. But even that isn't necessarily a problem if, say, Life Transfer is on that node.
The problem is when block damage is too high forcing players to parry perfectly, and on top of that the tactical nodes require players to constantly intercept or the AI is defensive and won't throw specials, creating a situation where the high block damage becomes a component of a rapidly irreversible downward spiral to a loss.
High block penetration plus Life Transfer is not a punishing node combination. It combines a penalty for mistiming a Parry with a benefit for players who can control the fight aggressively. There's counterplay built into that combination. It is when it is all brute force with super high attack and nothing to compensate for that when the overall fight becomes all punishment and no reward.
I could also see the reward for first completion of Act 6 be unlocking Nexus crystals at some reasonable price, to facilitate encouraging people to fully explore Act 6 afterwards. As a repeatable purchase, I think the appropriate cost would be somewhere between 15k and 20k, given some appropriate progressional prerequisite for them.
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1. Duped 6* no shards?
2. Can't sell 5* s for 6* shards? Not that I want to but keep adding garbage champs then let us sell them.
3. Why if I am already at level 60, 75% of my solo crystals are xp boosts?
4. Hulkbuster (and any other) retool given up on?
5. Aw ends at different times for different allies, why not aq, I sit and watch for 5 hrs to start another.
6. % of absolutely useless champs added to 6* pool to useful ones is pathetic.
Outside of Excursions (excellent retool guys) I as well as many are getting burnt out on paying to be beat down by a game we love.
Sure the average player may buy here and there, but not as consistent as whales or kabam would of lowered the price on everything by now, but again prices barely budge. 5* gems will only decrease when they become 4* equivalents and 6*s 5*s. This is the argument most are likely to make here. Ive rarely seen these forums respond positively to reducing the price on items.