**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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All of that will be revealed to everybody in the near future as well. But none of the content that they saw was in response to the feedback in this thread, or other channels that we've received lately. We're still working on that ourselves.
That's going to take a little bit, but I will let you guys know as soon as I have information on it.
If you think this is op, then atleast think of increase block proficiency.
Currently each blocked hit is costing 6 % of max health for a 5 *R5 champion. This is ridiculous and not fun at all as some of the champions special attacks has to be blocked
Let's take the monthly quest as an example. Red room and rifts. Did you enjoy the content or was it just the usual grind? You didn't think about enjoyment because you were just going through the motions. If it's not fun, why bother? Why do you keep playing and spending?
Do you look forward to AQ & AW? Is that where the fun is? Or the monthly EQ? Fun or the usual grind? Act 6?
Lets be realistic here, stop hoping and dreaming. You guys are essentially requesting for a new game. Guess what? it's out there. Tons of options! Open your app store, Download a couple and try something new.
How can you be complaining about a game but then you are buying crystals and offers. Renewing your sigil sub etc. How do you expect to be taken seriously?
On a side note, Seatin will be going for the new champs by spending some money on crystals. Why would he do that? Well, he is a YouTuber. My point is, irrespective of anyone else's feelings, if something is profitable, you will keep doing it. Mcoc in its current state is very profitable, hence there is no reason to risk breaking it.
Perfect blocks reduce damage to zero, so the mitigation they provide escalates fast. If you give +50% PB to a champ with no intrinsic PB chance, you basically reduce blocked damage by half. But if you give that same mastery addition to a champ that has, say, 30% intrinsic PB, then their damage mitigation on blocked hits rises from taking 70% of that damage to taking 20% of that damage. In effect, that champion is incrementally getting a 71% reduction in blocked damage. Moreover, something that goes from taking 100 damage to taking 50 damage has effectively increased their survivability to double what it was originally. But someone reducing their incoming damage from 70 to 20 has increased their survivability to 350% of what it was originally. As it stacks it gets rapidly stronger (obviously, the extreme case is if you could stack this on a champ with 50% PB intrinsically, PB would go to 100% and they would take zero damage from blocked hits, which is an infinite amount of survivability for blocked attacks). This is quickly going to make champions with intrinsic perfect block chance "necessary" to get the most out of the mastery. I'm not sure I would like where that goes. That's why they got rid of the leadership perfect block synergies in the first place.
You could add more block proficiency in a less dangerous way (since block proficiency is a flat stat, and thus subject to diminishing returns) but Kabam's response to high block is already to add block penetration to the game. It only puts us back to square one if we ask for high block, and the content designers respond with block penetration. The same thought process that says don't lower attack will also prompt them to counter block with block penetration. It is that vicious cycle that has to break first, or damage mitigation will just get countered with damage magnification.
If perfect block was reintroduced it would stop all the fear of Kabam scaling attacks with each chapter. If the attack values were reasonable than I wouldn't even want to touch this subject but since they haven't been scaled properly since 6.1 I think its not the worse thing in the world. The community would deem this going too far though I'm sure.
Most fighting games have a default block setting for all champs like street fighter or mortal kombat. This would fix that issue and there would be no inherent advantage per champion. It will make players like Cull Obsidian viable for end game content when he's practically unusable now. Its a radical change but one I'm throwing out there.
It is not a random if I opened 5 crystals and got 5 old trash champions, but some John opened 5 crystals and got 5 top champions. Random is when I open 5 crystals and receive different champs (new, old, good, bad). Random is when I receive different rewards but not the same each time.
Example:
I have wasted whole morning passing Labyrinth of Legends. Why cannot I receive something good for such experience? Maestro is defeated and what have I seen after this? 4th technique awakening gem. I do not have skill, mystic, science AGs. But I have 4 technique and I do not have champions for which I can use them. I got only technique awakening gems from last 3 crystals for last 4-5 months! It is not a random.
And after this super lucky gem I also got Howard The Duck and Jane Foster!!
For 3 hours of playing hard I received nothing! Is it really worth playing? Is it random? Random is UNFAIR. Your random is set to give players more trash than good things and I bet that most of players will agree with it. I know a lot of players from my alliance who receive just trash for 5* crystals for HALF A YEAR!
Another problem is old champions. Kabam is not trying to update more champions - they do one update for half a year saying that it is hard, but also they add two more champions to the game each month. That's why I do not believe it is hard - Kabam just does not want to do it.
At least you can balance their attack - because champs have similar attack rate, but one champ hit 3k and another 1k damage. Or have you ever looked on Angela special attacks damage - my 2* Gamora deals more damage from special attack than Angela 3/45. Stats do not display real strength of champions.
Probably it could be a good solution to disable trash champions until you balance them.
I do not want to waste my time on unneeded things in the game. I want to increase my power.
I believe that other players want the same.
The only point is that in order to do that, all of the players must have the possibility to choose between all the characters, and not only rely on RNG to achieve contents.
I know that Kabam actually based most of its revenues on the RNG. People Now buy cristals and resorces, and this is fine for Kabam.
A way to save Kabam revenues while removing players’ frustration about not having one of the right character for a designed content could be the following:
• Let people purchase a precise champ with units or with a very high shards price (like 100.000 - 150.000 shards for a 5-star), maybe making them rotate as daily offers.
• Limit the purchase of champs with this method at once every two or three months.
• Limit the champions purchaseable with this method only to those released more than a year ago: in this way it still have sense to purchase special crystals and featured crystals.
Thats’s just an idea, but I think it will save many people from quitting.
Surely there could be more prevalence of stacking combo/skill based synergies in game to boost them, therefore not interfering too much with defender abilities that could make act1/2/3/4 etc harder for newbies.
Increase precision/cruelty/attack/armour whatever based on the combo meter or buff stacks, cumulative dexes without being hit etc.
Reward / teach good fighting skills and apply it to significantly boost the weaker champs.
Could open more champs up too for ROL/LOL/AOL