**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
The costs to make the most subtle change is absurd, and needing to reset a whole field just to maybe move a couple of points is so OTT.
It's a feature I would definitely use more if it was more user friendly.
If the entire point of this was to try and get the awakening gem class of your choice, and I do the entire event at the max times you can, and it doesn't even show up, I'm gonna be really really annoyed and disappointed in the entire thing. Yet another thing in the game left up to RNG that really didn't need to be. But back to the creative aspect of these side events...
Just saw the announcement for next month's event...and they're doing yet another iteration of Modok labs.
Yawn.
Seriously. I'm pretty sure the player base told kabam how annoying these were the last time they were repeated. It's a daily slog and just feels stale as an idea for a side quest. It feels copied and pasted. To be fair, maybe the event and the rewards this time will be different than past versions, and I will reserve judgement on it overall until the details come out or we get more information. But does doing another version of Modok labs get me excited? Absolutely not. I've done it multiple months now, as many other players have as well. It doesn't feel fresh or fun or interesting to me. Rifts are the same as well.
The community LOVED when you did the my little symbiote event. They bring it up all the time, how it was so different and out of the box. You all heard that and...continue to give us rifts and labs, with a new name and rewards slapped on. To me, it feels lazy. It doesn't make me want to log in more every day. It doesn't feel outside the box. It feels like 2017 events just pasted into 2020. I would love some more new side monthly quests/activities that haven't been done before multiple times.
=== Masteries ===
The same 5 hidden offensive Masteries, 5 hidden defensive Masteries, and 4 hidden proficiency Masteries have been "Coming Soon" for years. "A powerful new Summoner Mastery will be available shortly." It has been at least two years, Kabam, since the last new Masteries came out. If that's your definition of "available shortly", that might explain part of why the community isn't particularly thrilled right now.
- First off, there are not enough Mastery points to go around. 59 points across 60 levels (including the bonus Mastery points you can pick up). We haven't seen new Mastery points since the completion of Act 4 if I recall correctly, and Act 4 came out in October of 2015. People have been begging since at least 2016 for the level cap to be raised. Kabam, you've been really dragging your feet on responding to concerns with this part of the game. Masteries function in similar fashion for us as Attackers as Nodes do for Defenders. They're abilities that we can apply widely to our Champions. It's neglectful to not take advantage of this system to allow us to overcome challenges in the game.
- If the Level Cap was raised above 60, that would make XP Boosts useful again to players that haven't reached the level cap. We still get them out of Solo crystals all the time, and aside from the pittance of gold you get for them, their only use is to blow through whenever an Item Use event comes through. It would also allow Summoners to get more Mastery Points (one per level, as per the standard since you hit level 6). With the introduction of new Masteries (like the 14 that have been "coming soon" for years, which I'll talk about later), we'd have points to invest in them.
- Changing Mastery setups costs every time you need to make a change. I can't recover just one point and put that point somewhere else (unless I only have 1 point in that Mastery category: Offense/Defense/Proficiencies). I have to invest gold and units into reshuffling my unlocked Masteries, so while Kabam touts that you can just switch your Masteries up, it's a continuous-cost strategy. I already had to get the Mastery points. I already had to use gold, Class Mastery Cores, Stony Mastery Cores, and Carbonadium Mastery Cores to unlock these Masteries. This has been a common complaint from the player-base for years that remains unaddressed properly to this day.
- The Masteries themselves... Deep Wounds improves the efficacy of my Bleed Debuffs. Extended Fury and Enhanced Fury increase my Fury Buffs. There are no Masteries that allow me to improve my Poison, Shock, or Incinerate Debuffs, or my Cruelty or Prowess Buffs. There are no Masteries that improve my resistance to Damage Over Time Debuffs (other than Bleed, via Coagulate, Suture, and Mutagenesis [for Mutants only]). There have been all kinds of mechanics and effects added to the game in the past several years that the Mastery system doesn't touch at all. Poison has been in the game since Day One, and there are no Masteries that interact with it. The range of Abilities that Masteries modifies is so narrow. You need to reveal Masteries that interact with these systems, and either give us Mastery points that allow us to branch out further, or condense existing Masteries so that you free up points that we already have so that we can branch out.
- Generally speaking, without updates to Masteries, you continue to hobble Summoners. This is a valuable area of the game that has languished for years. It's deplorable that the general response to challenging content in this game is "get good" or "burn resources". That's okay up to a certain point, but when our Champions are capped at ~15,000 PI and we're fighting against opponents with PI in the 170,000 range (like Act 6 Grandmaster, which is okay for a boss fight, but the 100K+ Champions leading up to him can be a slog)... You're basically saying, "We gave you all the tools we want to give you in Act 4. You chewed through Act 5, so hooray for you, and now you're going to have to deal with all that and more in Act 6!" Shoot, the end boss of Act 4 was only 15K PI, and you took 6K PI Champions up against him; a 2.5x relative challenge factor. Act 5 was 6K PI (in the beginning) Champions versus a 40KPI Ultron (a 6⅔x relative challenge factor). Act 6 became a 11⅓x relative challenge factor for your 15K PI Champions versus the 170K PI Grandmaster. Masteries would be a fantastic way to rebalance the scales a bit by giving Summoners some of the same toys that the developers get to play with when it comes to Nodes.
Best wishes!I would love to see Masteries that allow me to mitigate some of the "eat it, sucker!" Damage Over Time effects (like Degeneration), which would be a great help against No Retreat Nodes. I would love to have Masteries that let me do +300% damage on a single attack made within 0.5 seconds of executing a Well-Timed Block against opponents that have +300% (or greater) Health Boosts to overcome some of the stupidly overclocked fights in the game without having to spend ten minutes in the fight. I would love to have Masteries that expand the potency or applicability of my Synergies. Heck, you could even include Class-specific Synergies (much in the same vein as Pure Skill and Mystic Dispersion, to make use of the Class Mastery Cores) that expand benefits to all Champions of a certain class, such as a Mastery that gives all Skill Champions a +15% to the Potency of their Offensive Abilities when fighting at a class disadvantage (as an off-the-cuff example). I would love to see Masteries that allow me to reduce the Potency of an opponent's Immunities (like a weakness Debuff, but versus their immunities), or throw Inverted Immunities on them.
Kabam has spent a great deal of time on developing challenging new nodes for us to fight against, but has given us precious few tools (outside of "use this narrow range of Champions") to overcome those nodes. New Masteries would be a great use of an existing system to give us new tools to overcome these challenges.
If you unlock most if the endgame masteries with suicides dispair deep wounds assassin etc you spends around 20.000 units.
Yes it costs this much only from the cores. There is no reason its should cost anything once you spend so much.
Its time to change it.
Do preset mastery pages. Like 3-4 which you can switch between with a few clicks.
In my opinion, bad champions don't need to be buffed very much, it's just that the content that needs to be cleared has a list of around 20 champions that you are punished for not using, or worse, specific counters. If bad champions get a slight buff, and OP champions get a slight nerf, and content, in general, is scaled down, the problems disappear. You will be able to use less powerful champions in the latter quests of story mode, and the more powerful champions wouldn't be able to get through it too easily. However, endgame content such as the Abyss should not be nerfed - it is there for only the best of players. Story quest isn't.
It wouldn't even make sense to attempt to make such a system, as how would the game even decide when "18% of players" got a particular reward? What happens to the player that runs Rifts first? How do you know how many players will eventually run a particular Rift type to know when the 18% "limit" has been hit? 18% of the playerbase as a whole is more players than will ever run the Epic rift.
Maybe this sounds reasonable for a player trying to explain their otherwise bad luck, but it is algorithmically infeasible.
Also, whenever the players say that content A was great but content B is boring, in my opinion that's often heavily influenced by the fact that content A just hasn't been iterated often enough yet. When you say the community loved the symbiote event, that wasn't universal (nothing ever is) but even for the players that loved it, using it as the model for future events could just as easily beat it into the ground and make people bored of it. I've seen that pattern with the other events. Rifts were seen that way initially, and now they are seen as just more of the same by some players. The content we wish the devs would make more of, we might wish that mostly because they haven't made more of yet.
That's not to say they are at the right balance point now. And that's not to say that creativity can't be focused in more productive directions even with those limitations. For example, if I understand the latest iteration of the Labs in the announcement, I think the lesson from Incursions is players don't want buff deleters, the players want player-side empowerments. Who wouldn't want to run Labs with Buff Cornucopia? Or given the huge amount of various strike back buffs that crop up in the Labs, who wouldn't want one day a week where they could empower their team with Namor's damage absorption mechanic (or its node cousin, Destructive Feedback)? There are probably a ton of players who have never played Incursions yet. Adding some of that flavor could have made Rifts a whole new experience *and* been a way to tease the Incursion experience to players who haven't tried them out yet.
As to the specific assertion, the odds of pulling the sig stone path seven times out of ten probably sounds extremely low on the surface. They are about 704 to one against. However, the odds of at least one player among the top ten alliances getting that results are not all that low. There are three hundred players in those alliances combined (assuming full alliances) and the odds of at least one having that result are about one in three. In fact, the break even point is about 17 alliances of 504 players. In other words, out of all the players in the top seventeen alliances, random chance says there's a greater than 50/50 chance that at least one of them would have had the result specified.
You could make the case that the general principle is people shouldn't be subjected to the possibility of having nothing but bad rolls, but the post in question doesn't specify what the other three rolls were; they could have been excellent. And even if they were not, that's why the Chronometer exists: to insure against having nothing but bad rolls. *And* if the complaint was about randomness in general and not whether the RNG was working correctly, there would be no need to emphasize the percentage odds of the signature path being pulled or imply the results were not consistent with that chance.
What a mess. 30 minutes trying to get to the boss, used objects, energy and various attempts, so that ... To find a version of spiderman that evaded 99.9% of the blows. The only option is venom. And since I do not have it, I stay stagnant as in the rest of the variant content and act5 and 6. By the time I get the characters in 5 months or 2 years, the rewards will be useless and useless.
Again you see Kagam with its design for 1%. What a waste of time. this is what play is about. to open 1000 crystals and have the bad luck to continue stranded in the content that should be progressive and continuous. The game is reduced to this, to stay 2 years stagnant for not having luck, the mechanics seemed to me and it continues doing it, a bad way to take advantage of the game. 1,2,3,4,5 and 6 star characters. so that so many characters of all the stars if they are not going to be useful at all. Because they did not implement the mechanics of obtaining 1-star characters and increasing their potential and earning stars, skills and statistics, it would have been a more efficient way of improving characters. I'm not expecting you to give me anything, but this form of play is broken. having to play 5 years and not achieving good results is very sad, it must be that I don't pay to play. sure is that. Because my hetprmano has been playing and spending money for a year and a half and I already explore act 6 and variants. what rubbish
the sym moves like spiderman but he's not tag as #spiderman, so he can still evade.
try to power through it with other champs.
maybe Cull can take it (i think he's the only XL champ with True Strike vs all champs)
Extremely annoying. But I think possible with patience with non-specific champs. Today, I think I would describe that fight as needing Wasp-tactics if you don't have true strike. Also if memory serves you do not want to push him to the wall, nor do you want to get pushed to the wall. You want to fight him in the center of the screen so that if you throw a special and he evades it, you aren't standing next to him when the special is over. I think I found that out using Blade: if you fight in the middle and he evades Blade's SP1, it drives him far enough away that he can't counter attack after the evade. But if you push him to the wall and use SP1 and he evades, you're going to get hit in the face immediately because you'll be too close to him.
Dr. Zola
I have no idea if you have Venom the Duck or not, but I did make a video back when I cleared that content. Maybe it'll help. Good luck.
https://www.youtube.com/watch?v=vEXr56ZsnCk
=== Champion Reworks ===
As others have pointed out, Champion reworks to give value to old trash and formerly decent Champions that have been left behind come along way too slowly. We've had about a dozen Champion rebuilds, most of which have been very positively received by the community. We've seen face-lifts given to Venom, Carnage, Hulk, Old Man Logan, Colossus, Rhino (who remains rather rubbish), Gamora, Spider-Gwen, She Hulk, Red Hulk, Luke Cage, and we're looking forward to the upcoming Hulkbuster update. This is in addition to myriad minor Champion adjustments to get them "just right" after they debut.
- First, there should be a basic premise in this game that although not every Champion is going to be super-hyper-awesome, no Champion should be absolute trash. When you can defeat content with [N], but you can also defeat the same content much easier with similar Champions [O], [P], [Q], [R], and [S] that do what [N] does much better than [N] does it, collecting [N] to be either a benchwarmer or Arena Fodder crushes the joy of collecting [N]. This is an unfortunate circumstance when power creep makes [N] obsolete. It's a giant middle finger to the player base when [N] debuts as a trash Champion and the general response is, "Not every Champion is going to be great." I have yet to find any content or game mode where Kamala Khan (for example) is the best possible solution to a challenge, and that's sadly been true since the day she entered the Contest. I think that it's safe to say that having Champions that are not optimal choices in all situations is something that the player base accepts as completely reasonable. I also believe that it's safe to say that having Champions that are not optimal choices for any situation whatsoever is something that the player base accepts as completely unreasonable.
- Champion reworks should happen much faster than they do. I get that it takes a significant amount of time to revamp and test reworked Champions, but when you can put out 25-27 playable Champions a year reliably for the past 4 years (more before that, but not with the same steadiness) plus a few non-playable antagonists (like Doombots or Super Adaptoid Hydra), I don't think it's unreasonable to ask for a reworked "trash" Champion every 2-3 months until no Champion is absolute garbage. Carnage (for example) used to be trash, and he's not god-tier now, but he's certainly a viable Champion in most situations in the game. They don't all have to end up as all-stars, but we can certainly do better than the current iterations of Magneto or Cyclops. There's someone who loves every single Champion in this game as a Marvel character. People have expressed how affronted they feel that their beloved Champion - the one that they've been hoping for since joining the Contest - is absolute garbage in the game. I remember no small amount of ire that went around when Sentry came out. As much as Void's been praised, Sentry's been reviled.
- You have people who are eager to help you. I'm one of them. I've proposed full revamps myself of Juggernaut, Magneto, Magneto (Marvel NOW!), Kang, Joe Fixit, Thor (Jane Foster), Black Bolt, Storm, Captain America (Classic), Ms. Marvel (Kamala Khan), Hulkbuster, Iron Patriot, Karnak, Spider-Man (Miles Morales), King Groot, Black Panther (Classic), Superior Iron Man, War Machine, Falcon, Iron Fist, Captain Marvel (Classic), Unstoppable Colossus, Gamora, and Colossus over the past two years alone. These are full reworks, complete with ability descriptions, synergies, any suggestions on different looks or animation updates (though most don't have different looks or animation updates), and new abilities. The Champion Improvement Suggestions thread has well over a hundred reworks (some partial, some full). We know you're not looking at it. It's fun for us... But we still do it because we enjoy creating this content, even if it's only theorycraft. The point is, you could ask @Magrailothos, @Colonaut123, @Whododo872, @HeroBoltsy, @Nairvehl, @Bahamut, @SkyBlueGaming, @Potatolegion, @Bajan_Samurai, or any of the other contributors to that thread to bounce ideas over to your developers. Hell, it would be awesome for those content creators to get to propose alternate versions of Champions just for a monthly event, like a mash-up competition or other themed build-a-Champ event. We're already doing it, and peer reviewing each other each others' works. We may not have thousands of followers on YouTube, but we've got more than a few decent ideas over there. Go look at it. Get us to sign NDAs and turn us loose to design the most solid Champ (given certain parameters) we can for the community to break in a Special Event Quest. Or... Y'know... Just let us help you to redesign Champs if you're open to the assist.
- Keep up the great work, when you do revamp a Champion, with the Beta testing. We really enjoy that. Please don't change that except... we'd like less time between the Beta and the release. Some Champs came out quickly after the Beta closed. Others took a really long time. If you got what you needed, and the Champ is good to go, there's no sense in much of a delay.
I really hope that this requested change sees some positive feedback from both the community and from the development team.https://youtu.be/DOHdo4gPF-4
You're entitled to how you feel on things. That's not my issue. What grinds my gears is when people ask, beg, petition, and even demand to be heard, and when they hear them, it's disrespected. That isn't just disrespecting Kabam. It's disrespecting the process of what we're all here trying to do. We're not just here to get everything we want before we ask for it. We're here to communicate issues and be heard. They're holding up their end of that. We can't make demands for that and throw it back in their faces when they make an effort. I take issue with that because it ruins the process for everyone.
Personally I’m in full alignment w KT1 and many other youtubers as an end game player w all content done and a spender. No reason to continue funding a company that disregards its player base.
Kabam if a mod happens to read this the definition of ‘Constructive feedback is providing useful comments and suggestions that contribute to a positive outcome‘
So here are comments that would lead to a positive community outcome
-Revamp game economy
-Tweak crystal drop rates and deactivate anything in relation to that mystery box patent.
-release diverse content that takes skill, can be done w a variety of champs and uses an entire roster
-don’t take a year to buff one old champion - the HB time line is disgraceful
-revamp aw all together, drops tactics, increase rewards
- AQ build something that doesn’t feel like a weekly chore and require a user to login constantly so they can enjoy life while being competitive
- Help button, multiple screen taps, and in game navigation - maybe play the game for a week and truly understand the frustrations here.
- Listen to the community as a whole. When an idea is brought up here and hundreds if not thousands of users respond - act on it positive or negative.
There is plenty of way to make money and keep this game alive if you act on the above. I likely missed a cpl items but in a nutshell the last bullet point covers any that I’ve missed because they been brought up on here hundreds of times.
No more smoke and mirrors. Clear cut action plan and execution
On a related note, are you familiar with the Strawman Fallacy? What you just wrote is a prime example of a strawman where instead of addressing my post, you said I said something else and then criticized what you said I said rather than what I actually said. See, what I said is that I give props to Kabam when they do good and don’t when they don’t. What that means is that when Kabam does something good like the Barons War, I thank them and give them positive feedback and when they do something bad like not giving compensation when it’s due, I criticize them and give negative feedback. No matter my opinion I always give as constructive as feedback as I can, though admittedly sometimes I can be hotheaded.
My issue with the Abyss Sparkles compensation is that this isn’t this first time that we had to fight for compensation when it’s clearly warranted, which means that Kabam has not listened to our feedback on this same situation in the past. You say we want communication and for them to take our feedback into account and I agree, except I want them to keep our feedback in account and not forget it once the same situation arises a few months later.
I've said pages and pages ago, that pushing too hard creates an inverted U. That's what we run the risk of doing if we have unrealistic expectations, demands rather than suggestions, and a refusal to recognize efforts to make compromise. Some of these demands aren't even realistic. Get rid of RNG completely and create a new game? Change the entire infrastructure overnight? Believe me, I saw this happen with 12.0, and the end result was communication stopped because what was being asked for wasn't possible. Not only not possible, it wasn't even reasonable.
Communication takes both sides. Not just a list of demands that must be met. When one side does its best to accommodate the other, that needs to be acknowledged and recognized.