**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Comments
I have barely changed anything in my mastery for a couple of years, purely down to the repetitive cost of paying for stuff you have already unlocked, and the user un-friendly process of how it works.
Do some people change it regularly, like every month?!
#freemasterieschanges
Quick and dirty implementations are quick, but they are also dirty in the sense that they can set expectations in a particular direction and make it much more difficult to get the better version. Inertia can be the enemy of creativity. So while something like you suggest might be an interesting mode, I would prefer if it shows up within a larger system that can accommodate a wider range of challenges from the beginning. Even if it takes longer to develop.
I mean, I guess Kabam could say "why should it be free" and that is an answer, but we already know they can turn the respec costs off whenever they want and that players have to pay to unlock them with units they either grinded for or purchased in the first place.
At some point, maybe it would be OK to admit that cow has been milked dry and unlock respec costs permanently for those who have done what it takes to get them
I find it tough to document/prove that effectively (open to suggestions), but it seems like I’m not the only one that notices the difference when I read posts here or discuss with guys/gals in my alliance. I’m ok with having to practice and try not to feel entitled to all of the available rewards. It’ll take some time for me to practice and save up for Abyss, for instance, and I’m ok with that.
But when it comes to dealing with random heavies, missed parries, and varying spacing, I just have stopped enjoying the harder/challenging content. I’d be happiest with return to more consistent gameplay.
I also struggle with the implicit (e.g. need armor break AND poison) and explicit (e.g. 6* tech) champion gates in Act 6. I’m losing interest with most of my crystal openings and other related content. Not worth grinding arena for enough shards to dupe my 5* Groot for the sixth time. Not motivated in AW for season rewards to get 1/5th of a 6* Iron Patriot. That value proposition has been going steadily downhill for me. Don’t think that’s the same for everyone but it’s been weighing on me.
Just my 2 cents. Want to speak up while the topic is at hand. Appreciate the other folks pushing to help discuss the larger issues with the community.
As the game matures, you enter a period where a sizeable percentage of your more veteran players have already done everything they can do with these builds, and are stuck with them forever. The irreversibility start looking less like a way to make the choices interesting and more like a shackle where players cannot explore other possibilities anymore. So the game starts to allow for respecification - you can change your build, but it costs something. This way you can't just turn on whatever you want whenever you want in an unlimited fashion, because again, that would make choices meaningless. You're almost in the situation where you have everything on all the time, just situationally. But you can now explore what the game looks like with a different build.
At some point, the meta gaming situation often changes again, to where the idea of build switching becomes less the exception and more the norm in dealing with content. As content continues to get more complex, the developers of the content increasingly leverage differences in builds to offer increasingly high advantages and disadvantages to certain build options. And with that comes the belief that players should have the ability to change builds to counter content challenges. And that's usually when build-switching starts to become the norm, and most of the friction associated with it goes away, at least to a point. This is where you get switchable setups, and this is often where you get low or zero cost switching.
So my answer to the question of why mastery switches have costs is I believe the Kabam developers currently see masteries as something players should be allowed to explore, but not allowed to leverage situationally. You're supposed to be able to see what it is like to play for a week or a month with one set up, and then another week or month with another set up, so the costs need to be high enough to make it difficult to switch constantly, but low enough to be reasonable if done infrequently. Costs will disappear when the devs decide that masteries are supposed to be a tool players can use per map, or even per fight if they want to, and they no longer care about the opportunity costs of having different masteries as much.
This would give players agency in having reasonable chances to fill out their rosters, especially if they were divided up into Year Crystal Arenas or Daily Hero Crystal Quests for specific years. Kabam likes to advertise that a primary goal in the game is to collect Champions, and it's widely acknowledged that the larger the pool grows, the more difficult it is to get a specific Champion.
Personally, I'd propose this to be implemented for 4*, 5*, and 6* Crystals at the very least. I'd be much happier to choose a 5* or 6* 2019 Crystal than to pull an Iron Patriot or a Groot out of a Featured Crystal as they function now (unless I was looking for them to round out my collection). Cavalier Crystals or Grandmaster Crystals would be another great place to make this a feature, since by the time you start acquiring them, you're likely to have a robust roster that includes both good and trash Champions anyway.
Best wishes!
Two different types that alliances can choose between.
1. As it is just scaled back slightly, but with buffed rewards that make doing them worth it and that appeals to end gamers looking for a challenge and also for those looking for rewards that progress their accounts.
2. Retro wars that have simple nodes, similar to the wars of the past before they got too complex, but the trade off is that the ais are incredibly jacked stat wise for that element of difficulty with rewards scaled back, basically war for those that just want a simple fun war and aren’t necessary looking to progress their accounts from it.
To really grow and be at the top, alliances should run hardest war with rewards that reflect difficuity, others just looking for fun run retro war.
My memory gets foggy as I get older and I honestly never really embraced online games before...Avengers Alliance, maybe? So it could easily be a common thing and I just had never run across it before.
I am simply not familiar with a lot of how this game operates, the reasons why, so it's helpful to get some insight and I do appreciate the time
There will always be complaints.
People will climb mountains and swim oceans just to tell you that you don't represent them. I think people with current situational awareness will understand my point, regardless of what side you might be on.
1. Mastery Changes
Reason: All the mastery I have unlocked have cost over $300 in units but I still have to pay over 100 units (approximately $5) every time I want to switch masteries I bought? This cost should be reduced as people in AW focused alliances have to switch their masteries pretty much every day, if not multiple times per day. Also, the interface of switching masteries is horrible. We should be able to have 3 saved mastery builds that we can switch between with the touch of a button.
2. Champion Acquisition
Reason: I think every crystal should be a nexus crystal as it will decrease the RNG factor of the game while keeping the core of the game intact. Also, people will feel like they have more control of their accounts which is a great feeling.
3. Daily/Weekly Events/Arena
Reason: The solo daily, alliance daily, alliance 3 day, summoner advancement all need revamped rewards. I don't think I need to explain anymore as cavalier players do not care about 3 and 4 star sig stones and everything else from those. After thought here but arena milestones are garbage too.
4. Deal 90% Less Damage Unless X Effect
Reason: Can't Stop Won't Stop, Do You Bleed, Acid Wash, etc. need to be give and take nodes. For example can't stop won't stop reduces your damage by 90% unless you are unstoppable but should give you a bonus if you fulfill the demands of the node like +200% damage while unstoppable. Also the do you bleed path in 6.2.6 was just stupids as it had almost impossible champions (Emma frost, rogue, etc.) to bleed on a path where you can only deal bleed damage. Also, while on the topic of act 6, attack values need to be decreased.
Now to just list a few more things. Incursions are fun, but the rewards are very underwhelming. They should have been a lot better if Kabam really wanted people to play them as they claimed they worked on them for like 8 months (I think 8 months, can't remember the exact number). AQ energy timer should be reduced. The ticket system made AQ cheaper but I still don't think we should have to pay to play the game. Make the top rewards available by completing content and playing the game, not by paying. Currently the most skilled free to play player can not join a top alliance, but someone who sucks but is a whale can. I know AOL exploration rewards are being increased but I actually thought they were fair, far better than any other rewards in the game. Act 6 100% rewards are what should be looked at as it requires was more skill, a more diverse roster, and more time than AOL and the rewards are extremely disappointing compared to the effort required.