**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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IF NO UPDATE came to arena or mastery,then i will quit this (Game) it wasn't worth my 4 years of investment i am a 4 year old player and had not pulled 5* himdal or hypiron for that 6.2 sinster boss.
I could EASILY defeat sinster 6.2 if 4* where allowed because i have both of these characters as 4*.
But OG cap is useless. And isn’t needed in the pool, especially as we already have CapIW and WW2 Cap.
This seems like an area where way too much analysis has been done to squeeze every penny out of the in game economy but in doing so has really squeezed also out the fun, growth, and feel of progression the game once has.
I also feel this compounds in the delay of new difficulty levels like the introduction of a new level like cavalier way to long because the worry about the in game economy. This has resulted in another disconnect where monthly the content is basically useless from offering a fun challenge and decent progression standpoint and then the Act 6 content is more painful and requires more focus/energy then somewhat casual play can dictate.
Really I feel like I haven’t had content to play that was challenging but not stressful to play since variant 4 launched. And yet this and challenge type content is being cut down more and more.
Edit: it’s all about having an element of subjectivity within this relativism if you know what I mean.
I thought the purpose of this thread was to establish some sort of communication with the decision makers, and it basically has been a one way street.
If we are waiting on Kabam for a more official response, then why not lock this thread until that happens?
There has been little to no communication, and all the concerns are just ignored.
You can see by the rewards of the latest MODOK side quest that they are not taking anything on board
I'm not a whale spender, also not a f2p player since I buy the sigil (which has become useless at this point though) and the 750 (or so) units offer per month.
I would like to try to state the problems of the game that are being mentioned over and over again by lots of players and influencers on forums, social nets and youtube. These are all synthesized by feedbacks I reed, watch and hear + my personal experience. Don't be shy Maybe this will help Kabam realize what people want most of all and ask them to pay attention to.
1. Time. It takes Kabam too long to make any change. I realize that this is not a short process, but it doesn't look like it should take THIS much time. We've been waiting for problem solutions for such a long time and people get bored of it and just go to another games. We've been waiting for crystal updates, Cavalier dificulty, arena changes and so on for a long-long time and we still don't know when they're gonna come live.
2. Rewards. We're in 2020 now, the content gets harder and harder, we have act 6, AoL, 6* 3/45 defenders on AW, map 7, etc. The game develops, players need more and more rewards, it's pretty natural for all f2p endless games. But sometimes when we see rewards for side quests or anything else, it feels like the rewards are from 2017-2018. The developers should be awared of the 6* meta, this means players need more shards, sig stones, rewards in general.
3. Outdated crystals. I've been talking a lot about this - AW victory/defeat crystals, solo crystals, shard crystals, etc. These haven't been updated for years! Come on, we need relevant rewards from those.
4. Expensive offers. I'm a player from Russia, in most of the cities/towns except from the biggest ones average salaries vary from 200$ to 500$ per month. 3100 units cost 100$, and it's not even a big amount of units, completing aol cost me 6k units. Exploring is gonna cost something about 20-30k units which is 800-1000$ which means most of the people in my contry can't afford to buy if they have a real life and don't spend 24/7 on arena. I'd be happy to be able to donate more since in general I love this game and I would like to support the developers, but for me this is a robbery. I'm pretty much sure this is not only in Russia, this is about lots of countries. The sigil and the monthly 750 units thing for 10$ are good examples of something that most of the people can afford without taking any advantage over whales. I believe having some advantage by spending money is natural, but make the offers more attractive to most of the players.
5. Units. The previous paragraph leads to the problem of units. Nowadays there are really few ways of getting units in this game except for donating and grinding arena. Maybe adding units into side quests, event quests or even making a separate unit quest would be a good idea.
6. Arena. Arena is insanely boring and stale. No updates for a while, lots of routine work, impossibility to get a 5* champion without 24/7 with refreshing heroes make it the most boring place in the game. I believe the vast majority of players hate doing it, but they have to cuz of units. I personally do 1 million point to get some units every Monday and Thursday and forget about the arena till the next Monday. I have to turn on a YouTube video, watch a movie, listen to music or talk to someone not to feel extremely bored and annoyed with it. I get something like 200-250 units every week with this + some amount from crystals, but now I'm on the stage of exploring act 6. Thanks God I've mastered Quake, and got 90% of top champions, this saves me tons of units, but I know that most of the players can't play Quake on a high level (who in my opinion is my main units saver) or don't have ghost/aegon/nick fury/doom and some specific counters for some paths. Moreover, I can (in most of the cases) use intercepts, heavy bite, re-parry and other useful mechanics, but it took me 3 years to master this, and even with this I have to spend 100-200 units for just a a single path. I know endgame players who spend 500-600 units because of absence of practice, intercept or heavy bite tactics, champions for 1 path. Units should be cheaper and more available in my opinion.
7. 5* and 6* crystals. I know there are lucky, unlucky players and players with average luck on opening crystals. If we're talking about 5* crystals, I'm an average player. Probably every 10th-20th 5* gives me something at least not useless. As for the 6* crystals, I'm among the unlucky players since I've opened 25 6* crystals and the only useful champion was Human Torch who was in my very last opened 6* crystal. The rest are complete useless unplayable characters who aren't able to complete any difficult content. I believe nexus crystals are the best thing you've ever created in the game. In my opinion you should be able bo buy them with shards at this stage of the game. Let them be more expensive, let's say 20 shards, so people have a choice - get 2 random champions or 1, but less random for the same price. It's pretty fair, expensive enough not to force people to buy only these crystals, but gives players choice and an option to get something they want.
As for featured crystals, they are in most of the cases are just a joke. They cost 1.5x time more, but sometimes provide more chance to get a bad champion than a usual crystal. The ratio 20%/80% of good/bad champions for 1.5x more cost is just ridiculous. This should be in worst key scenario 50/50, or even 70/30 not to leave people disappointed by this amout of shards they spend.
8. Bad champions. We all know that there are some tiers of champions in this game like so-called beyond god tier, god tier, etc. They are pretty conditional, but most of the players realize that let's say Dr. Doom and Iron Fist are both mystics, but they're not even close in the matter of utility. You can use Doom in 90% of the game content and easily beat most of the champions/nodes while it's impossible to beat these with Iron Fist without tons of revives. You're limited with the amount of champions you can bring to a quest/war/mission, so you have to choose the ones that have more utility and make you spend less resources, unless it's a very easy mission and you just enjoy playing your favourite character. What I'm trying to say is not that all the champions should be as good as the top ones, but they at least need to have someting specific to make you choose them in certain situations. There's no single situation in the game where I'd go for Iron Fist over Dr. Doom or let's say Electra over Nick Fury. These are just 2 examples, but 70% of the extisting are either completely unplayable or just worse than the other champions of the same class in all the cases. A good example of a champion who is below god tier but has some abilities that make him playable in some situations is Hulk Ragnarok. I'd prefer Quake, Human Torch, Wasp, Cap America IW, She-Hulk, Void over him in most of the cases. But if there's a champion or a node that inflicts poison and let's say passive damage over time effect, he is the best choice! In my opinion every champion should have at least 1 or 2 abilities that make him good/very good/the best in at least specific cases.
9. AW and AQ. I believe the developers do pretty good job on updating rewards and difficulties for AW and AQ, the biggest issue I can see atm is the Flow. Any single node that works with increasing defenders energy should either not exist or not give this much energy. You can find a counter to a champion, you can find a counter to damaging buffs/debuffs and lots of things. You can't find a counter to champions that just don't use their sp1 and sp2 (just because they don't want) and go to sp3 within 5 seconds. There are not many champions that can deal with this and nowadays we have Quake, Magic, Doom, Guilly 2099, Ghost trinity and a couple of other champions being the only (or at least the ones that can deal with most of the champions and nodes) counters to Flow.
If you've read to this point, you either must be very patient hehe.
All I say is not truth of the highest instance, you may agree or disagree with some points, but I feel like I've noted the biggest problems that lead to the fact that players and content creators leave the game.
This is pretty much all I can remember by this time, feel free to add something you think I've missed, constructive criticism is welcome.
Hope Kabam will respond something to this so we know they realize the problems and work on solving them, have a good day everyone!
Just because someone doesn’t “need” to do the content doesn’t mean it’s “bonus” content. Just deciding to end EQ/Side events tomorrow would be a fundamental change to the core concept of the game and would have very large effect on the overall gameplay loop and core reason many people log in.
Most player probably don’t even remember a time before EQ and some also don’t remember a time before a monthly side event.
At some point a regular content cycle drops doesn’t become bonus content it becomes core gameplay content. This is true even if at first it was pitched at “bonus” content at kabam. Once it’s been part of the gameplay loop long enough it is no longer bonus but part of the regular content cycle.
Let’s look at rifts, the top rewards in there were a 5* awakening gem, 5 star shards and 6* shards, all of this is good, but it’s highly unlikely to provide any major benefit to an endgame account, you’d have to get extremely lucky both in the rifts and crystals to get a significant boost. 5* shards t5b t2a are all old news for top players, and 6* shards are worthless 80% if the time due to the chanpion pool and specifity of endgame content.
The resources we need are just not in events, those resources being: 6* sigs, t5cc fragments and 6 star awakening gems, and also large quantities of 5 star sigs so non spending endgame players can have a larger variety of high sig 5 stars.
Now I know you can’t just go adding large amounts of those resources in events, you can’t just throw a 3% chance at a 6* ag in rifts or a t5cc in the modok store, but you can provide us with small-moderate amounts of sigs and t5cc, like this month, add the option to buy 10 6* sigs and 10 2% t5cc fragments, nothing major, nothing that takes the flare from rewards in content like abyss, but something that will benefit us in a significant way in the long term
Now the issue with this, is that the current top milestone is cavalier, and there’s a huge disparity between people with this title, so rather than making a new title, add new difficulties, I know cavalier eq needs work to tune the difficulty, but side quests are also a problem, they’re capped at a level that almost all new cavalier players, and most uncollected player can easily explore. Add in a new side quest difficulty, an example for these labs, 50-70k rated opponents, 4-5 buffs, something that’s a challenge even for top players, bu have the option of endgame rewards after it.
This is in the view of an endgame player, and obviously there are other issues with the game and other problems that would arise with these ideas, but it’s a necessary step for the future of the endgame, big content is 1 time, and once it’s done we enter a dead period where we are just waiting around and preparing for the next chapter of story mode or the next abyss, and event quests are the solution, both side events and cavalier eq, that is what will make the endgame interesting in the long term.
I hope you take this into consideration and are considering this sort of thing for your medium term roadmaps
(This is a copy paste of a post I’ve made, thought it also deserves to be here)
Well written and yes, it’s a small step to implement an additional difficulty for the side quest, but a significant one.