**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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What this allows you to do is target specific elements of your roster in a way we could never do before. I for one will be saving for science, chasing both quake and wasp.
1. I am truly hopeful that as we move forward, the concept of Defender and Attacker is removed from design considerations. Some of the worst characters to play were designed to be AW defenders, in my opinion. Not only do some of us not even play AW, it’s just one game mode in a game that has numerous other modes that require lanes to be cleared
2. If there is going to be design specific for AW defense, I honestly feel those characters should be put into a specific AW Defense Crystal in Arena and the Store and if people want to grind for them or buy them/use shards on them, great. But players shouldn’t get stuck with a poor-performing character on offense for all other modes of gameplay, ESPECIALLY if they’re not even playing AW
3. DPS and Utility are all subjective, and I don’t pretend to be a design expert. But my personal opinion is that while it can always be a pleasant surprise when, say, Medusa hits really hard, nothing is more frustrating than when a character expected to be good doesn’t perform well. I am hopeful that as this Rework Team assesses characters, some attention is given to characters who might be OK via performance data but don’t feel “right” to play — for example, take OG Hulk. I have little doubt that OG Hulk wins almost all of his fights. But the kit is just not fun to play, and my hope is that some time is taken to assess that aspect of gameplay, as well
I just hate the fact that a few characters like Ebony Maw are so ineffective when you play them. Not to go down a rabbit hole, but Maw is Exhibit A because he almost can’t hit harder on offense because of how he is designed to work defensively
Why bother with Overhauls at all? I think usually (always?) the reason why bad champs are unplayable is because the numbers are bad. Just change the numbers. We don't need new animations or skins or kits or likely even ability changes. Seems like it'd be better to spend finite resources on other more needed changes.
(Tangent: How come Hulkbuster's short-armed heavy wasn't fixed/adjusted during his overhaul?)
I know that 6* crystal pool is not that big right now, but as it is a lot of work to build for a 6* crystal, the emotion in opening one is even bigger.
Can you guys at least consider this: not dual, but maybe triple class 6*?
Thanks in advance, and for all of your hard work. I'm slowly getting amped again for this game, with this roadmap
Later edit: My idea on 5* featured, out of these 2 options, maybe:
1. Contains the last 6 months new added champs (the 2 new go in next month, the oldest 2 go in general pool) for 15 k shards
2. Contains top 10-15 champs community agree on god-tier and beyond, for 20k shards
Just a thought
And I like the fact that there are no plans to change well established favorites. There's a large portion of the community that uses champs like Ghost and Quake (and many others) not just because they are excellent champions once you master their playstyle, but also because they are really fun to play. For some of us it goes way beyond just using them as a tool in our toolbox of champions. Some of us have practiced using them for hours and hours learning the intricacies of how to use them best in different scenarios. And we each have slightly different methods. I feel like I have developed my own personal theory for playing Ghost for example. Sure, there are certain methods that we all share, but we also put our own spin on the way we play them. As we do for other characters as well. But part of what makes Ghost and Quake so popular is not just effectiveness at certain tasks, but also that their design and playstyle is unique, fun and enjoyable. We've developed a relationship with many of our favorite characters that could never be replaced by a stack of rank up materials returned to our account.
Narrowing the crystal pools is great step for the game and may help alleviate a huge pain point. It seems like we're moving into a great time for company/player relations. Glad to see all the positive changes and communication happening. 🥂
(Free and easy to change once unlocked)
Their balance testing team can’t catch everyone , you think they tested quake using the ‘Quake and bake’ method everyone uses now? Definitely not, it took the community about a year to discover that method and before that Quake was considered a prestige champ.
There are some examples that got on my nerve seeing them not being clear at all:
1) Gambit - There is no detail saying "The rate he gains a Kinetic Charge while blocking will be slower depending on the amount of Kinetic Charge he already has".
2) Ability Accuracy addition - please make sure when use (+X%) Ability Accuracy, make is super clear. It has to be stated either a flat ability accuracy addition or addition from the existence percentage. For example, Black Widow Deadly Origin has description a flat 60% increase shock ability accuracy from her light attack while Widow's Insight is active resulting to 100% chance to activate. However, for Quake synergy with Hawkeye it just states "All champions gain +X% Ability Accuracy" which we all thought a flat addition but it was not.
3) Making sure champions ability can be reactivated when reduced by Domino's critical failure ability or other champs' Fate seal ability. There was time King Groot's cycle of getting Fury and Regen buff had completely decimated after getting a Fate Seal from Ghost Rider's fate seal and Domino's critical failure.
4) Howard the Duck's SP2 effects need to be cleared, IMO.
That's all for me. Thanks for reading
Corvus - was considered to be worse than proxima, so much so that the first round of 5* corvus went for less than 20mil (I believe the actual cut off was something like 15mil), then people realised how good he could be.
Ghost - took a couple months to realise how effective she is.
How can kabam know the absolute top end damage output or OP method of using a champ when we, the community can’t figure it out on release either.
The community has better players and far, far more of them than kabams testing team so obviously we are going to find things that they didn’t through skill or sheer number of hours played within the first week of that champs release.
You mention the PS5, pretty much all console games have a disclaimer saying that you don’t own the game, that doesn’t mean they’ll come knocking on your door in a week asking you to hand over your disc.
So calm down, the nerf thing was just a disclaimer in case they release a champ and it requires a nerf whether because of bug or an unexpected method of play.
Hopefully that duped 6* Gambit I own will be a champ worth using....
We are still wondering how Ghost phase crit works. It says " guaranteed crit " yet things like glancing can reduce it (I know kabam once said "Cant" is stronger than "Can").
But she also doesnt crit vs critresistance from Emma or Nodes for example which a lot of ppl dont agree with bc it doesnt say "100% crit"
Time to clean up stuff like this.
Also pulling 40% XP boost after getting to level 60 is frustrating. Unless of course kabam plan to up the summoner level!