**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
If you have an immune champ you are supporting your DPS champ if they aren’t immune.
If your theory on a champion is based on average performances and they don’t improve from that synergy then they need a buff.
Also, you are assuming Kabam thinks like is this synergy strong or not. They had to tone down synergies that made champs too strong and correct it right away, so we shouldn’t be discussing Kabams thought process. We should only discuss results of their thought processes.
Again, you are assuming a narrative of what people are thinking . You should not and cannot speak for what narrative people are thinking. I don’t mind synergies , what I mind is making a champion DPS in this case jump through the roof with a synergy. I could be wrong but I bet you Kabam will see data and realize how dependent they made a champ on synergies. Ghost for example doesn’t need wasp, but makes her gameplay smoother.
I can appreciate your thought process , but essentially what you are saying is Mcoc is not an RPG which is not true .
Kabam creates a synergy that is inaccessible
To many so the champ doesn’t change- I agree with this.
People assume Kabam agrees with them. - This is not true.
Probably a tad too obvious there.
In any case, I'll revise my statement for the purposes of pedanticness. MCOC doesn't honor the requisite RPG game design elements necessary to emphasize the typical game design elements consistent with player composite team roles in a consistent enough fashion to make those roles a practical component of champion design.
I'm afraid I'm insufficiently familiar with avian biology to be able to express this particular set of game design ideas in those terms.
A role-playing game (RPG) is a genre of video game where the gamer controls a fictional character (or characters) that undertakes a quest in an imaginary world.
Defining RPGs is very challenging due to the range of hybrid genres that have RPG elements.
Traditional role-playing video games shared five basic elements:
The ability to improve your character over the course of the game by increasing his statistics or levels.
A menu-based combat system with several choices of skills, spells, and active powers as well as an active inventory system with wearable equipment such as armors and weapons.
A central quest that runs throughout the game as a storyline and additional (and usually optional) side quests.
The ability to interact with elements of the environment or storyline through additional abilities (e.g. lockpicking, disarming traps, communication skills, etc.)
The existence of certain character classes that define the characteristics, skills, abilities, and spells of a character (e.g. wizard, thief, warrior, etc.)
Modern and hybrid RPGs do not necessarily have all of these elements, but usually feature one or two in combination with elements from another genre.
Does MCoC have this or not? Can you check the box yes or no to any of these. If you check all no, this conversation is done. If you check two yes. Well...
Got my information from here. Where are you getting yours from @DNA3000
Again you are assuming what Kabam is saying. If they are at any point referring to any aspects of this game , it is an RPG.
A role-playing game (RPG) is a genre of video game where the gamer controls a fictional character (or characters) that undertakes a quest in an imaginary world.
Defining RPGs is very challenging due to the range of hybrid genres that have RPG elements.
Traditional role-playing video games shared five basic elements:
The ability to improve your character over the course of the game by increasing his statistics or levels.
A menu-based combat system with several choices of skills, spells, and active powers as well as an active inventory system with wearable equipment such as armors and weapons.
A central quest that runs throughout the game as a storyline and additional (and usually optional) side quests.
The ability to interact with elements of the environment or storyline through additional abilities (e.g. lockpicking, disarming traps, communication skills, etc.)
The existence of certain character classes that define the characteristics, skills, abilities, and spells of a character (e.g. wizard, thief, warrior, etc.)
Modern and hybrid RPGs do not necessarily have all of these elements, but usually feature one or two in combination with elements from another genre.
Can you check box on these! Yes or no. Don’t worry , we don’t have to discuss chickens for this.
I feel that many times we have synergies come through that would be easy adjustment to a champs base kit to make them a viable champ to bring into content that could literally be implemented today and not cause any problems n game issues and not break the meta at all. Just make the champ viable.
While I am ok with this and understand I don’t think synergies should be something that makes a champ like just viable. Synergies you care about usually(if you will really use them) give something to a champ or make a champ awesome for what that synergy delivers either in damage or utility.
These synergies that make the champ viable to use should just be minor adjustments to there base kit that could be rolled out enmass versus the drip feed are slated to get.
That being said, in this game, you don’t get a choice of who you are. You do get a choice on how to play the game, however its you, the physical player, not the Summoner, making that choice. You don’t physically control the character of the Summoner; you control the characters he/she summons.
I will say that I do my own personal RPG game in MCOC. I pretend to treat my champions like family. I have my favorite champion A-team depending on star levels. These teams have been made throughout my journey in the campaign. A bunch of unlikely alliance between heroes and villains with usually few to no synergies against evil. That’s my mental RPG but not the reality of the game.
Synergies are cool, boost potential, and may be interesting but they are not necessary. Characters should good with or without synergy. I don’t focus on synergies. For me, I focus on Variety of Class, #type, but most importantly how they make me feel when I’m controlling them. If I have synergies, great. If I don’t, fine, I’ve been having fun and success without them for a very very long time.
Opinions are like buttholes...
Take it or leave it:)
It is this specific kind of design thinking, where content isn't optimized for one kind of player-character, but must interact with different player characters in different significant ways, that is the "RPG design element" that Kabam's "RPG designers" focus their attention on. They aren't explicitly saying that MCOC is an RPG per se, they are saying that one part of what they do when they design champions (who are both the player characters and the content of the game) is something that would be very familiar to RPG game content designers. They have similar design goals, and a similar design language.
If they just admitted it I’d be fine- it’s a business, but I can’t stand the obvious lie by omission.