**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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I did it around 4K units, probably would have been 5K if i include health pots and revives in my stash. the best thing about it is you only need to do 1 run to get those rewards and exploration gives you the best rewards in this game. I think that it is fair actually
(It’ll totally shut posts like threads like this. lol)
If the R3 requirement was a limiting strategy then it begs the question... why wouldn't they just make it a Act 6 exploration achievement as opposed to completion? Or even better, make an act 7 achievement.
An R3 requirement was unnecessary, period.
I was part of the Act 7/Book 2 beta, both times, and the ONLY reason I want to complete Act 6 is to do Act 7, which actually looks fun and not the clown fiesta series of hot coals to walk over that is Act 6. But I am seriously at the point where I no longer care whether it happens, and I might just instead do the regular monthly stuff only, and forget about progression.
Seriously -- when progression only rewards you with the chance to get something somewhat valuable for your money, the game is broken.
Dr. Zola
6.4 completion seems fair for the new title.
5.2 Uncollected
6.1 Cavalier
6.4 Thronebreaker
It makes sense and it has a consistency. A title per 3 chapters of story quest.
Though the r3 requirement was a big missed shot, since it highly depends on luck. Whether to pull enough shards from a specific class to form a catalyst, and to have a non garbage champ at this class to r3 🙂
Separate from player skill, this game has two, or arguably three progression directions. You can progress through higher story arc content. You can grow your roster. And within roster growth you have widening roster (i.e. collection, a fundamental of the game) and ranking roster upward. The game has always recognized both (or all three) as metrics for player progression. In fact, anyone around for 12.0 should remember that the 12.0 compensation package was progression based with player rating being the proxy for progression, in other words overall roster growth. Furthermore, until Uncollected came out the other primary proxy for player progression was prestige, another roster growth metric.
The problem MCOC faces is that the story arc content isn't, and cannot be an end game progression gate. If it is, then by definition almost all players will be stuck unable to progress in the core content of the game eventually. By definition, because you can't have a majority of the players in the "end game." Act 6 was originally designed that way, with difficulty parameters suitable for end game players. But the problem became that it was a roadblock to progress, because most players are not end game caliber players. They can't beat the content when it first comes out. They can try to build up roster and "outlevel" it, which is something that often happens in progression based games, MMOs in particular. The strongest players tackle the content when it first arrives when the content is super difficult compared to the strength of the players. But as the players get stronger with time, the average player's roster (or equivalent) strength rises to the point where they can beat it with their skill level. This works up to a point, but not if you simultaneously set the difficulty super-high and also gate significant roster progression behind it. That was basically Act 6 in a nutshell.
Rebalancing Act 6 seeks to address that problem, but it introduced a new problem. You need a relatively easy path through Act 6 so you don't permanently roadblock 90% of your players. You also want to respond to criticism that the game was saturating higher content with super-high attack and health numbers, making the fights scale to ridiculous levels. The alternative was, and is, making fights that required certain counters, or possessed certain advantages. We see that in Cavalier difficulty and in Book 2 (beta 2.0). Act 6, and moreso Book 2 moving forward, are implicit roster checks: if you have certain champs the fights in some paths are easy, or easier, and if you don't they are extremely difficult or borderline impossible.
This bifurcation in the content makes it much trickier to use it as a progress meter all on its own. Completion is too easy to be a suitable progression marker for the highest progression tier in the game. But full exploration locks players behind a very high roster check. If the current design imperative with the content, Act 6 and higher, is that anyone should be able to do first completion with reasonable effort and roster, but *no one* should *necessarily* expect to be able to fully explore the content without a very wide roster, gating progress behind it reproduces the very problem rebalancing was intended to solve.
Thronebreaker's requirements are a compromise between those different issues. Completion of Act 6 places a content completion requirement, and one rank 3 places a roster progression requirement. It was probably seen that the requirement to possess one rank 3 worthy 6* is lower than the roster requirement to have counters for all paths in Act 6. And I suspect that on average that's probably true: while many players have fully explored Act 6 but don't have (what they consider) a rank 3 worthy champ, there's probably just as many that have a rank 3 worthy champ but don't have all the counters for Act 6 full exploration.
What's perhaps more important, I think, is what the effects of time will have. Over time it will be easier for players to become Thronebreaker and easier to fully explore Act 6. But I think over time the current Thronebreaker requirements will be easier for the typical player to deal with than, say, requiring full exploration of Act 6. The jump from Cavalier to Thronebreaker seems very high now, when catalysts are more constrained. But I think in the future the jump from Cavalier to Thronebreaker will look more like the jump from Uncollected to Cavalier, whereas making the requirement full exploration of Act 6 would have made the jump from Cavalier to Thronebreaker seem excessively time consuming compared to the jump from Uncollected to Cavalier.
It’s weird that the condition exists, but wasn’t announced concurrent with 6.4 release.
They have already the title, along with multiple r3s 😉
The problem is that forum discussions are always weighted towards the people who are dissatisfied, because people tend to be motivated to complain about what they think is wrong more than are motivated to idly mention everything they think is right. So people almost always think the fraction of players dissatisfied with something is much higher than it generally is.
But it was clear to me reading as many discussions about the TB requirements as I could, that for every player that thought the requirement was unfair because it was too difficult, there was at least one player who thought the requirements were too low. And @xNig has a point, because the requirement was one R3 it is easy for people to think they are simultaneously "on the edge" and yet artificially far away. If the requirement was five R3s, say, no one would be encouraged to think they were just outside. Anyone with four R3s is not going to have a problem making a fifth. But the people with zero think the only thing holding them back from number one is RNG. That's not what's holding them back. Not earning a flood of T5CC and 6* champs, such that random chance has absolutely nothing to do with anything, is what is actually holding them back. The guy with 12 6* champs and 135% of a T5CC in total fragments requires pure luck. The guy with 80 6* champs and 700% of a T5CC in total fragments doesn't need any luck. Everyone else is somewhere in the middle, with luck helping a little and in-game progress helping a little.
I know it’ll be tough. Some new content is coming this month.
All of us have the gifting event.
Christmas gifts are coming. Undertaking variant 5 100% is my goal. Newer players should try 6.1 100% as well. Try deepening your roster if that’s too much for you.
if anyone here really understands that, preach the message. capitalize on this opportunity and get those big rewards we missed this weekend.
Anyone who has done A6 Exploration and/or AoL Completion, together with exploration of all Variants, shouldn’t have an issue with having a R3 if they have a 6* roster deep enough.