**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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The rewards for full completion of section four of the webslinger challenge were 1200 4* shards, 300 5* shards, 70 units, 6000 T4B fragment and 5 T4CC fragment crystals. The reward for completing the six fights in the boss rush are 1 4* crystal, 1000 5* shards, 175 units, 10 5* sig stones, and 10 4* sig stones. They don't map one-to-one perfectly but I would say that the rewards for the boss rush are approximately twice as much as the rewards for completing the entire section four map of the web slinger challenge. Those are arguably comparable difficulty tasks at first glance.
I cant believe im responding to you but your understanding is very shallow and has been from day one. Many many people sounded the alarm and the warnings from the first instant this was announced and they havent been heard and often your share volume of word drowns out productive discussion. Yes you can debate but debate isn't blanket reject of facts and spin which you often go to as your mechanisum for communication.
While it will indeed take many a long time to build up just 3 6*, good or bad, there are many who already hold enough 6* shards for 2+ 6* champs when they are available.
However besides that its not necessarily how long it will take the players to get a roster of 6* but basically from 18 oct 6* are in kabams arsenal and they will be deploying them more and more so all those with limited 5* downwards are looking at increasing costs and will need to decide if its still worth it to them. They only said we could max rank a 5* before 6* become playable, not before they used them so how long will they make us wait while they have the advantage and try to encourage more spending to beat the challenge?
The CR isnt minor for many and as it doesnt follow their established patent its a deliberate deviation for kabam reasons which they havent explained openly or honestly but just basically said thats it tough get on with it.
Kabam arent being open, arent transparent and are continually missing the opportunity to constructively work with their player base everytime its offered, i am talking more than glorified testers, and marketters which is how they are using the streamers.
Yes they have plans and thats good but if they dont give what their players want then they will be worthless, so why not work with us strategically as well, many of us are experienced and would add value im sure.
All this is in adition to the fact the game is in a terrible state with bugs, lags, AW is a complete disgrace and they are stubbornly excluding us from what is happening as well as not putting a skill component back into it which must be there for a war to have any credibility but thats getting off topic.
ABOUT 6* UPDATE: (kabam u can think about it)
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I UNDERSTAND THE CAUSE OF FRUSTRATION OF THOSE PLAYERS WHO HAVE MULTIPLE NUMBER OF 5* R4. THEIR INVESMENT IN 5* IS SO MUCH. IF SOMEONE HAVE NOT MUCH 5* R4 (i even dont have any 5* r3 :-D) THEY WILL B HAPPY TO SEE EASY 6* R1 EQUIVALENT WITHOUT THAT INVESTMENT.
I THINK I HAVE FAIR SOLUTION ABOUT IT. FOR 6* EACH LEVEL UP (NOT RANK UP) INSTEAD OF GOLD HOW ABOUT IT SHOULD REQUIRE 1 T4BC & 1 T1 ALPHA. THAT MAY SOLVE THE SITUATION.
As far as I know, Soul Boosts are only usable in the EQ.
Possibly because the current challenger rating scales with champ strength, a max 3*, 3/30 4*, and 1/25 5* all have the same challenger rating, as do a 4/40 4* and 2/35 5*, and 5/50 4* and 3/45 5*.
When that is applied to 6*, a leveled up r1 6* appears to be around the same strength as a 4/55 5* that requires a lot of rare resources to achieve. Most of us want to know if this is the case or if the 6*s are just following the 12.0 CR system, and if so, then why ? This was a big point of contention between the players and Kabam.
The explanation might be something the devs aren't really allowed to say. CR is fundamentally a difficulty knob and it is a fairly small one. In order for 6* champions to fit the difficulty range they were intended to have, it might be necessary for the devs to have their CR ratings be a little higher than they would have been had they followed the 3-4-5 pattern.
There's some good and bad to that. Important to remember that CR cuts both ways: it makes the content's 6* champions a little stronger against our 5* and 4* champs, but it also means our 6* champions will be stronger against the existing 4* and 5* content when we get them. And it means 6* champions have a greater lifespan as the top tier power champions. Higher CR means the game can exist for a longer period of time before the successor to 6* champions starts getting contemplated.
Officially, the devs probably cannot comment on exactly how the 6* champions are going to be positioned in strength relative to current content, and they most certainly cannot say anything about some future time when the next thing past 6* champions might be designed.
Also, it is possible that some designer made a mistake and amplified that mistake by giving Kabam Miike incorrect information. If so, they are probably not going to throw that guy under the bus: they will likely say nothing and just slap him behind the head Gibbs-style behind closed doors.
I’m curious what exactly you’re hoping to gain from this? The only new game mechanic has been disabled and you already have plenty of data on the challenger rating system that you shouldn’t need us to tell you if this will be too hard. I noticed you increased the distance in CR between 5 and 6*s. Are you wanting us to tell you that the r2 and 3 ones are going to be too hard? Because you should be able to extrapolate that from current data. From the outside looking in, 6*s without the adrenaline feature seem no different than 5*s to 4*s with a slight increase to CR. Are signature values and such the same? Would appreciate some insight into your expectations of “test run”.
Honestly, this feels like fluff to tide folks over since you have little new content and tons of bugs souring the overall game experience. I’d love to be told differently though.
I have to agree with this. We're talking about a 1-2.5% difference between a 4* Max and a 6* R1. Now, I'm sure the reaction stems from the fact that it's one step higher from the existing deviation, but there was nothing saying that it wouldn't change. Logically, there has to be a separation between 4*s and 6*s, whether significant or not. That's the whole point of having different Star Levels. I won't get into the idea of transparency because they've told us what is in store. I think the term is thrown around whenever something changes.
6* will already have higher hp and attack stats, an approximate 5% other stat difference at R1 from a 4* but 5* also have higher armor, 6* might have that and another stat heavily increased too.
6*s will be top-level. We would expect a deviation between 4*s and 6*s. The same way we wouldn't take a team of Max 3*s into a 5* Quest and expect them to perform as well as 4*s. There is a point to having higher levels, and it's about adding a new level of challenge. It's one CR difference. Not a great difference. It still stands that in order to complete content, you need a sufficient Roster. That's no different with the addition of 6*s.
I am taking three stars into the six star boss rush though
Alright, I finally got word back on the Challenger Rating. The gist of it is that there was never a rule on how we tune the Challenge Rating of each Rank. Yes, the last were consistent, but this is based off of what we consider to be appropriate for the current state of the game.
I know this isn't the answer you're looking for, but this is the case.
Hey, if you can pull it off, I'd be down to watch.
Alright, I finally got word back on the Challenger Rating. The gist of it is that there was never a rule on how we tune the Challenge Rating of each Rank. Yes, the last were consistent, but this is based off of what we consider to be appropriate for the current state of the game.
I know this isn't the answer you're looking for, but this is the case.[/quote]
Well, that about sums that up. No general logic to how things grow and expand. Disappointing but expected. Can't help but feel that this is not going to go over well, when people try this content with 4* and get destroyed. It will be the end of them as we know. Any chance we get a test of the adrenaline boost before the full release of 6*?