Masteries should ALWAYS be free
Trafalgarwar96
Member Posts: 561 ★★★
The purpose of masteries is to change them according to the enemy and to the hero that we are using.
So for me the masteries should always be free (at least after they are unlocked)
So for me the masteries should always be free (at least after they are unlocked)
Post edited by Kabam Zanzibar on
62
Comments
Scratch that, it’s just my most wanted thing in the game.
Or you know, maybe not ...
I wish they’d just communicate with us about masteries. Even if they could give us rationale why they aren’t free at this point.
But as we get more and more game modes, and defenders and nodes become increasingly diverse and challenging, free mastery switches just seems natural to me. It allows players to open up the full potential of their roster while retaining the strategy element
Especially with Battlegrounds in consideration it just makes sense. I mean, there are free mastery switches this week for a reason. Players like myself who use suicides permanently are significantly disadvantaged in it
Such an easy, easy win for them, especially since I’d imagine most mastery-related revenue comes from the sale of cores.
It was never intended for players to be able to choose whichever masteries they wanted to use for every single fight. That defeats the purpose of having to actually make and live with game choices.
The main compromise most players - and probably the developers - are willing to live with is mastery profiles. As the game has evolved, it has evolved game modes that place radically different requirements and pressures on mastery configurations. As the devs don't want mastery decisions to lock players into or out of participating effectively in different game modes, allowing players to have different mastery configurations for each game mode is probably something the game will eventually provide an option for.
But an option to change masteries per fight? That's extremely unlikely. Masteries are intended to be a kind of development tree. They aren't intended to be prefight abilities.
There would be no such thing as "running suicides" anymore. You would just bring say, Prof X on the team along with Omega red and switch Suicides on and off in between using either champ. Part of the reason we only have 59 mastery points is so we have to choose a build that overall suits our playstyle and roster. Maybe you wish you could run suicides, deep wounds, unfazed, limber, MD, willpower, despair and assassin all at the same time, but tough luck - you can't, you have to make the choice of what suits you best.
Free mastery resets changes that, you can run all of them, because there's never a situation where you will need every mastery possible. Unless you're using a suicides friendly mystic champion that inflicts bleed, in a fight where there is evade, stun, lots of buffs, puts debuffs on you and healing, you just don't need all of them at the same time. So with free mastery resets, you can just set up for specific quests or even specific fights.
Alternatives that I am completely throwing up from nowhere: You have 3 profiles you can set up but only one is active at a time, you get X free switches a day, then from there you have to pay units. That way you could switch but not without limits.
Allow us to recover individual mastery points, instead of resetting the entire tree for the sake of a few points, allow us to click on for example courage, and retrieve between 1-3 points from there and put them elsewhere. That way it saves us a ton (relatively) of units if you have to put them all back in deep wounds, assassin, suicides etc.
From my perspective, I don't think the game naturally flows players into playing one game mode, then another, then another gradually. It promotes switching back and forth, sometimes many times per day. But counting each switch into and then out of a game mode as one or two switches, when those players aren't actually "changing" anything really, seems to me to be the wrong way to "count" changes. I think it makes more sense to count picking a mastery profile for war, and then a month later when you decide there's a better way you want to try, you charge for that genuine rearrangement of masteries to be a "thing" you charge for, more appropriate.
The reason we can't currently do this is probably because in the general case this is complicated by prerequisites. Some masteries require others, and some masteries require a certain number of points in a section. Allowing players to individually remove and replace points requires the game to keep track of such things dynamically and correctly block inconsistent options. This is probably more work than the devs want to devote to mastery changes.
Secondly, on a point bittersteel made, people already switch masteries during abyss runs, alliance wars. 100-200 units feel less significant when you have a couple thousand at hand
Arena grinders and spenders have the option to change up their masteries as many times in a day as they want, as long as they can pay in units(equivalently, in time or in money).
I’m not the guy who goes around calling this game p2w, so I have a hard time believing you’re on the right track this time.
Could be a way of achieving limitations
Santa, I have never asked for much, but cloud you please convince Kabam to keep masteries unit free? I promise to be a good boy! 🙏
A restriction by design is having 60 and 60 points only. There are players switching masteries +10 times a week where other just change then once per year.
Nothing to do with game design more likely to separate the pay to win, ultra dedicated players from the rest. It is an eletist club that you can belong or not whether you want to pay the cost or not.
And even if it was a game design, it is honestly a very poor design since at least for me as a player the ability to switch masteries adds an extra element of pre planning and strategy that makes the game more enjoyable. It is like a Witcher that drinks his potions before each fight. You can make the game harder, in fact, the game has been increased in difficulty in the past years, masteries could just be another thing to face a challenge. A lot of chars are design with this or that optimal masteries. If you don't switch, you just get sub optimal chats or less enjoyable chats. I'm talking about fun, about options. It is not like they are game breaking, and the fact that you can pay to switch, it really invalidates the hard restriction...
Maybe if they are free, it should add additional restrictions, lees points, higher cost....idk, but economic restrictions on an infinite economy only limited by your willingness to spend your own money it is a very poor design game restrictions. I'd call it more a pay to win option more than design restriction
It is a much needed change at this point, especially because Kabam can do it so easily. It's one change we don't have to worry about bugs whereas mastery presets is sure to come with a whole host of errors before it works properly given the past the history of the game.