Battlegrounds Champion Recharge
A champion recharge mechanic is not unique to Battlegrounds, it exists already both in Incursions and Arena and is fairly uncontroversial. However, in the form it has taken in Battlegrounds, it has raised a lot of negative feedback from the community. I’d like to get into why that’s the case, and what makes this recharge different from Arena and Incursions.
Arena is a mode in which you are, necessarily, going to cycle through as many champions as you can you put up as many points as possible. It’s a mode all about roster width, rather than depth. It doesn’t matter who you select for any given team, and Kabam knows that which is why we have a Quick Fill option. It’s just cycle through as many as you can as quick as you can. 6* champions recharge over approximately 11 hours, so can reasonably be used for two runs a day without alliance help while the grind continues with lower rarity champions.
Incursions is a very different playstyle. You pick your starting three champs and (with the ability to substitute as you go) try to just grind out as much as you can with that team. For most people playing the mode, they’ll only need to use one or two teams in order to get all the milestone/room rewards they are aiming for in a given week. It takes days for an Incursion champion to recharge, however it is not a mode that requires repeated attempts, so that recharge rarely comes into play outside of players trying to reach the deepest rooms.
The common element between these two is that you do not have to stop playing the mode completely after a short session. A Cavalier or Thronebreaker player can put two hours into an arena grind, at least, before starting to run out of champions because they don’t need to rely on their best for the mode. An Incursion player will knock out everything they needed to without having to worry about that recharge timer at all. But Battlegrounds does not have that flexibility.
Battlegrounds, unlike the other two modes, is directly competitive with other players. You are making strategic champion selection decisions in the mode, and that starts with the creation of your deck. Therefore, you always want to have your best options available. The recharge system makes that impossible after a very brief run.
For example, I will not play without my Human Torch, or my Nick Fury, or my Hyperion in my deck. They are too valuable and cannot be replaced by anybody else in my roster. I don’t want to handicap myself by not bringing my best champions, so when a champion is out of charges I either have to wait or pay to recharge that champion. And this is the core of the problem. Neither Arena nor Incursions demand the player have access to one specific champion in their team the way Battlegrounds does. If I lose my first team in Incursions, I can put together a second team no problem. If I lose my best champion in Battlegrounds, I’m not going back in until I can use them again. As a competitive mode, the stakes are too high.
I am not necessarily saying the recharge needs to be removed. I understand it serves a purpose to contain endless grinding like we have in Arena and I like that. But it definitely needs tuning. 18 hours for a full charge that takes 30-60 minutes to spend is not a good system.