Huge mastery issue
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Pls correct me if im wrong but:
Kabam have previously said something along the lines of they want to allow us to swap mastery builds (outside of whats in bg) but its difficult to implement. Then why on earth do we have to spend like 80+ units every time we want to change masteries?
Kabam have previously said something along the lines of they want to allow us to swap mastery builds (outside of whats in bg) but its difficult to implement. Then why on earth do we have to spend like 80+ units every time we want to change masteries?
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Comments
I would open things like Inequity.
It would make masteries feel updated.
Unlocking certain masteries like suicide masteries are a choice. The war argument is used most of the time. Running suicides has a lot of benefits. But it also comes with downsides. If you do not want those downsides in certain aspects of the game you either need to throw down units, or need to work around the downsides.
Having them changable with just one push of a button would be much appreciated thou.
People of means, routinely change masteries all the time. The game goes on.
This is a simple change that would make the game fresh and new.
Odds are, the cost of the change would be MUCH less than the cost of developing something like bases, Marvel Realm of Champions, etc.
It would increase revenues due to: increased player curiosity/engagement and purchases (buying Cores to open the "new" masteries)
If we could just change them whenever we wanted, we wouldn't have to choose anymore. The choice of masteries would be meaningless. The devs had a chance to make mastery changes free. Instead, they *reduced* the cost of changes so that changing would not be as costly, but still had enough cost to make mastery decisions meaningful. They had a second chance to make them free when Battlegrounds released, but instead of making them free they spent extra time and extra resources to deliberately avoid making them free, by making the modal instead. Which is to say, you still have to choose, and you still have to pay, but once you choose for a particular deck, you don't have to keep choosing that set up (and paying for it) over and over. This preserves the need for players to make a choice, but doesn't penalize them for playing multiple modes of the game that have different mastery requirements.
Yes, the costs land on different players in different ways. If you don't spend, those costs can be relatively high. If you spend enough, those costs can be immaterial. But that's simply the advantage spending offers in general. It doesn't change the nature of the game. If the fact that spenders can do it meant that everyone should just be allowed to do it as well, we'd all be getting hundreds of Cav crystals for free as well.
Just because Masteries are the way they are and the game team have continually made the choice to keep them that way does not necessitate that it is good for the game or the player.
There are many choices in the game which are which do not allow for change. Once you upgrade a champ that champ is forever upgraded (unless a crazy situation prompts RDT). Ultimately there are choices in the game that have future consequences that actually add to the inherent value proposition of the game. Mastery changes are not one of them. Being that Mastery changes are already able to be changed freely, this clearly deters from other decisions that are fixed.
At their core, Masteries were meant to enhance the player experience and unlock different aspects of various characters. Due to their prohibitive cost and tediousness to change, many players never have the opportunity to fully realize the value add to different champions in the game.
Two changes are necessary regarding Masteries…..
Loadouts in/for all game modes
Zero cost to reset/remove or change
Ultimately, the masteries have been paid for. There is an upfront cost of both time (xp) and units/cores to unlock them. Requiring players to continually pay to reset/change items they have already paid for is inherently bad design. Of course that bad design has led to more money for Kabam, but it actually has led to a less than ideal Mastery experience for every single user.
If @Kabam Miike were able to obtain any data for mastery changes, I guarantee you that during the period of Battlegrounds Beta when masteries were free there will have been more mastery changes than any given singular time period in MCOC history.
This free period during the beta resulted in many people experimenting and/or using masteries in a way that was not reasonably justifiable up to that point.
Being able to change masteries to run Arena, switch it up for Battlegrounds, another switch for a Carina’s Challenge, another change to prepare for war, and then finally set them for your EQ Legends run. What a magical experience to say the least.
To really take this conversation one step further……what would be even more amazing to see would be Mastery Loadouts that were champion specific! If Relics would be able to achieve something like this it would truly revolutionize the user experience and create an insane level of excitement. (Also, for monetization perspective this would almost force every user to unlock every single mastery to ensure they were able to personalize each character’s build optimally.)
I do wish you could pull your points off a single tree versus having to reclaim all offense/defense/utility though. If you want to remove suicides, you’re undoing glass cannon and recoil too.
That is your argument against it?
I did think it through.
All that will happen is, different champs will matter more