**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 know there needs to be a new carrot to chase after, but the idea of 7 stars just doesn't excite me.
Just a lot going on here all at once. I would definitely have preferred them put out relics first an wait for 7 stars. Not looking forward to how this is going to be handled an the potential paywall thats going to present itself when 7 stars are first introduced.
Lot to take in, but it definitely shuts up the game is dying people
We have been asking for an update to game health since forever. They could have invested the time they used to add another star progression to fix up the control issues and the countless other bugs. Or even implement some of those things I listed above.
(Potentially the same question for Ascensions if they work off any preexisting system similar to Champion Dupes...)
They probably thought the community will welcome this idea but then realized they've yet again disappointed us ha!
- What the border of the 7 star will look like (I'm predicting green)
- What the base roster will look like (prediction: its gonna be mid just like when the 6 star roster first came out, only difference was that the 6 star featured line up was filled with top tiers as the featured back when Corvus and Domino were the gods of the game. IDK how the first 7 star featured will compare but I guess there's only one way to find out).
- the 7 star ability (because I have no idea what they could do for it).
As for Relics, the concept of Relics always made me sick but that just comes from the fact that I was never a big fan of Relics in Injustice 2 Mobile. Maybe I'll enjoy relics here but idk. The relic system had been announced when I was a senior in high school. Now I'm a 2nd year in college and only now are we able to use relics in full and not just a tag based system thing for an event quest.
The only one of the list I'm genuinely excited for is the ascension thing. NGL, when I was reading it, I got intrigued. As someone who owns CGR at every rarity as max as I can get (except for 6 star, hes currently R3 and I'm trying to get him to R4), this sounded the best for me out of all of these. If I read it right, that is.
I see a lot of people talking about 7* champs in isolation, as if 7* champs are a unique thing separate from the rest of the game. But they aren't: they are simply the natural progression of the rarity system. If Relics are a new system, the old system to compare it to isn't 7* champs, it is the rarity system itself. So the question is, could relics (or anything else) replace the rarity system. And to answer that question, it is important to know what the rarity system is for. It isn't to introduce higher stats. Ranking does that, and could do that without introducing new rarities. The rarity system exists to reset roster progress. Or to be more precise, it is to prevent roster lock-in.
Suppose there was only one rarity, and just a gazillion ranks and levels within that one rarity. The moment you pull Doom, that's it. You have Doom forever. You'll never need to chase him again. That might seem like it is a good thing, and it is, for veteran players. But what about new players? New players have to start chasing from zero, an d they are facing veterans that already have everything. There's no real way to catch up. This would, over time, create a hostile environment for new players, and eventually the game would stagnate and die. All it would be doing is feeding an ever dwindling population of veterans sitting on vast piles of champs, with fewer and fewer new players wanting to have anything to do with it.
Introducing new rarities deliberately resets this condition periodically. You can't just sit on your roster forever. The best 4* roster means little when everyone else has moved on to 5* rosters. You do have an advantage, but it is a temporary and non-idle one. You can use giant 4* rosters to build up large 5* rosters, if you choose to do so. And then you can use that giant 5* roster to build 6* rosters, and so on.
Separate from all of this, there is the problem of incremental dilution. Once someone has a hundred 6* champs, the next new champ cannot be as exciting as the first few. That ability for new 6* champs to be sufficiently enticing becomes harder and harder the more champs that exist, and the more champs everyone has. One of three hundred is never going to be as interesting to chase as one in fifty. The game isn't going to delete champions from the game or people's rosters, so when a rarity exists for a long enough period of time, whether there are fifty or a hundred or three hundred champs in the game, the actual number of champs that players possess on average will continue to rise, until this dilution becomes problematic for both in-game excitement and monetization of the game (which you tamper with as a developer only if you want to update your resume).
So this roster reset element of new rarities is not a bug, its a feature. It addresses two separate issues that center on keeping the top pursuit tier fresh enough for players to want to chase, and for spenders to want to spend to chase. And it isn't about 7* champs specifically. It is about the rarity system as a whole, which proscribes resetting the top tier periodically. The Nth star tier is just the next one. The rarity system says 8* champs are inevitable, and 9* champs are inevitable, and 10* champs are inevitable, so long as the game lasts long enough to reach them.
Can you do this without 7* champs, or 8* champs? Sure, in theory. But whatever replaces the rarity system would have to look like the rarity system. It would have to address roster resets and it would have to address rarity dilution. Anything that doesn't address both things can't replace the rarity system. And relics, in their current form, cannot really do either thing. And neither can anything else that I've seen suggested.
2. The whole point to incrementing to the next rarity is you don't have them yet. There's no point in introducing a new rarity, then letting everyone upgrade their roster to it.
We collect relics. We collect ruins for the relics. We dupe, "awaken" relics, and there s also this binding/unbinding system, where there's a countdown for not using units, this is getting a little too complicated don't you think? If you want to monetize the binding (and,...WHY??) like you do with masteries, just add a small fee and that's it, like 5 units.
We want to play a game not do half an hour calculations before entering a quest, this is not WoW, the rpg aspect in this game if you exclude War is completely irrelevant, why, why do you want to turn this in to something different?
And, before introducing runs and binding systems, let's see Masteries 2.0 first.
Oh yes, and fix the game before introducing all these new ways to milk the players.