The more I think about it, the more I am convinced that the game needs 7*s. I've yet to hear one person who is complaining about 7*s argue that the game would be in a better place if it had stopped progression with 5*s. The same complaints about 7*s were made when 6*s were announced, and it looks to me like we needed 6*s after all. Would we even have a game right now if 5*s were the top? It's precisely because so many people have stacked 6* rosters they are happy with that we need 7*s. The game will stagnate if we have nothing new to chase after. I'm not convinced that relics are a good idea, but we need 7*s. I’ll challenge this and ask where would 7* be needed in the game at this time? Are we expecting a new game mode where it will benefit greatly from them or a ramped up EoP?
The more I think about it, the more I am convinced that the game needs 7*s. I've yet to hear one person who is complaining about 7*s argue that the game would be in a better place if it had stopped progression with 5*s. The same complaints about 7*s were made when 6*s were announced, and it looks to me like we needed 6*s after all. Would we even have a game right now if 5*s were the top? It's precisely because so many people have stacked 6* rosters they are happy with that we need 7*s. The game will stagnate if we have nothing new to chase after. I'm not convinced that relics are a good idea, but we need 7*s.
Eventually I agree, the natural progression of the game should lead to 7 *s, but this is way too soon and just feels like a cash grab. For 90% of the player base 7*s won't even be a relevant part of their roster until months after they're released.
The more I think about it, the more I am convinced that the game needs 7*s. I've yet to hear one person who is complaining about 7*s argue that the game would be in a better place if it had stopped progression with 5*s. The same complaints about 7*s were made when 6*s were announced, and it looks to me like we needed 6*s after all. Would we even have a game right now if 5*s were the top? It's precisely because so many people have stacked 6* rosters they are happy with that we need 7*s. The game will stagnate if we have nothing new to chase after. I'm not convinced that relics are a good idea, but we need 7*s. I’ll challenge this and ask where would 7* be needed in the game at this time? Are we expecting a new game mode where it will benefit greatly from them or a ramped up EoP? That's not the right question. Or rather, this is not the question the developers ask. The developers ask "at what point is it time to introduce a new rarity?" And the answer to that question requires understanding what rarities are for.Without getting too deep in the weeds, rarities exist because of champion dilution. The more champions that exist, and more importantly the more champions that players have, the harder it is to make new champs that are meaningful to chase after. When a player has only ten champs, the odds of the next champ they acquire being useful to them in a meaningful way is very high. When they have two hundred champs, the odds are increasingly low. New rarities exist to periodically reset the chase at the top.So really, the question is not "when will players need 7* champs?" The question actually is "at what point do players stop needing 6* champs?" And the answer to this question is a complex one, because different players need champs for different reasons. At the very top, players are chasing new champs for things like prestige, or marginal utility for war or battlegrounds. The people who have everything don't need something in particular, they need something different. Anything that will give them a marginal advantage over their peers.The players just below them don't need 7* champs. In fact, they'd be happy if they were not introduced, because they are just getting comfortable with their 6* rosters. That's the problem. They are getting comfortable, and approaching the point where they don't need anything. The game needs players to need things, so that they either become more engaged with the game to grind for them, or spend money on them, or both. The game treats them like people on an exercise plan that is getting just easy enough that they no longer break a sweat. Time to ratchet up.The players below *them* still need everything. They need stronger champs. They need more champs. But they are also completely out of the race at the top. They struggle for everything, and aren't generally competitive at the top of the game. These players need things, but if the game remained static would likely never get them. They would always be beaten out by the players above them, and they would always find content just a little too difficult for them. These people would probably eventually quit the game because they would get permanently stalled. But these players get a life line. All the stuff that is hard for them to get today, and would be hard for them to get forever, gets easier to get over time, because eventually the players at the top move on to the next thing. In doing so, they make room for these players to move up. What was originally hard, because it had to be hard, because otherwise the players at the top would get too bored, can now get easier because those people are no longer the target.We tend to think about progression ladders like ladders. Players climb them. But that's actually not entirely accurate, because in progressional games the players climb up, but the ladder also drops down. At any one moment in time there are players who have a certain roster strength and a certain skill level, and that combination will get them only so far, and no farther. Over time, their roster will grow and their skills will grow, but even this is different for all players. For some players, their growth rate is sufficient to make meaningful progress in the game. For others it isn't. If the game itself didn't keep ratcheting upward, and making room for easier progress below, the game would have one fixed progression path. Everyone above the requirements moves on, everyone below gets stuck and quits. But with upward progressional expansion, fast players reach the top, slower players keep pace behind them, and the slowest players can still eventually be pulled forward with the game.This is the fundamental role of the rarity system. It is about the global state of the game as a whole, not about what any one particular player wants or needs. Probably the biggest misconception about rarities is that they are supposed to be added when enough players need them to complete content. Actually, almost the exact opposite is true. It would be more correct to say they get added when players stop needing things, not when they start needing things. And then there's a trickle down effect that impacts everyone else differently, in a way difficult to replicate with something other than the rarity system.
I think it’s the general disappointment which consists of:1. Not really an innovative progression of the game 2. It’s like starting all over anew collecting champs. Imagine you pull a 7* drax or groot.For myself I can say that I am not really amused as well. My whole alliance is more annoyed than exited but yeah. The hope is now on ascension
I started to play this in March, 2015.I am F2P.My rating is 3.2m collection.Only content left to do is 7.2 and beyond and Abyss.Ive only 1 R4.My point is: my 6* isnt even deep enough, im getting matched against crazy rosters on Gladiators Circuit, hell 6* R5 arent even available yet! And now 7* are already on the corner? If im this screwed, imagine players that are Cav and below...
7*'s are pointless and not needed, they're not needed to make content harder and they're not needed to make us more powerful, we're already getting relics and rank 5 6*'s
Wait... Did they announce 7*? Tell me when so I have a precise date to quit the game.
I think it’s the general disappointment which consists of:1. Not really an innovative progression of the game 2. It’s like starting all over anew collecting champs. Imagine you pull a 7* drax or groot.For myself I can say that I am not really amused as well. My whole alliance is more annoyed than exited but yeah. The hope is now on ascension Not innovative? They've added 5 and 6*'s..... What would you have expected from a game that started with 1-4* champions? We've known from the begging it wouldn't be like Marvel Future Fight. You're basically saying 5 and 6*'s weren't innovative either.
I think it’s the general disappointment which consists of:1. Not really an innovative progression of the game 2. It’s like starting all over anew collecting champs. Imagine you pull a 7* drax or groot.For myself I can say that I am not really amused as well. My whole alliance is more annoyed than exited but yeah. The hope is now on ascension Not innovative? They've added 5 and 6*'s..... What would you have expected from a game that started with 1-4* champions? We've known from the begging it wouldn't be like Marvel Future Fight. You're basically saying 5 and 6*'s weren't innovative either. Exactly. 5 or 6 stars were pointless. If they thought we needed more powerful characters, all they had to do was giving you the chance to improve your 4* to 5*, 5* to 6* or, even more simply, add LVLs to the current characters (5* R6 = 6* R1 and so on).This is like starting the game from zero over and over again, in a greedy attemp to get money from us, nothing else.
The more I think about it, the more I am convinced that the game needs 7*s. I've yet to hear one person who is complaining about 7*s argue that the game would be in a better place if it had stopped progression with 5*s. The same complaints about 7*s were made when 6*s were announced, and it looks to me like we needed 6*s after all. Would we even have a game right now if 5*s were the top? It's precisely because so many people have stacked 6* rosters they are happy with that we need 7*s. The game will stagnate if we have nothing new to chase after. I'm not convinced that relics are a good idea, but we need 7*s. I’ll challenge this and ask where would 7* be needed in the game at this time? Are we expecting a new game mode where it will benefit greatly from them or a ramped up EoP? I agree with @BitterSteel's reply so I won't reiterate it. I think the most important reason we need them is to prevent stagnation. If people feel like they've won the game and the only thing to do is go through the motions of EQ, AQ, etc., the game won't be in a good place. I would also add that for everyone saying the problem is that it is too soon, I'd rather have them too soon than too late. Too soon is annoying. Too late is potentially game killing. I suspect that by the time 7*s really start to take over it won't feel like it's too soon anymore. People forget how long it took for 6*s to really replace 5*s after they were announced.
The more I think about it, the more I am convinced that the game needs 7*s. I've yet to hear one person who is complaining about 7*s argue that the game would be in a better place if it had stopped progression with 5*s. The same complaints about 7*s were made when 6*s were announced, and it looks to me like we needed 6*s after all. Would we even have a game right now if 5*s were the top? It's precisely because so many people have stacked 6* rosters they are happy with that we need 7*s. The game will stagnate if we have nothing new to chase after. I'm not convinced that relics are a good idea, but we need 7*s. I’ll challenge this and ask where would 7* be needed in the game at this time? Are we expecting a new game mode where it will benefit greatly from them or a ramped up EoP? That's not the right question. Or rather, this is not the question the developers ask. The developers ask "at what point is it time to introduce a new rarity?" And the answer to that question requires understanding what rarities are for.Without getting too deep in the weeds, rarities exist because of champion dilution. The more champions that exist, and more importantly the more champions that players have, the harder it is to make new champs that are meaningful to chase after. When a player has only ten champs, the odds of the next champ they acquire being useful to them in a meaningful way is very high. When they have two hundred champs, the odds are increasingly low. New rarities exist to periodically reset the chase at the top.So really, the question is not "when will players need 7* champs?" The question actually is "at what point do players stop needing 6* champs?" And the answer to this question is a complex one, because different players need champs for different reasons. At the very top, players are chasing new champs for things like prestige, or marginal utility for war or battlegrounds. The people who have everything don't need something in particular, they need something different. Anything that will give them a marginal advantage over their peers.The players just below them don't need 7* champs. In fact, they'd be happy if they were not introduced, because they are just getting comfortable with their 6* rosters. That's the problem. They are getting comfortable, and approaching the point where they don't need anything. The game needs players to need things, so that they either become more engaged with the game to grind for them, or spend money on them, or both. The game treats them like people on an exercise plan that is getting just easy enough that they no longer break a sweat. Time to ratchet up.The players below *them* still need everything. They need stronger champs. They need more champs. But they are also completely out of the race at the top. They struggle for everything, and aren't generally competitive at the top of the game. These players need things, but if the game remained static would likely never get them. They would always be beaten out by the players above them, and they would always find content just a little too difficult for them. These people would probably eventually quit the game because they would get permanently stalled. But these players get a life line. All the stuff that is hard for them to get today, and would be hard for them to get forever, gets easier to get over time, because eventually the players at the top move on to the next thing. In doing so, they make room for these players to move up. What was originally hard, because it had to be hard, because otherwise the players at the top would get too bored, can now get easier because those people are no longer the target.We tend to think about progression ladders like ladders. Players climb them. But that's actually not entirely accurate, because in progressional games the players climb up, but the ladder also drops down. At any one moment in time there are players who have a certain roster strength and a certain skill level, and that combination will get them only so far, and no farther. Over time, their roster will grow and their skills will grow, but even this is different for all players. For some players, their growth rate is sufficient to make meaningful progress in the game. For others it isn't. If the game itself didn't keep ratcheting upward, and making room for easier progress below, the game would have one fixed progression path. Everyone above the requirements moves on, everyone below gets stuck and quits. But with upward progressional expansion, fast players reach the top, slower players keep pace behind them, and the slowest players can still eventually be pulled forward with the game.This is the fundamental role of the rarity system. It is about the global state of the game as a whole, not about what any one particular player wants or needs. Probably the biggest misconception about rarities is that they are supposed to be added when enough players need them to complete content. Actually, almost the exact opposite is true. It would be more correct to say they get added when players stop needing things, not when they start needing things. And then there's a trickle down effect that impacts everyone else differently, in a way difficult to replicate with something other than the rarity system. I personally disagree with your question on what the developers ask. Especially with recent clear emphasis on monetization of everything possible. I personally believe the powers that be ask something like "how can we make more profit" then someone says by "milking the whales" then they ask "how do we milk the whales more" then someone says "obviously by giving them a shiny new toy that will make all their previous purchases near obsolete", which leads the powers that be to tell the developers to implement this.Okay, maybe that's not a word for word conversation, but don't be surprised if it's very close.
The more I think about it, the more I am convinced that the game needs 7*s. I've yet to hear one person who is complaining about 7*s argue that the game would be in a better place if it had stopped progression with 5*s. The same complaints about 7*s were made when 6*s were announced, and it looks to me like we needed 6*s after all. Would we even have a game right now if 5*s were the top? It's precisely because so many people have stacked 6* rosters they are happy with that we need 7*s. The game will stagnate if we have nothing new to chase after. I'm not convinced that relics are a good idea, but we need 7*s. I’ll challenge this and ask where would 7* be needed in the game at this time? Are we expecting a new game mode where it will benefit greatly from them or a ramped up EoP? I agree with @BitterSteel's reply so I won't reiterate it. I think the most important reason we need them is to prevent stagnation. If people feel like they've won the game and the only thing to do is go through the motions of EQ, AQ, etc., the game won't be in a good place. I would also add that for everyone saying the problem is that it is too soon, I'd rather have them too soon than too late. Too soon is annoying. Too late is potentially game killing. I suspect that by the time 7*s really start to take over it won't feel like it's too soon anymore. People forget how long it took for 6*s to really replace 5*s after they were announced. I’m still intrigued that the only way people can imagine to “prevent stagnation” is to add the same champs with an additional star and higher stats (plus some as yet to be determined bonus mechanic). Dr. Zola
Literally people who have been playing for years quitting over 7 stars. If you can't play a game that changes things up why do you play it?
Probably because if they're whales they've spent thousands making their roster the best. They likely can't or don't want to spend the same amount for only a chance at replicating that roster at a higher rarity for a higher price. Like they did when 4* were the top, then 5*, now 6* and 7* after. It’s nothing new. Personally, I’m ready to go at this champ acquisition game again. Getting all new champs will feel so much better than adding sigs to Drax and Wasp over and over
Probably because if they're whales they've spent thousands making their roster the best. They likely can't or don't want to spend the same amount for only a chance at replicating that roster at a higher rarity for a higher price.
The more I think about it, the more I am convinced that the game needs 7*s. I've yet to hear one person who is complaining about 7*s argue that the game would be in a better place if it had stopped progression with 5*s. The same complaints about 7*s were made when 6*s were announced, and it looks to me like we needed 6*s after all. Would we even have a game right now if 5*s were the top? It's precisely because so many people have stacked 6* rosters they are happy with that we need 7*s. The game will stagnate if we have nothing new to chase after. I'm not convinced that relics are a good idea, but we need 7*s. I’ll challenge this and ask where would 7* be needed in the game at this time? Are we expecting a new game mode where it will benefit greatly from them or a ramped up EoP? That's not the right question. Or rather, this is not the question the developers ask. The developers ask "at what point is it time to introduce a new rarity?" And the answer to that question requires understanding what rarities are for.Without getting too deep in the weeds, rarities exist because of champion dilution. The more champions that exist, and more importantly the more champions that players have, the harder it is to make new champs that are meaningful to chase after. When a player has only ten champs, the odds of the next champ they acquire being useful to them in a meaningful way is very high. When they have two hundred champs, the odds are increasingly low. New rarities exist to periodically reset the chase at the top.So really, the question is not "when will players need 7* champs?" The question actually is "at what point do players stop needing 6* champs?" And the answer to this question is a complex one, because different players need champs for different reasons. At the very top, players are chasing new champs for things like prestige, or marginal utility for war or battlegrounds. The people who have everything don't need something in particular, they need something different. Anything that will give them a marginal advantage over their peers.The players just below them don't need 7* champs. In fact, they'd be happy if they were not introduced, because they are just getting comfortable with their 6* rosters. That's the problem. They are getting comfortable, and approaching the point where they don't need anything. The game needs players to need things, so that they either become more engaged with the game to grind for them, or spend money on them, or both. The game treats them like people on an exercise plan that is getting just easy enough that they no longer break a sweat. Time to ratchet up.The players below *them* still need everything. They need stronger champs. They need more champs. But they are also completely out of the race at the top. They struggle for everything, and aren't generally competitive at the top of the game. These players need things, but if the game remained static would likely never get them. They would always be beaten out by the players above them, and they would always find content just a little too difficult for them. These people would probably eventually quit the game because they would get permanently stalled. But these players get a life line. All the stuff that is hard for them to get today, and would be hard for them to get forever, gets easier to get over time, because eventually the players at the top move on to the next thing. In doing so, they make room for these players to move up. What was originally hard, because it had to be hard, because otherwise the players at the top would get too bored, can now get easier because those people are no longer the target.We tend to think about progression ladders like ladders. Players climb them. But that's actually not entirely accurate, because in progressional games the players climb up, but the ladder also drops down. At any one moment in time there are players who have a certain roster strength and a certain skill level, and that combination will get them only so far, and no farther. Over time, their roster will grow and their skills will grow, but even this is different for all players. For some players, their growth rate is sufficient to make meaningful progress in the game. For others it isn't. If the game itself didn't keep ratcheting upward, and making room for easier progress below, the game would have one fixed progression path. Everyone above the requirements moves on, everyone below gets stuck and quits. But with upward progressional expansion, fast players reach the top, slower players keep pace behind them, and the slowest players can still eventually be pulled forward with the game.This is the fundamental role of the rarity system. It is about the global state of the game as a whole, not about what any one particular player wants or needs. Probably the biggest misconception about rarities is that they are supposed to be added when enough players need them to complete content. Actually, almost the exact opposite is true. It would be more correct to say they get added when players stop needing things, not when they start needing things. And then there's a trickle down effect that impacts everyone else differently, in a way difficult to replicate with something other than the rarity system. I personally disagree with your question on what the developers ask. Especially with recent clear emphasis on monetization of everything possible. I personally believe the powers that be ask something like "how can we make more profit" then someone says by "milking the whales" then they ask "how do we milk the whales more" then someone says "obviously by giving them a shiny new toy that will make all their previous purchases near obsolete", which leads the powers that be to tell the developers to implement this.Okay, maybe that's not a word for word conversation, but don't be surprised if it's very close. You do realize you're saying this to someone who a) actually talks directly to the devs about the design of the game and b) convinced them to make a very expensive thing free.
The more I think about it, the more I am convinced that the game needs 7*s. I've yet to hear one person who is complaining about 7*s argue that the game would be in a better place if it had stopped progression with 5*s. The same complaints about 7*s were made when 6*s were announced, and it looks to me like we needed 6*s after all. Would we even have a game right now if 5*s were the top? It's precisely because so many people have stacked 6* rosters they are happy with that we need 7*s. The game will stagnate if we have nothing new to chase after. I'm not convinced that relics are a good idea, but we need 7*s. I’ll challenge this and ask where would 7* be needed in the game at this time? Are we expecting a new game mode where it will benefit greatly from them or a ramped up EoP? That's not the right question. Or rather, this is not the question the developers ask. The developers ask "at what point is it time to introduce a new rarity?" And the answer to that question requires understanding what rarities are for.Without getting too deep in the weeds, rarities exist because of champion dilution. The more champions that exist, and more importantly the more champions that players have, the harder it is to make new champs that are meaningful to chase after. When a player has only ten champs, the odds of the next champ they acquire being useful to them in a meaningful way is very high. When they have two hundred champs, the odds are increasingly low. New rarities exist to periodically reset the chase at the top.So really, the question is not "when will players need 7* champs?" The question actually is "at what point do players stop needing 6* champs?" And the answer to this question is a complex one, because different players need champs for different reasons. At the very top, players are chasing new champs for things like prestige, or marginal utility for war or battlegrounds. The people who have everything don't need something in particular, they need something different. Anything that will give them a marginal advantage over their peers.The players just below them don't need 7* champs. In fact, they'd be happy if they were not introduced, because they are just getting comfortable with their 6* rosters. That's the problem. They are getting comfortable, and approaching the point where they don't need anything. The game needs players to need things, so that they either become more engaged with the game to grind for them, or spend money on them, or both. The game treats them like people on an exercise plan that is getting just easy enough that they no longer break a sweat. Time to ratchet up.The players below *them* still need everything. They need stronger champs. They need more champs. But they are also completely out of the race at the top. They struggle for everything, and aren't generally competitive at the top of the game. These players need things, but if the game remained static would likely never get them. They would always be beaten out by the players above them, and they would always find content just a little too difficult for them. These people would probably eventually quit the game because they would get permanently stalled. But these players get a life line. All the stuff that is hard for them to get today, and would be hard for them to get forever, gets easier to get over time, because eventually the players at the top move on to the next thing. In doing so, they make room for these players to move up. What was originally hard, because it had to be hard, because otherwise the players at the top would get too bored, can now get easier because those people are no longer the target.We tend to think about progression ladders like ladders. Players climb them. But that's actually not entirely accurate, because in progressional games the players climb up, but the ladder also drops down. At any one moment in time there are players who have a certain roster strength and a certain skill level, and that combination will get them only so far, and no farther. Over time, their roster will grow and their skills will grow, but even this is different for all players. For some players, their growth rate is sufficient to make meaningful progress in the game. For others it isn't. If the game itself didn't keep ratcheting upward, and making room for easier progress below, the game would have one fixed progression path. Everyone above the requirements moves on, everyone below gets stuck and quits. But with upward progressional expansion, fast players reach the top, slower players keep pace behind them, and the slowest players can still eventually be pulled forward with the game.This is the fundamental role of the rarity system. It is about the global state of the game as a whole, not about what any one particular player wants or needs. Probably the biggest misconception about rarities is that they are supposed to be added when enough players need them to complete content. Actually, almost the exact opposite is true. It would be more correct to say they get added when players stop needing things, not when they start needing things. And then there's a trickle down effect that impacts everyone else differently, in a way difficult to replicate with something other than the rarity system. I personally disagree with your question on what the developers ask. Especially with recent clear emphasis on monetization of everything possible. I personally believe the powers that be ask something like "how can we make more profit" then someone says by "milking the whales" then they ask "how do we milk the whales more" then someone says "obviously by giving them a shiny new toy that will make all their previous purchases near obsolete", which leads the powers that be to tell the developers to implement this.Okay, maybe that's not a word for word conversation, but don't be surprised if it's very close. You do realize you're saying this to someone who a) actually talks directly to the devs about the design of the game and b) convinced them to make a very expensive thing free. No offense but I think your giving yourself way too much credit. If you really think a volunteer forums helper is in on the real conversations and/or has any rela influence when it comes to the bottom line, your likely very wrong.That's like an free intern at a major company bragging about how they are changing things for the better when in fact they spend most of their time using the copy machine and getting coffee for the paid employees.
The more I think about it, the more I am convinced that the game needs 7*s. I've yet to hear one person who is complaining about 7*s argue that the game would be in a better place if it had stopped progression with 5*s. The same complaints about 7*s were made when 6*s were announced, and it looks to me like we needed 6*s after all. Would we even have a game right now if 5*s were the top? It's precisely because so many people have stacked 6* rosters they are happy with that we need 7*s. The game will stagnate if we have nothing new to chase after. I'm not convinced that relics are a good idea, but we need 7*s. I’ll challenge this and ask where would 7* be needed in the game at this time? Are we expecting a new game mode where it will benefit greatly from them or a ramped up EoP? That's not the right question. Or rather, this is not the question the developers ask. The developers ask "at what point is it time to introduce a new rarity?" And the answer to that question requires understanding what rarities are for.Without getting too deep in the weeds, rarities exist because of champion dilution. The more champions that exist, and more importantly the more champions that players have, the harder it is to make new champs that are meaningful to chase after. When a player has only ten champs, the odds of the next champ they acquire being useful to them in a meaningful way is very high. When they have two hundred champs, the odds are increasingly low. New rarities exist to periodically reset the chase at the top.So really, the question is not "when will players need 7* champs?" The question actually is "at what point do players stop needing 6* champs?" And the answer to this question is a complex one, because different players need champs for different reasons. At the very top, players are chasing new champs for things like prestige, or marginal utility for war or battlegrounds. The people who have everything don't need something in particular, they need something different. Anything that will give them a marginal advantage over their peers.The players just below them don't need 7* champs. In fact, they'd be happy if they were not introduced, because they are just getting comfortable with their 6* rosters. That's the problem. They are getting comfortable, and approaching the point where they don't need anything. The game needs players to need things, so that they either become more engaged with the game to grind for them, or spend money on them, or both. The game treats them like people on an exercise plan that is getting just easy enough that they no longer break a sweat. Time to ratchet up.The players below *them* still need everything. They need stronger champs. They need more champs. But they are also completely out of the race at the top. They struggle for everything, and aren't generally competitive at the top of the game. These players need things, but if the game remained static would likely never get them. They would always be beaten out by the players above them, and they would always find content just a little too difficult for them. These people would probably eventually quit the game because they would get permanently stalled. But these players get a life line. All the stuff that is hard for them to get today, and would be hard for them to get forever, gets easier to get over time, because eventually the players at the top move on to the next thing. In doing so, they make room for these players to move up. What was originally hard, because it had to be hard, because otherwise the players at the top would get too bored, can now get easier because those people are no longer the target.We tend to think about progression ladders like ladders. Players climb them. But that's actually not entirely accurate, because in progressional games the players climb up, but the ladder also drops down. At any one moment in time there are players who have a certain roster strength and a certain skill level, and that combination will get them only so far, and no farther. Over time, their roster will grow and their skills will grow, but even this is different for all players. For some players, their growth rate is sufficient to make meaningful progress in the game. For others it isn't. If the game itself didn't keep ratcheting upward, and making room for easier progress below, the game would have one fixed progression path. Everyone above the requirements moves on, everyone below gets stuck and quits. But with upward progressional expansion, fast players reach the top, slower players keep pace behind them, and the slowest players can still eventually be pulled forward with the game.This is the fundamental role of the rarity system. It is about the global state of the game as a whole, not about what any one particular player wants or needs. Probably the biggest misconception about rarities is that they are supposed to be added when enough players need them to complete content. Actually, almost the exact opposite is true. It would be more correct to say they get added when players stop needing things, not when they start needing things. And then there's a trickle down effect that impacts everyone else differently, in a way difficult to replicate with something other than the rarity system. I personally disagree with your question on what the developers ask. Especially with recent clear emphasis on monetization of everything possible. I personally believe the powers that be ask something like "how can we make more profit" then someone says by "milking the whales" then they ask "how do we milk the whales more" then someone says "obviously by giving them a shiny new toy that will make all their previous purchases near obsolete", which leads the powers that be to tell the developers to implement this.Okay, maybe that's not a word for word conversation, but don't be surprised if it's very close. You do realize you're saying this to someone who a) actually talks directly to the devs about the design of the game and b) convinced them to make a very expensive thing free. No offense but I think your giving yourself way too much credit. If you really think a volunteer forums helper is in on the real conversations and/or has any rela influence when it comes to the bottom line, your likely very wrong.That's like an free intern at a major company bragging about how they are changing things for the better when in fact they spend most of their time using the copy machine and getting coffee for the paid employees. DNA has many times spoken about how he has conversations with the Devs, provided insight directly from them that has subsequently been proved true, and otherwise shown that he does have conversations with the devs about what they do and why they do it. This would be a very easy thing for Kabam to prove wrong, and I’m sure if someone was claiming they spoke to the devs when they didn’t, one of the moderators would drop a message saying it’s untrue. Kabam do not allow people to masquerade as Kabam staff, it can get you banned on the forum. If DNA was lying, we’d know about it. It’s a pretty hefty negative if someone is running around claiming they’ve spoken to the developers and giving false information. I don’t think DNA is claiming to have influence over more than the free revives, “make a very expensive thing free” is clearly referring to the expensive revives.
The more I think about it, the more I am convinced that the game needs 7*s. I've yet to hear one person who is complaining about 7*s argue that the game would be in a better place if it had stopped progression with 5*s. The same complaints about 7*s were made when 6*s were announced, and it looks to me like we needed 6*s after all. Would we even have a game right now if 5*s were the top? It's precisely because so many people have stacked 6* rosters they are happy with that we need 7*s. The game will stagnate if we have nothing new to chase after. I'm not convinced that relics are a good idea, but we need 7*s. I’ll challenge this and ask where would 7* be needed in the game at this time? Are we expecting a new game mode where it will benefit greatly from them or a ramped up EoP? That's not the right question. Or rather, this is not the question the developers ask. The developers ask "at what point is it time to introduce a new rarity?" And the answer to that question requires understanding what rarities are for.Without getting too deep in the weeds, rarities exist because of champion dilution. The more champions that exist, and more importantly the more champions that players have, the harder it is to make new champs that are meaningful to chase after. When a player has only ten champs, the odds of the next champ they acquire being useful to them in a meaningful way is very high. When they have two hundred champs, the odds are increasingly low. New rarities exist to periodically reset the chase at the top.So really, the question is not "when will players need 7* champs?" The question actually is "at what point do players stop needing 6* champs?" And the answer to this question is a complex one, because different players need champs for different reasons. At the very top, players are chasing new champs for things like prestige, or marginal utility for war or battlegrounds. The people who have everything don't need something in particular, they need something different. Anything that will give them a marginal advantage over their peers.The players just below them don't need 7* champs. In fact, they'd be happy if they were not introduced, because they are just getting comfortable with their 6* rosters. That's the problem. They are getting comfortable, and approaching the point where they don't need anything. The game needs players to need things, so that they either become more engaged with the game to grind for them, or spend money on them, or both. The game treats them like people on an exercise plan that is getting just easy enough that they no longer break a sweat. Time to ratchet up.The players below *them* still need everything. They need stronger champs. They need more champs. But they are also completely out of the race at the top. They struggle for everything, and aren't generally competitive at the top of the game. These players need things, but if the game remained static would likely never get them. They would always be beaten out by the players above them, and they would always find content just a little too difficult for them. These people would probably eventually quit the game because they would get permanently stalled. But these players get a life line. All the stuff that is hard for them to get today, and would be hard for them to get forever, gets easier to get over time, because eventually the players at the top move on to the next thing. In doing so, they make room for these players to move up. What was originally hard, because it had to be hard, because otherwise the players at the top would get too bored, can now get easier because those people are no longer the target.We tend to think about progression ladders like ladders. Players climb them. But that's actually not entirely accurate, because in progressional games the players climb up, but the ladder also drops down. At any one moment in time there are players who have a certain roster strength and a certain skill level, and that combination will get them only so far, and no farther. Over time, their roster will grow and their skills will grow, but even this is different for all players. For some players, their growth rate is sufficient to make meaningful progress in the game. For others it isn't. If the game itself didn't keep ratcheting upward, and making room for easier progress below, the game would have one fixed progression path. Everyone above the requirements moves on, everyone below gets stuck and quits. But with upward progressional expansion, fast players reach the top, slower players keep pace behind them, and the slowest players can still eventually be pulled forward with the game.This is the fundamental role of the rarity system. It is about the global state of the game as a whole, not about what any one particular player wants or needs. Probably the biggest misconception about rarities is that they are supposed to be added when enough players need them to complete content. Actually, almost the exact opposite is true. It would be more correct to say they get added when players stop needing things, not when they start needing things. And then there's a trickle down effect that impacts everyone else differently, in a way difficult to replicate with something other than the rarity system. I personally disagree with your question on what the developers ask. Especially with recent clear emphasis on monetization of everything possible. I personally believe the powers that be ask something like "how can we make more profit" then someone says by "milking the whales" then they ask "how do we milk the whales more" then someone says "obviously by giving them a shiny new toy that will make all their previous purchases near obsolete", which leads the powers that be to tell the developers to implement this.Okay, maybe that's not a word for word conversation, but don't be surprised if it's very close. You do realize you're saying this to someone who a) actually talks directly to the devs about the design of the game and b) convinced them to make a very expensive thing free. No offense but I think your giving yourself way too much credit. If you really think a volunteer forums helper is in on the real conversations and/or has any rela influence when it comes to the bottom line, your likely very wrong.That's like an free intern at a major company bragging about how they are changing things for the better when in fact they spend most of their time using the copy machine and getting coffee for the paid employees. DNA has many times spoken about how he has conversations with the Devs, provided insight directly from them that has subsequently been proved true, and otherwise shown that he does have conversations with the devs about what they do and why they do it. This would be a very easy thing for Kabam to prove wrong, and I’m sure if someone was claiming they spoke to the devs when they didn’t, one of the moderators would drop a message saying it’s untrue. Kabam do not allow people to masquerade as Kabam staff, it can get you banned on the forum. If DNA was lying, we’d know about it. It’s a pretty hefty negative if someone is running around claiming they’ve spoken to the developers and giving false information. I don’t think DNA is claiming to have influence over more than the free revives, “make a very expensive thing free” is clearly referring to the expensive revives. That's perfectly fine and I'm not denying that. But his earlier response was practically implying that he knows everything that is going on within the company and nothing gets past him. To think that he's involved in the powers that be conversations (no, not the developers) isn't likely. And although posts he make might get some attentions, kabam has said many times they listen to the data. If his argument goes with he data they have them that's why the change is made. Why do you think the BG changes recently happened, because people were complaining? Maybe a very small part is that, but they looked at the data they saw people aren't playing it as much as they expected and they saw people werent spending as much on it as they wanted. The data drives the decisions, that's not just kabam, that's any profitable company.