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There is nothing to say that the pool for Synergy Relics would need to be the same as the normal basic pool for champions either. It could be a bit more restricted, Relics added in to complement a new champ being added to the game or reworked, etc.
If I had a Captain America synergy relic, the first target would probably be for my Publisher 2099 to activate the Loyal Minister synergy. I'd probably then bring him up to R3. A Spider-Man (Classic) synergy relic would have many targets, especially with the Sinister 6 champs but also the likes of Spider-Man 2099.
Lots of options for players... And that would be a GOOD thing.
There are a lot of really good ideas in this thread; I love seeing the community come together to theory craft what they'd like to see in the game. You even collectively raised and solved your own problems with the concept. Well done.
It's always been a little odd to me that one of the biggest issues Summoners have with relics is they "don't do enough." Realistically, if they were launched as an unavoidable, massive game changer... there would be much more outcry. I think it called for a 'dip your toes' approach to start that allows uninterested parties to continue life as normal.
Regardless! The good news is Relics are still in their infancy and have lots of time to progress, adjust and develop! Community feedback on what you all want to see from Relics is very helpful and, as always, positive threads with ideas like these are always the most helpful!
Keep being great, Summoners.
Edit: I also brought this to the relics team.
So to all who participated. Thank you.
For me, the whole concept seems foreign for the game. It doesn’t really fit the lore of the game. The game is basically a battle world with superheroes and supervillains plucked from multiverses to assure equal power levels. These hero’s are trapped in crystals until the summoner releases them. The champions all fight each other because they are under the influence of iso. But now, we collect little statues that we “attach” to a hero which allows the hero to have another temporary hero punch a few times then disappear. Just leaves me thinking, “what?”
The whole concept feels rushed and a lazy combination of ideas. Like Team A pitched relics as items players can collect for benefits to specific characters. Then Team B developed strikers. Both ideas get pushed up the chain, where the top says, “Just combine the ideas into one.” And pushed back down the chain.
It also seems that both relics and strikers could independently be great additions to the game. The striker feature was great as introduced. The striker made sense in the context of that event quest—not so much with relics.
The cautious approach taken with relics so far is the right way - when the genie is let out of the bottle it's hard to put back in again. I've done RPG design and writing stuff in the past and it's always better to be slightly underpowered first off, if you can't hit the power level exactly right. I think many people had their own ideas for what relics could be.
But hopefully the Relics team will have a read through and it sparks off a conversation.
And yea it makes sense for them to be underpowered at first but i think it would’ve been alright if they started off a little underpowered but i think they started iff on the wrong foot… we should’ve gotten a little taste of power from the ground up to get us interested in relics. But lets see how it goes in the future hopefully with our ideas the game team can come up with something spectacular!
Hopefully the dev team will at least discuss this