Please just remove them from the game, and compensate people who spent money or resources on them. The majority don't want relics. Spend your development time on features people want. The majority of your players DO NOT CARE ABOUT OR WANT RELICS. Get it through your heads, please. I'm so glad you're finally beginning to realize it.
Don't take only this forums as source to say the majority don't like. McoC have a huge fan base gamers outside here in many countries.
Or show the stats that tell this.
I like the relics.
Do you think they're only going by forum comments or something? It's obvious they have many more sources of data other than what we here are saying.
Data which shows people have been using them. That's why they're still in the game.
People haven’t been using them and have definitely not been buying them. That’s the whole point of this post. How can you say they are relevant when kabam themselves is saying they aren’t doing well enough to continue pursuing?
We didn't say any of that, and our data is showing that most players with access to relics do use them, and NOT in content that even incentivizes it. If they weren't, then we wouldn't be talking about a pause. I wrote this in another thread, so I'll copy and paste it here:
Relics as they exist right now occupy design space that overlaps heavily with Champions, making them pretty time consuming to make. How do you create a Relic that benefits Champions abilities without adding new ones, and also make that affect a few Champions?
We want to take time to re-evaluate the design space that relics occupy, and see where they might land that would make them less challenging to design and not cut into the space that we've carved out for Champion abilities on their own.
You also stated that you were going to keep enforcing content relic/striker-related in order to force player's to use them. What's up with that?
I'm not sidetracking anything. I'd actually like to hear some ideas for what people would think would improve them. I'm tired of the same "Get rid of them." argument. Months of arguing against them for no reason at all, other than the principle of them. That ship has sailed. They're here.
They shouldn’t have even arrived. The community shouldn’t have to fine tune a feature that kabam created. They should have scrapped the idea and used the time to fix bugs and add things the community actually asked for. We owe them and you no opinions on how something we didn’t want should be fixed. Just remove them and create mastery setups already
Well I'm sorry you feel that way, but that's your perception on the issue.
My assessment is that people use strikers and don’t care about the relic side of things. Maybe leveled up 5/6* relics impact gameplay more but aside from adding an extra random buff or debuff when that is beneficial, the only reason I have relics on my champs is for the striker or for nodes that give a benefit.
I’d be curious to hear if there’s data showing many people actually understand and enjoy the relic side of things or if Kabam is viewing data showing people using them as people liking them when they are really just using them for the striker aspect. I suspect it’s the second and I don’t know what data would show otherwise.
So to that end, I say release more striker battlecasts that don’t do anything new and would help allow more champs to be equipped but don’t spend time on the relic side of the design until there’s a better feel for what that should look like.
Please just remove them from the game, and compensate people who spent money or resources on them. The majority don't want relics. Spend your development time on features people want. The majority of your players DO NOT CARE ABOUT OR WANT RELICS. Get it through your heads, please. I'm so glad you're finally beginning to realize it.
Don't take only this forums as source to say the majority don't like. McoC have a huge fan base gamers outside here in many countries.
Or show the stats that tell this.
I like the relics.
Do you think they're only going by forum comments or something? It's obvious they have many more sources of data other than what we here are saying.
Data which shows people have been using them. That's why they're still in the game.
People haven’t been using them and have definitely not been buying them. That’s the whole point of this post. How can you say they are relevant when kabam themselves is saying they aren’t doing well enough to continue pursuing?
We didn't say any of that, and our data is showing that most players with access to relics do use them, and NOT in content that even incentivizes it. If they weren't, then we wouldn't be talking about a pause. I wrote this in another thread, so I'll copy and paste it here:
Relics as they exist right now occupy design space that overlaps heavily with Champions, making them pretty time consuming to make. How do you create a Relic that benefits Champions abilities without adding new ones, and also make that affect a few Champions?
We want to take time to re-evaluate the design space that relics occupy, and see where they might land that would make them less challenging to design and not cut into the space that we've carved out for Champion abilities on their own.
You also stated that you were going to keep enforcing content relic/striker-related in order to force player's to use them. What's up with that?
Honestly seems like that's just how it's gonna be. Before, I had a problem with them forcing Relics because they had announced that they would be strictly optional and left it at that. Miike said they'll be required, so at least there's some transparency there. Not the best way to announce it, but transparency is transparency.
I just hope they can get Relics right the second time. I've used them from the moment I was given the option and have not found them all that enjoyable. To get back to the Spiritualism node... It sucks. Even using a Relic for it, it gave too much power and always put me at an sp2. Using Kitty Pride and Namor for that path, as my top mutants, meant I just was not able to build up their damage with the sp1 and every fight was extremely slow and frustrating.
A lot of things that came with the addition of Relics just feel like a pretty lazy way to justify their existence. I don't have a problem with relics, please stop throwing boring Relic based nodes into content to convince me they're worth using.
Please just remove them from the game, and compensate people who spent money or resources on them. The majority don't want relics. Spend your development time on features people want. The majority of your players DO NOT CARE ABOUT OR WANT RELICS. Get it through your heads, please. I'm so glad you're finally beginning to realize it.
Don't take only this forums as source to say the majority don't like. McoC have a huge fan base gamers outside here in many countries.
Or show the stats that tell this.
I like the relics.
Do you think they're only going by forum comments or something? It's obvious they have many more sources of data other than what we here are saying.
Data which shows people have been using them. That's why they're still in the game.
People haven’t been using them and have definitely not been buying them. That’s the whole point of this post. How can you say they are relevant when kabam themselves is saying they aren’t doing well enough to continue pursuing?
We didn't say any of that, and our data is showing that most players with access to relics do use them, and NOT in content that even incentivizes it. If they weren't, then we wouldn't be talking about a pause. I wrote this in another thread, so I'll copy and paste it here:
Relics as they exist right now occupy design space that overlaps heavily with Champions, making them pretty time consuming to make. How do you create a Relic that benefits Champions abilities without adding new ones, and also make that affect a few Champions?
We want to take time to re-evaluate the design space that relics occupy, and see where they might land that would make them less challenging to design and not cut into the space that we've carved out for Champion abilities on their own.
I do like relics and use them often. I do not like that we pretty have to use them in BGs to maintain a level playing field and I don’t like the nodes that punish you for not having them, or the right ones. I really don’t like that I when I use them, I get punished because they don’t work properly (whiffing, or hitting into block).
Having said all that, I could offer up a solution, that you may or not like.
1. Make sure they work properly. No missing hits that actually punish you for using them. 2. Don’t worry about adding abilities to individual ones. Have each relic (new ones only) give a class benefit. Mystic - passive stagger, Mutant - prowess, Skill - crit bonus etc…. The bonus scales with rarity. 3* relic grants a 10% prowess, 4* a 20% etc…
Once you guys understand that the majority, not all, but majority of players use them ONLY as combo extenders and for the passive stun, all these headaches we all have will go away.
While it was a cool thought to have certain relics benefit certain champs etc… that is purely wasted development time on your end. Make them simple and not complicated to use. Make them work properly and everyone is happy about them.
Please just remove them from the game, and compensate people who spent money or resources on them. The majority don't want relics. Spend your development time on features people want. The majority of your players DO NOT CARE ABOUT OR WANT RELICS. Get it through your heads, please. I'm so glad you're finally beginning to realize it.
Don't take only this forums as source to say the majority don't like. McoC have a huge fan base gamers outside here in many countries.
Or show the stats that tell this.
I like the relics.
Do you think they're only going by forum comments or something? It's obvious they have many more sources of data other than what we here are saying.
Data which shows people have been using them. That's why they're still in the game.
People haven’t been using them and have definitely not been buying them. That’s the whole point of this post. How can you say they are relevant when kabam themselves is saying they aren’t doing well enough to continue pursuing?
We didn't say any of that, and our data is showing that most players with access to relics do use them, and NOT in content that even incentivizes it. If they weren't, then we wouldn't be talking about a pause. I wrote this in another thread, so I'll copy and paste it here:
Relics as they exist right now occupy design space that overlaps heavily with Champions, making them pretty time consuming to make. How do you create a Relic that benefits Champions abilities without adding new ones, and also make that affect a few Champions?
We want to take time to re-evaluate the design space that relics occupy, and see where they might land that would make them less challenging to design and not cut into the space that we've carved out for Champion abilities on their own.
I do like relics and use them often. I do not like that we pretty have to use them in BGs to maintain a level playing field and I don’t like the nodes that punish you for not having them, or the right ones. I really don’t like that I when I use them, I get punished because they don’t work properly (whiffing, or hitting into block).
Having said all that, I could offer up a solution, that you may or not like.
1. Make sure they work properly. No missing hits that actually punish you for using them. 2. Don’t worry about adding abilities to individual ones. Have each relic (new ones only) give a class benefit. Mystic - passive stagger, Mutant - prowess, Skill - crit bonus etc…. The bonus scales with rarity. 3* relic grants a 10% prowess, 4* a 20% etc…
Once you guys understand that the majority, not all, but majority of players use them ONLY as combo extenders and for the passive stun, all these headaches we all have will go away.
While it was a cool thought to have certain relics benefit certain champs etc… that is purely wasted development time on your end. Make them simple and not complicated to use. Make them work properly and everyone is happy about them.
That idea might sound like it's easy and would make Relics more valuable, but it's the exact opposite of what we want to do. You're basically talking about releasing a new mastery every other month, or extending RPG elements to more champions. That's not viable from a balance perspective. Some Champs are built and balanced in a way that works because they don't have access to certain kinds of utility, buffs, debuffs, etc,.
This is the exact problem that we are trying to address, which is what's tricky.
Please just remove them from the game, and compensate people who spent money or resources on them. The majority don't want relics. Spend your development time on features people want. The majority of your players DO NOT CARE ABOUT OR WANT RELICS. Get it through your heads, please. I'm so glad you're finally beginning to realize it.
Don't take only this forums as source to say the majority don't like. McoC have a huge fan base gamers outside here in many countries.
Or show the stats that tell this.
I like the relics.
Do you think they're only going by forum comments or something? It's obvious they have many more sources of data other than what we here are saying.
Data which shows people have been using them. That's why they're still in the game.
People haven’t been using them and have definitely not been buying them. That’s the whole point of this post. How can you say they are relevant when kabam themselves is saying they aren’t doing well enough to continue pursuing?
We didn't say any of that, and our data is showing that most players with access to relics do use them, and NOT in content that even incentivizes it. If they weren't, then we wouldn't be talking about a pause. I wrote this in another thread, so I'll copy and paste it here:
Relics as they exist right now occupy design space that overlaps heavily with Champions, making them pretty time consuming to make. How do you create a Relic that benefits Champions abilities without adding new ones, and also make that affect a few Champions?
We want to take time to re-evaluate the design space that relics occupy, and see where they might land that would make them less challenging to design and not cut into the space that we've carved out for Champion abilities on their own.
I agree that a pause is needed, but Relics shouldn't have been rolled out in this form to begin with.
Relics = Relics + Striker. The Striker portion is easily understood as an additional combo extender. The Relic portion is ... less intuitive and was already obvious that it overlaps with pre-existing things.
Essentially the Relic is the ability to have a synergy partner, but without needing to take up a spot on your questing team. But, the problem is: 1. This already overlaps with Synergies and so is not really necessary 2. The 'synergy' benefit is not easily understood or its difference is not that noticeable (just like those Friends or Enemies synergies, where the numbers are meaningless to most players. Having +70 to armor rating means nothing to anyone that is not a high level player) 3. There is a huge amount of complexity added now. Rather than have the 'Synergy' pop up menu where you can see exactly who to use, the Relics instead can be given to everyone in a class. Sure there are 'recommended' champions, but otherwise there are too many possibilities now. 4. Complicated new resources. There are too many things to earn and not enough difference in how resources look/are called. Additionally, the amount required to level up/rank up seems to be discordant to the rate of resource acquisition.
All these things should have been planned through before Relics even rolled out, as they were obvious from the get go.
As it stands, this pause leaves some players in limbo. Players who paid for July 4th deals and went for Relic based offers might feel cheated. Players who did Rifts this month and chose to select Relic based resources might feel regret at their choices. Players who ignored Relics entirely feel vindicated. Players who were in the middle now feel more swayed that Relics are unnecessary.
Please just remove them from the game, and compensate people who spent money or resources on them. The majority don't want relics. Spend your development time on features people want. The majority of your players DO NOT CARE ABOUT OR WANT RELICS. Get it through your heads, please. I'm so glad you're finally beginning to realize it.
Don't take only this forums as source to say the majority don't like. McoC have a huge fan base gamers outside here in many countries.
Or show the stats that tell this.
I like the relics.
Do you think they're only going by forum comments or something? It's obvious they have many more sources of data other than what we here are saying.
Data which shows people have been using them. That's why they're still in the game.
People haven’t been using them and have definitely not been buying them. That’s the whole point of this post. How can you say they are relevant when kabam themselves is saying they aren’t doing well enough to continue pursuing?
We didn't say any of that, and our data is showing that most players with access to relics do use them, and NOT in content that even incentivizes it. If they weren't, then we wouldn't be talking about a pause. I wrote this in another thread, so I'll copy and paste it here:
Relics as they exist right now occupy design space that overlaps heavily with Champions, making them pretty time consuming to make. How do you create a Relic that benefits Champions abilities without adding new ones, and also make that affect a few Champions?
We want to take time to re-evaluate the design space that relics occupy, and see where they might land that would make them less challenging to design and not cut into the space that we've carved out for Champion abilities on their own.
I do like relics and use them often. I do not like that we pretty have to use them in BGs to maintain a level playing field and I don’t like the nodes that punish you for not having them, or the right ones. I really don’t like that I when I use them, I get punished because they don’t work properly (whiffing, or hitting into block).
Having said all that, I could offer up a solution, that you may or not like.
1. Make sure they work properly. No missing hits that actually punish you for using them. 2. Don’t worry about adding abilities to individual ones. Have each relic (new ones only) give a class benefit. Mystic - passive stagger, Mutant - prowess, Skill - crit bonus etc…. The bonus scales with rarity. 3* relic grants a 10% prowess, 4* a 20% etc…
Once you guys understand that the majority, not all, but majority of players use them ONLY as combo extenders and for the passive stun, all these headaches we all have will go away.
While it was a cool thought to have certain relics benefit certain champs etc… that is purely wasted development time on your end. Make them simple and not complicated to use. Make them work properly and everyone is happy about them.
I like the simple class-wide buff concept for them to start. That seems straightforward but I wonder if there enough outliers in each class for it to make someone significantly stronger than the rest of the class. That plays into the next ideas though which is:
I’d be ok with specific relics eventually becoming a pseudo buff for older champs. We’ve heard suggestions that part of the problem with devoting a lot of time to buffing older champs is they aren’t really sellable because everyone already has them. If there were relics that provided enough of a benefit to be a pseudo buff for a specific champ, that would make it sellable and give life to some OG champs. Maybe the old value update buffs could be handled to some extent through relics?
I also like the synergy replacement concept and think that would open up some new team options and be a nice benefit.
The current approach of adding small buffs or increases seems too tedious to keep track of for the minimal gains and upgrading relics is going way too slowly. My 3* relics adding 2-3% to a buff or stat is fairly meaningless. Maybe fully ranked up it’s more noticeable but at the current rate I’m getting rank-up materials I don’t know when I’ll start seeing a value there. To be fair, I have no idea what most 5/6* relics do because I only have one 5* relic and I’m just not motivated to go down the rabbit hole to learn about them yet.
Right now they are strikers to me and that’s about it.
The first batch of relics were basically useless and you know this. This last trio actually finally started adding real utility to some champs (spidey99 one especially). Seemed like you finally made progress, im not sure what the deal is here.
As one of very few players who like relics, I’m glad to see y’all are taking a step back to think about how to work them going forward. Certain relics make some champs much more fun to play (e.g. Thor relic on Angela, Iron Fist relic on Doom) but a lot of aspects about them are useless. Honestly, more relics that aren’t tailored to 3 champions would be nice, just general class boosts. For example, maybe a skill relic increasing purify ability accuracy? A cosmic relic boosting nullify resistance? There’s so much potential to relics; wouldn’t mind seeing that potential being tapped into.
As one of very few players who like relics, I’m glad to see y’all are taking a step back to think about how to work them going forward. Certain relics make some champs much more fun to play (e.g. Thor relic on Angela, Iron Fist relic on Doom) but a lot of aspects about them are useless. Honestly, more relics that aren’t tailored to 3 champions would be nice, just general class boosts. For example, maybe a skill relic increasing purify ability accuracy? A cosmic relic boosting nullify resistance? There’s so much potential to relics; wouldn’t mind seeing that potential being tapped into.
I agree with everything you’ve said brotha. I too enjoy relics and think they can make champs more fun too play. But I would like to see a general overhaul so that they aren’t so specific. Some relics are designed to fit with crappy champs no one uses.
Please just remove them from the game, and compensate people who spent money or resources on them. The majority don't want relics. Spend your development time on features people want. The majority of your players DO NOT CARE ABOUT OR WANT RELICS. Get it through your heads, please. I'm so glad you're finally beginning to realize it.
Don't take only this forums as source to say the majority don't like. McoC have a huge fan base gamers outside here in many countries.
Or show the stats that tell this.
I like the relics.
Do you think they're only going by forum comments or something? It's obvious they have many more sources of data other than what we here are saying.
Data which shows people have been using them. That's why they're still in the game.
People haven’t been using them and have definitely not been buying them. That’s the whole point of this post. How can you say they are relevant when kabam themselves is saying they aren’t doing well enough to continue pursuing?
We didn't say any of that, and our data is showing that most players with access to relics do use them, and NOT in content that even incentivizes it. If they weren't, then we wouldn't be talking about a pause. I wrote this in another thread, so I'll copy and paste it here:
Relics as they exist right now occupy design space that overlaps heavily with Champions, making them pretty time consuming to make. How do you create a Relic that benefits Champions abilities without adding new ones, and also make that affect a few Champions?
We want to take time to re-evaluate the design space that relics occupy, and see where they might land that would make them less challenging to design and not cut into the space that we've carved out for Champion abilities on their own.
I do like relics and use them often. I do not like that we pretty have to use them in BGs to maintain a level playing field and I don’t like the nodes that punish you for not having them, or the right ones. I really don’t like that I when I use them, I get punished because they don’t work properly (whiffing, or hitting into block).
Having said all that, I could offer up a solution, that you may or not like.
1. Make sure they work properly. No missing hits that actually punish you for using them. 2. Don’t worry about adding abilities to individual ones. Have each relic (new ones only) give a class benefit. Mystic - passive stagger, Mutant - prowess, Skill - crit bonus etc…. The bonus scales with rarity. 3* relic grants a 10% prowess, 4* a 20% etc…
Once you guys understand that the majority, not all, but majority of players use them ONLY as combo extenders and for the passive stun, all these headaches we all have will go away.
While it was a cool thought to have certain relics benefit certain champs etc… that is purely wasted development time on your end. Make them simple and not complicated to use. Make them work properly and everyone is happy about them.
That idea might sound like it's easy and would make Relics more valuable, but it's the exact opposite of what we want to do. You're basically talking about releasing a new mastery every other month, or extending RPG elements to more champions. That's not viable from a balance perspective. Some Champs are built and balanced in a way that works because they don't have access to certain kinds of utility, buffs, debuffs, etc,.
This is the exact problem that we are trying to address, which is what's tricky.
In the meantime, can we get a fix for the many whiffing relics?
I like the idea of relics, and had hoped they would relate to items in the Marvel universe, ie Cap's Shield, Mjolnir etc. We are where we are now though - they're in the game, as they are, almost as totems or avatars of champions.
With there being a pause, I think some existing relics could do with revisiting; while there was an understandable caution with making relics too powerful, the early ones were a bit hit and miss. The last three have been better.
For me, I've not really spent much in the way of time or resources ranking up relics - where I have, the benefit doesn't seem to match up with what I expect; benefits seem marginal or pretty much nonexistent.
The one thing that I am really hopeful that they look at is the idea of Synergy Relics. It reuses existing mechanics and could replace the need for champion buffs in some instances.
No. That was the common misconception. It was never a this-or-that situation. Miike commented that there would always be the next step, whether that was Relics or 7*s or what have you (paraphrasing), but Relics were never going to be a replacement for 7*s. That stems from the debate that Players would prefer one over the other.
If Relic abilities were tied to existing synergies, would it not address the following issues? * cut down on development time * reduce additional testing time * avoid unbalancing a champion * improve a character without adding new abilities * affect multiple characters * make them desirable to the community
Do we know if the team have looked at the Synergy approach and discounted it based on a particular issue e.g. reduced demand for higher rarity of Relic?
I feel like for the most part we know where relics stand, a great tool (specifically in high end BG’s and questing) to extend your 5 hit combo to a 13 hit combo and get closer to finishing the fight off with a special attack.
I feel this feature is quite useful and saved my fight more than once! I'm one of those that were excited since day one by the ability to extend your combos.
But I've not spent more than 600 units over relics, because they're not comparable to a champion. They're a little added bonus, a utility. @Kabam Miike I bet the overall criticism and cold reception from the community is related only to one factor: they're overpriced!
This pause just allows the general playerbase to catch up on all the new relics and have time to experiment,. Mostly whales and dolphins are the only ones with access to most high powered relics. A pause is good, helps the rest of us to catch up with all the newer relics. They are worth it, they are pretty awesome.
If you would potentially be bringing in different relics when you resume them than the striker ones will you be using the same shards we have already been collecting or will they be different for a new kind of relic? Is there any point in holding our existing shards hoping for a better kind of relic?
If you were ACTUALLY closely monitoring forums, YouTube, social media, you would have know relics are the last thing we care about. There are much more important things we needed to be addressed. The only thing you have been closely monitoring is what YOU wanna do.
If you were ACTUALLY closely monitoring forums, YouTube, social media, you would have know relics are the last thing we care about. There are much more important things we needed to be addressed. The only thing you have been closely monitoring is what YOU wanna do.
Who's we? Speak for yourself mate. I wish they gave out more relic shards and am definitely looking forward to the buffed VT rewards.
Comments
I’d be curious to hear if there’s data showing many people actually understand and enjoy the relic side of things or if Kabam is viewing data showing people using them as people liking them when they are really just using them for the striker aspect. I suspect it’s the second and I don’t know what data would show otherwise.
So to that end, I say release more striker battlecasts that don’t do anything new and would help allow more champs to be equipped but don’t spend time on the relic side of the design until there’s a better feel for what that should look like.
I just hope they can get Relics right the second time. I've used them from the moment I was given the option and have not found them all that enjoyable. To get back to the Spiritualism node... It sucks. Even using a Relic for it, it gave too much power and always put me at an sp2. Using Kitty Pride and Namor for that path, as my top mutants, meant I just was not able to build up their damage with the sp1 and every fight was extremely slow and frustrating.
A lot of things that came with the addition of Relics just feel like a pretty lazy way to justify their existence. I don't have a problem with relics, please stop throwing boring Relic based nodes into content to convince me they're worth using.
Having said all that, I could offer up a solution, that you may or not like.
1. Make sure they work properly. No missing hits that actually punish you for using them.
2. Don’t worry about adding abilities to individual ones. Have each relic (new ones only) give a class benefit. Mystic - passive stagger, Mutant - prowess, Skill - crit bonus etc…. The bonus scales with rarity. 3* relic grants a 10% prowess, 4* a 20% etc…
Once you guys understand that the majority, not all, but majority of players use them ONLY as combo extenders and for the passive stun, all these headaches we all have will go away.
While it was a cool thought to have certain relics benefit certain champs etc… that is purely wasted development time on your end. Make them simple and not complicated to use. Make them work properly and everyone is happy about them.
This is the exact problem that we are trying to address, which is what's tricky.
Relics = Relics + Striker. The Striker portion is easily understood as an additional combo extender. The Relic portion is ... less intuitive and was already obvious that it overlaps with pre-existing things.
Essentially the Relic is the ability to have a synergy partner, but without needing to take up a spot on your questing team. But, the problem is:
1. This already overlaps with Synergies and so is not really necessary
2. The 'synergy' benefit is not easily understood or its difference is not that noticeable (just like those Friends or Enemies synergies, where the numbers are meaningless to most players. Having +70 to armor rating means nothing to anyone that is not a high level player)
3. There is a huge amount of complexity added now. Rather than have the 'Synergy' pop up menu where you can see exactly who to use, the Relics instead can be given to everyone in a class. Sure there are 'recommended' champions, but otherwise there are too many possibilities now.
4. Complicated new resources. There are too many things to earn and not enough difference in how resources look/are called. Additionally, the amount required to level up/rank up seems to be discordant to the rate of resource acquisition.
All these things should have been planned through before Relics even rolled out, as they were obvious from the get go.
As it stands, this pause leaves some players in limbo. Players who paid for July 4th deals and went for Relic based offers might feel cheated. Players who did Rifts this month and chose to select Relic based resources might feel regret at their choices. Players who ignored Relics entirely feel vindicated. Players who were in the middle now feel more swayed that Relics are unnecessary.
I’d be ok with specific relics eventually becoming a pseudo buff for older champs. We’ve heard suggestions that part of the problem with devoting a lot of time to buffing older champs is they aren’t really sellable because everyone already has them. If there were relics that provided enough of a benefit to be a pseudo buff for a specific champ, that would make it sellable and give life to some OG champs. Maybe the old value update buffs could be handled to some extent through relics?
I also like the synergy replacement concept and think that would open up some new team options and be a nice benefit.
The current approach of adding small buffs or increases seems too tedious to keep track of for the minimal gains and upgrading relics is going way too slowly. My 3* relics adding 2-3% to a buff or stat is fairly meaningless. Maybe fully ranked up it’s more noticeable but at the current rate I’m getting rank-up materials I don’t know when I’ll start seeing a value there. To be fair, I have no idea what most 5/6* relics do because I only have one 5* relic and I’m just not motivated to go down the rabbit hole to learn about them yet.
Right now they are strikers to me and that’s about it.
With there being a pause, I think some existing relics could do with revisiting; while there was an understandable caution with making relics too powerful, the early ones were a bit hit and miss. The last three have been better.
For me, I've not really spent much in the way of time or resources ranking up relics - where I have, the benefit doesn't seem to match up with what I expect; benefits seem marginal or pretty much nonexistent.
The one thing that I am really hopeful that they look at is the idea of Synergy Relics. It reuses existing mechanics and could replace the need for champion buffs in some instances.
https://forums.playcontestofchampions.com/en/discussion/315318/future-of-progression-relics-7-stars-and-ascension-roadmap-discussion-thread/p1
* cut down on development time
* reduce additional testing time
* avoid unbalancing a champion
* improve a character without adding new abilities
* affect multiple characters
* make them desirable to the community
Do we know if the team have looked at the Synergy approach and discounted it based on a particular issue e.g. reduced demand for higher rarity of Relic?
But I've not spent more than 600 units over relics, because they're not comparable to a champion. They're a little added bonus, a utility. @Kabam Miike I bet the overall criticism and cold reception from the community is related only to one factor: they're overpriced!
They are worth it, they are pretty awesome.