Damage Cap Removal
Fortune
Member Posts: 61 ★
Having journeyed through the Abyss of Legends for about 3 years and the Labyrinth of Legends for almost 6, it's heartening to see the game's growth and evolution. In light of this progression, it might be an opportune time to consider reassessing certain gameplay mechanics, such as the removal of damage caps in one or both of these legends' game content. Here's why:
1. Enhancing Player Experience: As the game grows, some aspects that were once viewed as pinnacle challenges have now shifted to a more routine gameplay experience. To Kabam's credit, their commitment to refining the user experience is commendable, evident from improvements like the Act 6 adjustments, the integration of 5 stars in Acts 6 and 7, and the refresh of ACT 1-5 rewards. Perhaps considering the removal of damage caps could further optimize this experience.
2. Evolution of Testing Grounds: The Realm of Legends, although slightly vintage, remains a popular choice for many when experimenting with champions and their unique features. It's pivotal in shaping player decisions about rankings and champion preferences. The Labyrinth and Abyss of Legends, with their intricate AI and mechanics, could potentially be the successors to this testing ground. However, the current damage cap can sometimes hinder a champion's full prowess, possibly limiting its utility for this purpose.
3. Fostering Community Engagement: Imagine the thrill and excitement that would emerge from new challenges with no damage caps! It would pave the way for engaging challenges similar to the Winter Soldier and Realm of Legends speedruns. Such changes would not only be enjoyable for content creators but would also enrich the community's gameplay.
Kabam has always sought what's optimal for its brand and player base. While this suggestion stems from a community-centric perspective, it could potentially enhance the gaming experience holistically. It's possible that I'm overlooking some aspects, but I'd love for this to spark a constructive discussion for the benefit of the MCOC community.
Just a thought
1. Enhancing Player Experience: As the game grows, some aspects that were once viewed as pinnacle challenges have now shifted to a more routine gameplay experience. To Kabam's credit, their commitment to refining the user experience is commendable, evident from improvements like the Act 6 adjustments, the integration of 5 stars in Acts 6 and 7, and the refresh of ACT 1-5 rewards. Perhaps considering the removal of damage caps could further optimize this experience.
2. Evolution of Testing Grounds: The Realm of Legends, although slightly vintage, remains a popular choice for many when experimenting with champions and their unique features. It's pivotal in shaping player decisions about rankings and champion preferences. The Labyrinth and Abyss of Legends, with their intricate AI and mechanics, could potentially be the successors to this testing ground. However, the current damage cap can sometimes hinder a champion's full prowess, possibly limiting its utility for this purpose.
3. Fostering Community Engagement: Imagine the thrill and excitement that would emerge from new challenges with no damage caps! It would pave the way for engaging challenges similar to the Winter Soldier and Realm of Legends speedruns. Such changes would not only be enjoyable for content creators but would also enrich the community's gameplay.
Kabam has always sought what's optimal for its brand and player base. While this suggestion stems from a community-centric perspective, it could potentially enhance the gaming experience holistically. It's possible that I'm overlooking some aspects, but I'd love for this to spark a constructive discussion for the benefit of the MCOC community.
Just a thought
13
Comments
The biggest rewards is t5cc, and generic ag, which we get on easy monthly quests. So it won't matter anyways
I did a Lab run YEARS ago and have no idea what exact path I took so that would help me and probably other people a lot
And especially seeing as Lab holds no real rewards that are worth it for players it could really become a new and cool testing ground!
Lol, I definitely agree. Proxima is the prefect case study of what not to do with a champion. Imagine being designed for major game contents and then being prevented from reaching your potential in said contents.
*gets into CGR Sp2 pose*
Doing so might encourage more people to play it and increase interest as people show off.
Just saying.
(I am not saying cgr and others can't be used anywhere else)
On another note. I am curious about what champions you think will get a revival should the damage caps get removed. My Pick is Cull and Hela, especially with the way @BeroMan plays her. I also think Professor X would be a sleeper option.
https://youtu.be/xITSZ6cn3hY