**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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But I’m hyped. I love this stuff. I love learning champs I don’t usually use, I love giving old champs some love again, I love having a hard skill check in permanent content. That’s just me though. I’ve been playing for I think eight years, played at the highest levels of competitive play, but it’s this kind of endgame PvE content that keeps me around.
The only thing I’ll say to everybody is that it’s permanent, the rewards WON’T get outdated for several years (because these are exclusive champs not available through other means and will therefore retain value for as long as 7*s remain the highest rarity), and they are optional. Yes, there’s a Deathless KG piece in there. But it’ll still be there in a year if you choose not to do any of it yet. This doesn’t mean you have to be happy about it today, but it does mean that it might grow on you in time.
I'm glad that you are excited and hope you enjoy it as much as you are expecting.
As I seen some videos of top players doing. I feel it is not that hard as it is looks except fintech objective. Zemo is crushing every defender in GMG. Lagacy's is easily doable. Fintech is kinda tricky. Becuz Single EOP fight is much harder the GMG fights..
WTF did they go away from 5* champs? Lags was perfect. Mike and FInntech are way off the mark.
I don't have opinion on other challenges yet.
Im not opposed to revive spamming hard content. Resources are tight like usual. Will see how the challenges go about.
That's true, but that's also normalizable. People do that now. When you compare people doing these challenges against prior data of people doing other challenge content, there's no reason to believe that the distribution of people doing this content out of spite is far outside the aggregate range of such players across all other content.
I probably should not have said "exact." What I should have said, but oversimplified, was that the data for this content can be compared to the player distribution curves across statistical dimensionalities to determine if the overall shape of the content execution data is consistent with other content. As an old fuddy duddy, I would do that analysis in phase space (because I've done it before for other game difficulty analysis) but these days it would probably be done with machine learning (which ultimately does the same thing but in network form).
Nowhere in the data does the game measure happiness, nor can it. It can measure engagement which is a reasonable proxy, but not only can the game not measure happiness, I'm not even sure it should. There are a lot of environments where asking "how happy are you" isn't the best metric. You wouldn't measure a fitness instructor necessarily in that way. Or a school teacher. And with video games, it is often the case that what people say would make them happy is not what they gravitate towards in terms of their time or money.
People want to win. But they don't value easy wins. They hate losing, but take away losing and the wins quickly become meaningless. But almost no one is actually self aware enough to ask for losses just to make their wins worth it. That's why the whole "if people want challenges they can just do Labyrinth with 3* champs" thing doesn't work. Most people cannot create challenges for themselves in that way. They need someone else to place the pressure on them, so they can apply all their efforts towards overcoming it.
So even if you could measure happiness perfectly, I'm not sure it would even be a useful metric in the context of challenging content. What people want is to be a hero. What they need is a villain.
Difficult content is that which challenges me as a player to think outside the box in either how I have to handle a fight or the team I can make work to tackle the content. Yes, resources will be required to handle this content, especially while in the learning and growing phase. A challenge is something that is more difficult than where we currently are in with our skills, abilities, champs, or understandings, but is something we can work to accomplish as we get better.
A example of this good is looking back at one of my most excited memories of playing mcoc when I entered act 5 for the first time. It challenged me from just doing the normal (parry, combo, bait special, repeat) and forced to grow as a player. I would practice and practice nodes and fights to figure out how to best fight them. It did take some resources, but I felt good after accomplishing it.
Necropolis was a win in this regard as well. It challenged us to use our brains with strategizing the paths, assembling teams, and figuring out how to fight the fights. The fights were very difficult, some even solvable. But you left them feeling like you accomplished something by figuring it out.
Content that simply requires us to take an non ideal counter into a quest with the only hope of completing it being to have an astronomical amount of resources available is not challenging in the sense of using our brains to figure it out. It’s using our time and money to acquire the most amount of units, which in turn acquire revives. It’s not a challenge of play smarter, it’s a challenge of spend harder. And that’s why it leaves a bad taste.
Now put in appropriate rewards.
Some of these fights are void of that logic, could practice for the year, and when you go to attempt it, it’s still going to just be a case of no skill can be gained for certain fights, just costly purchasing of revives and potions.
You're not coming up with data, so let's leave it at we both have a different feeling, based on guessing, deducing, describing a different reality. Wether you claim the contrary or not
The other ones look kinda ridiculous, especially the jabari tigra challenge and the zemo one. Really not looking forward to those
Jokes aside, 5* sparky it's nice. Other challenges are lame and not worth it
There was an easy solution. Each one has 3 challenges. 1st is more of a warm up and you get the champ to play it like lags challenge. That gives you the champs for 2nd. Then 2nd gives you what you need for the 3rd. Special rank up gem for only those champs needed.
This way you aren't wasting materials and can actually play the content. I never completed the 4* challenge and never will. Rewards aren't worth it now that I waited so long so no real point.
I don't mind difficult content and my roster can handle this content. But most people don't come close to my roster. I feel bad for the majority of the player base that might not have the champs to even attempt this in 2 years.
When it comes to Lagacy's challenges, I can probably knock them out during the weekend. My biggest hurdle is that I don't enjoy playing Starky at all and therefore haven't used him since my 5* days. However, I have my 5* at r5 and I ascended him when Lags said we'd need him. So I'm all set and don't anticipate it to be too difficult.
For KarateMike's challenges, I both need to build up a stash of revives and rank up some champions since I don't have any of the Avengers ranked up. Luckily I have two of them as 7*, which should help, but I still need to take up Black Widow and Thor from r1 to at least r4 as well as put some sigs into them. This whole process will likely take a while, especially since my revives will go to Necropolis and WoW in the near future.
As for Fintech's challenges, well, I won't be doing them anytime soon. I'm kind of excited about both of them since I enjoy playing all three champions (especially Tigra and Mojo, who were both my favorite champions a few years ago), but I'm just not at a place where I can complete any of the challenges at the moment. I need to either 6r5 or 7r2 each champion at least, and build up a really sizeable potion and revive stash. I don't anticipate to be done with (or even really trying) either of them before the summer.
But I'm not as mad at them as some people seem to be.
Just to be clear, I don't think I will ever do 2 of 3 challenges. I'm fine with that. But I'm always disappointed to see revive sink content
This content was not designed to be challenging or fun, it was designed to make people spend invaluable resources both in ranking up undesirable champs and the breathtaking amount of resources that one will require to finish four of the six objectives. This stubborn defiance of an irritated player base is how you lose loyal players.
The only "data" I have that directly represents game economy details other than what can be observed directly by any player are not things I believe I can share. I will say that it has been stated by the devs that there has never been an in-game offer that no one has purchased, and that include both unit offers and cash offers. And we don't need to trust the devs word on that one, because it is basic monetization 101 that such offers are carefully monitored and tweaked over time when interest in them wanes. No offer would survive unchanged long enough to have no one buy it. So that's a priori proof that lots of the rewards people claim are outdated are things actual spenders in the game are actually buying with literal cash, which would be another element of proof that the notion that rewards get "outdated" in a global sense is at the very least highly flawed if not outright false.
Don't take my word for it, don't trust anything the devs say about it either. Find any neutral uninterested thirty party game economy designer, and ask them how reward economy tiering works, how progress segmentation works, how reward curves are updated and how reward budgets are managed, and you're going to get the same answers, because none of this is novel.
In any event, this is only interesting for people who find game economy design interesting. The bottom line is the content is optional content, so the rewards themselves are not designed to be proportional to the difficulty. They are nice incentives only (in general, the one exception being the KG deathless piece which only requires doing one challenge and it can be the easiest one for the player). If people find the rewards insufficient incentive to do the content, then it is optional and thus working as intended if some players decide not to do them. That is what optional means.
Dont think I’ll be attempting the other 4 quite so soon. Maybe after WoW, 8.4 release, post-Spring Cleaning.
as expected, content won't be rebalanced in a post-farming game. just come out and say it, the point of this and the year-long EOP is to empty out stashes.