Hello Kabam team,
I’d like to propose a more fundamental rethinking of progression for champions.
Over time, champion progression has become increasingly layered, with systems such as rarities (stars), ranks, ascension, signature abilities, and relics all contributing to a champion’s overall power. While each system may have made sense when introduced, the combined result today feels fragmented, overly complex, and increasingly difficult to follow.
At this point, it may be worth considering not just incremental adjustments, but a structural simplification of these systems.
💡 A bold direction: one system instead of many
Rather than continuing to expand multiple progression layers, I suggest moving toward a single, unified progression system centered entirely on champion levels, replacing:
- rarities (stars)
- ranks
- ascension
- signature abilities
- relics
In this model, a champion’s power and progression would be defined by one clear metric: level.
This would not reduce depth, instead, it would concentrate progression into a system that is easier to understand, scale, and evolve over time.
⚙️ Preserve depth through resources, not systems
The depth currently spread across these systems could be preserved by integrating it into level progression requirements.
For example:
- early levels could use ISO and gold;
- mid-level progression could incorporate catalysts;
- higher levels could also require shards, dust, or even new resources such as rare new class or champion specific tokens;
- other existing materials like signature stones, awakening gems, and even relics could be repurposed as level up resources as well.
This approach would:
- keep all current materials relevant;
- allow new resource types to be introduced naturally;
- help shift complexity into progression costs rather than multiple progression systems.
🧬 Abilities integrated into levels
Many current systems effectively serve to unlock or enhance abilities:
- rarities introduce new bonuses and mechanics (special 3 boost, adrenaline, stat focus and iso-burst);
- signature abilities enhance champion kits;
- synergies add new boosts and abilities, with availability and potency varying with rarity;
- relics add strikers and extra abilities as well, also varying with rarity, level, rank, signature level, runes...
Instead of tying these to separate systems, all of these mechanics could be integrated directly into level progression. All of these abilities and enhancements could unlock at defined level milestones. This way power growth becomes more continuous and transparent and players clearly understand what each level adds to a champion.
🔄 Ability toggling and player freedom
Once an ability is unlocked at a certain level, players could have the option to toggle that ability on or off freely at no cost.
This would:
- allow testing and simulations by players;
- support different playstyles;
- give players freedom and agency;
- create a more flexible and engaging experience.
🎯 Precise control over power ceilings
A unified level system would also give Kabam fine control over each champion’s power ceiling.
For example, if a champion at level 120 would be too strong or disruptive, their maximum available level could be capped at level 80, and additional levels (such as 100 or 120) could be unlocked later through balance updates, major releases, or events. These levels could be tied to specific resources and released gradually.
This allows progression to be easily managed per champion, instead of being globally tied to new rarities or systems.
🔍 Full progression preview and transparency
To support this system, it would be extremely valuable to allow players to fully preview a champion’s progression.
Players could:
- see everything a champion will gain at each level (stats, abilities, boosts, synergies...);
- view the total cost required for each resource necessary to reach any currently available level for a champion.
This level of transparency would make progression feel more strategic, informed, and rewarding.
🎨 Replace rarity with meaningful customization
With rarities removed, fixed star-based borders would no longer be necessary. This creates an opportunity to introduce customizable champion borders.
These borders could:
- be sold directly by Kabam;
- be offered as rewards in events;
- be unlocked at certain levels;
- be applicable to any champion, specific champions, or groups of champions.
Players could also freely switch between any borders they have unlocked for a champion, similar to how profile pictures can be changed. This would give players a simple and intuitive way to personalize their roster.
This system would provide meaningful visual customization and ownership, while also creating a strong cosmetic monetization opportunity.
Additionally, with the removal of rarities, duplicate versions of the same champion would no longer be necessary. Currently, these duplicates are often unused and end up forgotten within an increasingly long roster.
Eliminating this redundancy would help reduce visual clutter, which becomes especially important as more champions are added each month. It would also make roster navigation more efficient, allowing players to find and manage their champions more easily.
🧠 Final thought
This suggestion is not about removing depth, but about restructuring it into a system that is clearer, more flexible, and better suited for long-term growth.
By consolidating progression into a single system, integrating abilities into levels, expanding resource design, improving transparency, and enhancing customization, the game could become both simpler to understand and richer in possibilities.
Thank you for your time and consideration.