**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.
Comments
Just wait for the explanation Kabam will be issuing.
Chill.
1. We could use our entire roster, albeit split into chunks of 33% but there was an opportunity to utilize any champion you've ranked. The restriction created a challenge that players could interact with rather than cutting off access to the majority of a players options for no apparent gameplay reason.
2. Overcoming a class restriction is much more reasonable than a rarity restriction because of how the game is designed. Due to RNG in champion acquisition the only way to address gaps in your available abilities and synergies is to use lower rarity champions which are significantly easier to obtain. Variant allowed this.
3. Special Quest versus Story Quest. While not as applicable in this case there will be cases in the future where the distinction matters. For example if they put out a special quest where we can only use avengers which ties into the story for that quest and also is balanced around that restriction that could be fun. Story quest content is the main content that we expect to be able to utilize our full roster, or else why progress it? The same avenger only restriction on the main story quests would be unacceptable.
I wanted to drop one more note in here on something unrelated to the Champion Restrictions. We've just granted a very small group of Content Creators early access to Act 6 Chapter 1 Quest 1. The purpose of this is so that they can make educational videos for you all on what you can expect in that first Quest before it is even live.
These Creators will be playing on their own account, with their own resources and team. They have not had any resources granted to them, and they will not be eligible for the Legends rewards from Chapter 1.
We'll be sharing out their content with you all as they release it closer to the release of Act 6 Ch1.
If you have only five, or ten, or even twenty 5* champs the odds of having particular or particularly strong ones is not very high. But if you have sixty or eighty or more those odds increase dramatically.
Of course, not everyone can grind the arena for champs or put the same amount of gameplay I do to try to build roster. But that's no different from saying that not everyone can put in the time and practice to become a great interceptor or a great evader.
Any one opening is luck. But the difference between someone who has a wide roster and someone who has only a narrow one is not luck.
"Yes and no. Yes, crystal drops are random, but that doesn't mean building a wide roster is entirely out of our control. I've made it a priority to work towards building such a roster since forever. You can't control random drops, but you can control how you play the game and optimize towards maximizing the number of drops you get, and the diversity of the roster you have. And while you cannot directly target 5* champs outside of the featured arena, you can specifically build larger wider rosters using the 4* basic arena, which is an incremental improvement that increases the rate at which you get 5* shards through duplication and improves the strength of your roster for arena grinding. There are a lot of things under player control, and I generally try to optimize all of them."
This entire paragraph is complete BS from one of the more respected people on the forums. Im sorry but if I actually had control then "Optimize towards maximizing the number of drops" wouldn't produce a sig 160 Hulkbuster, 100-Sym Spidey, 120-She-hulk (although the buff is solid), 80 Colossus and my personal favorite sig 100 Old man Logan. This game is based on Luck and how much you spend (Either time or money). Trying to sell people on anything different is blindly supporting a company pushing PTW. You have stated a number of times in this thread how we as players have control, yet that is the furthest thing from the truth. We as players are at the mercy of RNG.
You control how many crystals you open by the amount of arena and content you do, or by your spending.
Beyond that, I would add that how you spend your time and money also influences your overall progress, something else the player has control over. There are efficient and inefficient ways to spend both time and money. Someone spending all their cash on units to burn on FGMCs is unlikely to get a great return on that cash. They could get lucky. But someone who spends their cash in other ways, like waiting for better offers or on things that will accelerate their ability to run higher difficulty content directly, is much more likely to ratchet upward higher and more consistently. A similar thing is true with regards to time.
Apparently, they left out the part about needing good assets to spend those well-managed resources on...
Dr. Zola