**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
I also thought the same thing. Quote: "it allows us to build a more tightly-constructed experience around a more specific box of playstyles".
How does restricting 4* use allow you to do that? What is a tightly-constructed experience? What specific box of playstyles? How does restricting 4*s do any of that when the same champs are available in 5*s?
Quote: "Making one-size fits all content for an immense player toolbox can lead to things being more watered down and general, rather than the specific moments we can make"
Well, I can tell you now that you may think that is important, but chopping the legs of our long time built rosters in this mmorpg, IS NOT a good experience! I would think it's worse. There is nothing good about that from the player's POV. We can tolerate some limited restrictions on our rosters, but this is way too far.
It's just a terrible feeling to have a gate so broad. It's like a reset on the game. Let the difficulty of Act 6 be it's own deterrent to using 4*s. To take them from us entirely in this area, is way too much. Do something else like raise the summoner level.
Your explanation sounds like, hey we know what you'll like better than you do, and even though you don't like not being able to use your 4*s now, you'll thank us later because we created a moment for you to mark your passage.
***** Aside from all that, is there a concern that 4* champions, like Aegon, will rip through parts of Act 6 that you don't want? That would seem more like a direct reason than some of this vague explanation. *****
I'm really trying to understand this.
As everyone else, I started this game a year ago with two 1*: Spider-Man and Wolverine (Iron Man was another option). In the beginning I levelled them up, but from the moment I got my first 2* I abandoned them quite fast. I didn't mourn them, I knew that was the natural progression of the game.
As I ranked my 2* up to rank 3, I got my first 3*, Winter Soldier. Costs to level-up 2* were growing and it was economically more efficient to invest my precious gold and ISO-8 into Winter Soldier rather than my Black Panther (Civil War), which I loved playing with very much (yes, I know he's technically thrash but foolish newbie me liked his animations and he did get the job done). I didn't mourn them, I knew that was the natural progression of the game.
To progress in the game as fast as possible, I levelled-up the strongest of my 3*. I abandoned my Winter Soldier at 2/20, in favor for Hyperion, Mephisto and Stark Spidey. But progress also meant I was getting my first 4*. These were Red Hulk, Bishop and Taskmaster. As I maxed out my strongest three, I start to switch more and more to 4*. My awakened Hyperion lasted the longest, I even used him in AQ, but as soon as I got a 4* Hyperion he was condemned to the dust bin as well, only to be used as arena fodder. I didn't mourn them, I knew that was the natural progression of the game.
4* are a curious tier. They were long the highest tier. Then came 5* and now even 6*. The progression of this game is relentless. It is normal for 4* to share the same fate as 3*. If Kabam banned 3* from Act 5, would anyone protest? No, as the realisation that 3* is not part of anyone's roster when going for uncollected is evident. Neither should 4* when players are going for Act 6
So why do players resist? Nostalgia, partly, but it is deeper. The game shifts towards synergies, and gave 4* a second life. I do think Kabam is to blame for this, in an effort to entice players into buying more crystals, they made gameplay more dependent not only on getting that one champion once or even twice, but a whole matching set of champions. They reap what they sow: like junkies, players cannot function without their signature abilities and synergies. You could even say that players are spoiled, it is not enough to play good, but to play at maximum potential. The alternative seems impossible.
It is all folly. As Kabam makes acquiring 5* crystal shards easier and (demi) god tier champions more plentiful, the need for 4* will continue to drop in the future. 4* are a dead end street. I know it and deep down, everyone else does to.
Dear protesters full of indignation, do not be the Don Quichots fighting against wind mills. Do not be like the rusty old folks, stuck in a past that doesn't exist anymore. Do not be the flat earthers, denying reality. Embrace the progress of this game. Adapt to it. Say goodbye to your 4*.
They alluded to Variant class gates and its intent to force summoners to come up with alternative solutions (ex. Hawkeye for power control), but no good reason, no reason at all was provided for restricting lower rarities in Act 6.
I am sorry, but that response wasn't just good enough, it wasn't a response at all
you dont need to link a video and ask them to listen to Seatin.
they can already see here.
seatin could always come here and put his thoughts on the forum like the rest of us
So my max sig, max level 4* Magik isn’t as good as my r1 5* non awakened Magik?
You get the point. Many people have champs in both rarities, but because we don’t have them awakened, like in SL’s case, the 5* collects dust.
Why punish us? Is it simply because of synergies?
If kabam has smart marketing team, they would have updated uncollected crystals to cavalier to prep players for act6, instead your encouraging whales to whale out harder. Sounds smart on paper I guess, but good luck you. I am truly excited to venture back my precious time and money back into my other hobbies. Had a good time playing though and had some great times! Peace!
implemented.
6* and 5* is the gate requirement currently.
Proposed compromise:
4* 5/50’s are permitted and nothing below this rank or star level.
-synergy community will be appeased somewhat (no 3*s sorry).
-“valuable” resources will still be used to bring champions up to this new threshold.
-player depth gauge will still be raised for your data collection processes.
-mass player boycott eliminated
Yes i agree with that we do not know the imperatives that the devs are working under, but at the same time this could of and should of been communicated long before it was. This is a huge change and has a very significant impact on players rosters as well as the value of content now in game. Take for example the classic Cap Marvel legendary crystal offer. Pre act 6 announcement it would of probably been more appealing. Post act 6 announcement you now essentially have 80% chance to pay $40 for a useless 4* Champion which effectively makes this look overpriced. This also throws into question then if the rewards while progressing are adequate or if they allow a player to smoothly transition from one piece of content to the next. Should they not of released a 5* basic arena before implementing this ? Should the rewards bracket not of been exapnded prior to this ? With the 5/6* requirement in mind while developing was it ethical for them to be promoting the 4* offers without informing us they have a shelf life ?
These are some of the things that should of been considered when developing this content
I think applying this kind of restriction on a story quest is just wrong. Had it been variant #2, it would of been less of a big deal, as stuff like that people see as a luxury to be completed once they acquire better champs and improve their roster. Story quests have always been used to advance in the game. Kabam themselves
"Story Quests are a great way to advance yourself in The Contest. Complete Acts 2 through 4 to receive valuable rewards including Crystals, Catalysts, ISO-8, and Titles." taken from a old message regarding the introduction of titles.
I would also say i'm not against progression gates, but this type of progression gate is based entirely on luck in crystal openings or spending money on crystals. I opened a 5* the other day and managed to pull a Iceman for the first time. He was released 2 years ago. There are new buffs in act 6 which cause degen. It has already been said that GHulk would mitigate this. Now these buffs are global buffs. Lets say It takes me two years to get the correct rarity of Ghulk (5 or 6* version). My only other option to combat this mechanic in the mean time is throw money/units at it. Is that really what i should be expected to do when i have a 4* version which is just slightly weaker then a r3 5*. The resources to take champions to r4 are not easy to come by so chances are most of your 5* roster will be sitting at r3. So should i really be punished this much for not being lucky or spending money on crystals. Is this a fair system ?
The game has come along way since the beginning and is extremely complex in the sense you will rarely find champions that interact the same way in terms of abilities and interactions with other mechanics and nodes.
In all honesty i cant think of any other game that prevents progress based on rarity that can't be farmed.
So don't see how having this type of gate on the main story quest would prove beneficial to the game .
I actually see this as potential to be detrimental to the game. Players hitting a road block in tackling content without the right champs, getting frustrated their luck is no good in crystal openings and then deciding to play something else. Of course steps can be taken to improve this like introducing 5* Basic arena and increasing brackets etc, but in the current state it doesn't work in my opinion.
the potential in those 5* needs to be unleashed before you are ready.
thats kabams point
And in this case, I don't see it as preventing progress based on rarity that can't be farmed. People keep saying its all about luck, but I don't see this as having anything to do with luck. To assemble a small perfect team takes enormous luck, and since I don't have that kind of luck I assume that's impossible and forget about it immediately. Instead, my strategy is to assemble the widest, most diverse roster possible by trying to generate as many crystal openings as possible, and focusing those in directions I believe are statistically most likely to generate wide rosters. For example, I recently did an experiment of opening sixteen featured crystals in a row. I did that in part because at the time I didn't have almost any of the champs in the featured crystal. I don't think in terms of the one special lucky pull, so I don't value the crystal in terms of "god tier champs." I viewed it in terms of ability to generate new pulls, and decided to take a shot at it accordingly. I'm now pulling basics because I've shifted my strategy: I'm now perfectly fine with duplicating champs, because dups generate 6* shards and I'm trying to build up my 6* roster as quickly as is possible for my current playstyle.
None of these things is luck, none of these things relies on luck, and no matter how bad my luck is, anything within the reasonable realm of possibility wouldn't invalidate any of my gameplay strategies. Luck is great, but I don't need luck, and don't rely on luck. I rely on long term averages and efficiency.
Here's what luck means to me. Every 5* pull is either a new champ or a dup. All my new champs are great for me, because it means I can grind more or more efficiently in the arena. All my dups are great for me, because it means I get closer to my next 6* champ. If you locked all my 5* crystal openings to be Hulkbuster from now to the end of time, that would be horrible luck, and yet it would also mean every pull generated 6* shards, and then Hulkbuster would get maxed out and then every pull would generate a max signature crystal. I can live with that: I'd pour signature stones into Hulkbuster if I knew this would happen, to speed it along. Luck doesn't matter to me in the long run, because my playstyle insulates me from the worst downsides of random chance.
Maybe this is less about strategy and more about perspective. I choose to have a useful perspective.