**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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Bc if i am missing something please tell me? I am a f2p and refuse to spend units on UC maybe that is my problem
Lack of focused roster growth, outside of whaling out, has always been this games major shortcoming. Absolutely everything, even down to rank up materials, are dictated by RNG and nothing else.
There are those that think this would be a good design objective for the game, where all the champs are just IROC duplicates with different decals and the only difference in a fight is the driver. But this is not that game, and personally I find the idea to be unbearably dull. If enough people out there actually want such a game where there aren't radical differences in situational performance, and were willing to pay for it, maybe there would be more games like that. But in my experience, people say they want games like that, but games that try to do that end up dying, because the people who claim they want all the control and none of the randomness, and want the game to be driven only by skill and not by external forces, also end up complaining the game is boring and repetitive and quit, leaving the game to die.
I would never take that chance if my livelihood depended on a game I was developing, and I doubt the Kabam developers ever would either.
First its a game.. if you dont like the drop rates, dont spend real money.
Second.. RNG!!!!!
This is what happens when you give out participation awards... every one has something to complain about, and everyone thinks theyre OWED something.... wake up people.. Its CHANCE....
My top 3 champs had remained unchanged since July last year. Almost every 5* and 6* pull since simply lacked the damage output and/or utility I wanted in an R4 champ. So I used that time to build quite a stacked R3 roster to help my arena grinding. Now, in the time it takes me to "watch" a TV show I can knock out over 1m points and a couple milestones in arena.
But even this gets boring and repetitive. I was basically riding out the game to see how the Endgame event would go and was planning on walking away shortly thereafter. It really does wear you down when it's pull after pull of
garbageundesired champs. I don't even want or expect good pulls every time. I just want good pulls often enough to keep the roster "fresh".To Kabam's defense though, they have been pushing very hard with recent content to force players to look deeper into their rosters. Players are using Gambit for Variant one and King Groot is a beast for Variant 2. Two champs who would otherwise be arena fodder (at best). Taking this cue, I've forced myself to start learning how to use those
garbageundesired champs more often. And I've been pleasantly surprised to learn that my 6* BB is actually pretty good in AQ and that 5* Vulture has some fairly decent power control. I have even grown to enjoy using Blue Cyclops (his unblockable specials against Medusa is awesome!).All of that being said, all it takes is one amazing pull and it's like being a kid in a candy shop all over again. Pulled a 6* Domino a few days ago and had the resources to R2 her saved up. It completely changes how I approach the game. I think we all need one of those "pick me up" pulls once in a while. Unfortunately the current RNG system simply cannot reliably provide that.
I don’t think all champs should be the same, I was very clear in a later post, I want more avenues to get specific 5* champions (that doesn’t include $$$). I don’t think that is too much to ask with the direction the game is going.
I do have a rank 4 ghost (I rarely use her) I do have a rank 5 void (usually in war defense)
Now some nodes like starburst only have 1 counter other than units and money but most content can be done with a lot of a champs.
I do agree with the OP though, you grind and grind and grind for champs, get them then start back over. I also do agree with one of the guys who said this game isn’t an “end game (see what I did there)” it’s about collecting large roster and using it in all aspects of the game.
If there exists a way to do this deterministically, no one has found it yet. The first person to invent a way is going to be very, very, very rich.
If I remember correctly, one of Kabam's goals with update 12.0 was to reduce the players' focus on only a select few "highly desired" champs and level the playing field a bit. At the time, you could walk through almost anything with Scarlet Witch, Thor, Wolverine, and/or Dr Strange. Naturally they were the "must have champs" of the time. Kabam didn't want players obsessing over just those few so they changed the system. New buffs/debuffs were added, champs were buffed/nerfed, masteries were adjusted, all in the name of game balance.
Unfortunately, they maintained the "here's a better champ" system of introducing new characters. It ended up building a new pool of elite champs that left the bulk of the "balanced" 12.0 champion pool in the dust. Now, just like pre-12.0, you can get through most content with almost anyone in your roster but instead we are all pining for Stark, Blade, Corvus, and Domino. The next wave is being built around Thing, Torch, Nick Fury, Capt Marvel and will leave the current meta behind.
I don't mind having a spectrum of characters in the game. WIth differing abilities there will always be some that have more value than others. I just think Kabam has completely undone their 12.0 update goals of keeping a relatively balanced playing field. There is just too much gap between the haves and the have nots.
Some power inflation is necessary in a game like MCOC, because without power inflation veteran players can "lock in" their huge progress advantages. Imagine I wave a magic wand and do what we know game developers can't really do, but pretend they can. All champions are now "different' but also "equally valuable." The problem here is that beyond having a certain number of them, all progress is one-dimensionally focused on rank ups. Once we all have a large number of champs, having any particular one isn't important. What's important is how high in rank they all are. Veterans have a huge advantage there, because they simply have had more time to accumulate rank up materials. Eventually, this chokes the game off at the bottom: it becomes hopeless, and eventually laughably ridiculous, for any new player to join the game and have to compete with that. Veteran players have an advantage that simply cannot ever be overcome.
Power inflation changes that equation, because in a sense new champions getting stronger is kind of like older champions getting weaker. It is like economic inflation: your money gets less valuable over time, because it can buy less. If all you do is sit on a big pile of money, that big pile of money eventually becomes worthless. Eventually, people working at 7-11 make more in a month than your big pile of money from a hundred years ago. Just to stay in one place, you have to keep working: your money has to make money to keep up with inflation. In games like MCOC, veteran players have a huge advantage, but they can only keep that advantage if they use their rosters to keep making forward progress. If they take their foot off the gas, someone who starts playing today could conceivably catch up with them if they put in similar amounts of effort.
This kind of power inflation is really the engine that drives the escalator of progress in the game. It is like a ladder, except we're all going up the down escalator. The people higher up have an advantage, but it is a temporary advantage. If they stop climbing and you don't, you will gain on them. This is something that new players have to perceive is possible in order to entice them to join a game with four year veterans in it.
A lot of this is perspective. I'm an arena grinder, so of course every new champ helps (and every dup is more shards). But if I wasn't an arena grinder, then every new champ would still help, because I could get more milestones in my far more limited time in the arena.
Not that I'm looking forward to duping my 6* DPX. I might die of old age before that dup becomes measureably useful.
Whereas the free 5* crystal Kabam gave us is the same type of crystal but I viewed it differently. I didn't care too much who I got from it since I didn't really earn that crystal.
Look at variant 2, Kabam did a great job with that as you don't need the perfect champs to complete it. Heck you don't even need a 5 person team of all XL champs. I wish they would revisit other facets of the game and think about how many viable counters there are for certain nodes. It's not healthy to have 1-2 champs that can tackle a particular node. I'd say 4-5 is a more reasonable number.