**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.
Options
Comments
But yes this chapter will be harder for payer that don't have a large roster of 5 stars rank 4 available
If I already have 6* version of the preferred champs, why would I still want to rank 5* version justcto enter a gate ?
Gate restrictions are arbitrary and feel like a money grab. I've spent over 2 thousand dollars over the past two years which is a low amount compared to top endgame players but is a ridiculous amount if you tell your wife or friends or coworkers or family members yet I still rely on my 4* for synergy purposes mostly. You have to be either extremely lucky or just buy enough crystals to have the correct champs at 5 or 6 star rarity.
Variant 1&2 are really fun and don't use Rarity restrictions. It forced us to really evaluate our rosters and think of unique attack plans while also being worth the effort.
1. Just like how Act 5 introduced many of us to 6* champs, but also relaxed the funnel of t4cc and t4b.
2. And just like how 6.1 was accompanied by upgrades to glory store pricing to make t5b and t2a funnels more relaxed.
For these previous examples, 6.2 should have another side to it in other game modes which allow us to get to four r4 5* in each class. Yes, it'll have to take hard work, and competitive play in various other game modes, but this new challenge should be made obtainable by new relaxing of current funnel points of the game.
Please Kabam: make another announcement of some new way to work to acquire more rankup resources and class-specific champs soon to piggyback on this new daunting challenge.
You guys call this good access to 5s and 6s?
The bottom line, which also came up with 6.1, is that not everyone will have what they need when it is released. That's as it should be. It's something to work towards for some, and others may be there already. I'm not sure where along the lines people grew the expectation to have everything you need when a new piece of Top Tier Content comes out, but there wouldn't be any growth if that was the case. Nor would it be a challenge significant enough to be a step up.
But the next chapter of the story should be a gimme. A way to work on your skill (not RNG luck) to read the next "issue of the comic". Instead Act 6.1 and 6.2 are proving they are separating whales from free-to-play and mid-tier players. It's a "have" and "have not" approach to gaming. Very sad to see Kabam go that way. Several MMOs have, and always eventually to their own downfall.
Or maybe they expect players to whale out on Cav crystals in the next 4 weeks. Not so shocking but super naive and out of touch on their part.
I have played this game since practically day 1. And I still don’t have a good 5* roster yet to want to take on variants. Sure I have almost all 4* (mostly through arena grinding), but I won’t want to rank them up given the act 6 gates. But my point is, RNG is causing a huge imbalance in this game. And kabam is just exacerbating it with every stupid move of theirs. I will wait again to clear content, but I am really starting to lose interest in this farce of a game. More so in these recent few months than ever!
I'm not sure how to argue against someone telling me something is impossible, that I am literally actually doing. That would seem to be absolute proof by counter-example, but it is so obvious I'm not sure how to prove something that is actually happening now is possible.
Part of the problem, I suspect, is that I don't pay to win because I'm making no attempt to "win." I don't even know what winning in this game means. I only play it, progress as best I can, and constantly try to get better as a player and stronger in my overall roster. I know getting better is the only thing you can do in this kind of game, because there's no end aside from shutdown. There's only progress, measured by your own standard of progress.
If someone is paying to win, I'm curious to know what they won that I lost. You can pay to win a war, but that's not a war I likely lost. You can pay to strengthen your roster enough to join a top alliance, but that's a reward I have no interest in obtaining. I'm only interested in building my roster, improving my skills, and tackling the content. And that is objectively easier to do now than in the past, and getting easier as time passes. That's objectively true. The fact that it isn't enough for some people doesn't make it less true, it just makes their expectations higher than the game currently wants to provide. That's true for every game: however fast the game hands out rewards, it will be too slow for some players, and too fast for others. Some will get frustrated and quit, some will get bored and quit. You can only address one group by making things worse for the other.
"Cavalier crystals are probably one of the best things a free to play player that grinds units can spend those units on"
With the current Meta, it's the best option at the moment to create another step up. You have to consider the plateau of Rarities. What I mean by that is, people have R5 5*s, many of which are strong, and R2 6*s. Adding a significant enough challenge has to go in line with growth because of the ceiling for Rarities. You introduce R3 6*s too soon, and the entire Meta of the game shifts. You make it into a LOL-type Quest, and it's no longer in line with Story. You have to pace all growth within some type of balance over time.