**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
Eventually 6*s will be as easy to get as 5*s
Why don't we have any daily events where you can earn more 5* and 6* shards for people who achieve the cavalier title. Because honestly 6* shards are not very accessible and are very few shards if you do get them.
So I have 1 aspect that I don't fully agree with.
I've completed everything but 6.2 and 1 chapter of 6.1. I'm on a P2 ally that gets consistently matched against P1/masters allies. Let's call me an early endgame player.
The rest that are on a masters ally/map 7 completed everything would be late endgame players.
Now I can't complete 6.1 precisely because I lack certain champs for certain matchups (champs that I do have as 4*).
I probably won't be able to complete 6.2 either. That's 2 sets of rewards I'm not getting.
Late endgame players have many more 5* than me so they can complete everything and get those 2 sets of rewards I can't, thus giving them an advantage over me.
Now given that I compete against them, I'm already at a disadvantage because they spend more/grind more, and have more time here than me so they have a wider roster.
Now this disadvantage on my behalf is ok. They deserve it. Either they spend or grind more than me.
But there is no need for further widening the gap between early and late endgame players because my only chance to catch them is with Act 6 rewards which now I can't get. And I need to catch them or at least get close enough to compete against them. I'll still lose against them (for the reasons mentioned on the paragraph above) but I can compete without an enormous disadvantage.
This gates of progression aren't something we need at early-late endgame because the gap is already there.
I can agree of setting the difficulty bar significantly higher so that the amount of skill needed is greater but outright denying me the ability to run certain challenges based on something that is entirely out of luck (pulling certain champs) is not something we need.
Maybe I'm the only one that feels this way but I really rather see gates like Variant 2 which reward a wider roster instead of punishing the lack of one.
Read the Developer Diary that was posted in the announcement section. It was EXPLICITLY stated that the focus on future end-game content was the depth AND breadth of rosters.
So if the breadth of your roster isn’t there yet, yes you won’t be able to access the full 6.2. As simple as that.
This is similar to someone with 5* R2s as their top champs wanting to have access to the full 6.2, despite not having enough depth to their rosters. They can have all the 5*s available in the game to meet the breadth requirement, but it doesn’t change the fact that their roster depth is insufficient.
There are 4 paths with class restrictions and 1 path with rarity restriction per quest across the entire 6.2. If you cannot muster up 4 5* champs of the same class, then 6.2 isn’t for you. Similarly, if you cannot field 4 6*s on your team, then 6.2 isn’t for you.
The problem is people want to bring only a CERTAIN few 6*s and disregard the others they have in their rosters. I brought Black Bolt, Yondu, and Thor Rag on the 6* path for the final quest.
People need to stop complaining about content that they have no experience on.
I’m very sure you are unsure of how the paths without gates look. So don’t be so sure about it.
Your team is definitely diverse enough. Since you’re so skilled and seasoned, you should be able to bring in the 5*s of the same class that you should have and still handle the content on that path.
And since you’re not done with 6.1 yet, why are you complaining about 6.2? Completed doesn’t equate to “done”.
Gosh. How I wish Kabam gated 6.2 behind the exploration of 6.1.
That’s the thing. You do have the roster to do 6.2, but whether you want to put in the effort to do it NOW or you want to develop your roster further to make it easier (like all permanent content that becomes easier as time passes) before attempting it is up to you.
People are complaining because they are looking at it as “I HAVE to 100% it NOW” when in actual fact they don’t have to, or are not ready to do so.
Also, mustering up 4x 5*s of the same class is difficult to end game players? Definitely not. Instead, people are just thinking that they do not have 4x 5*s of the same class that are ranked high enough to tackle end game content (hence the “make t2a more available threads”). To make matters worse, they are selective in who they rank and discard others who aren’t deemed “God tier”.
Roster is used as a general gauge on where a player stands in the game. There are MANY profiles I see now, with 2 R5s and 1-2 R4 defenders ranked, having taken the “express train” to R5s handed out by Kabam. Are they experienced enough, skilled enough to handle end game content? Or did they get lucky and steamroll their way through earlier content using overpowered champs and their synergies, while thinking they are so godly at the game?
Point is, the class gates and rarity gates are used to separate the newer, less experienced players, and older veterans. This is required as a roster check to prevent players from overly relying on certain champs, and their synergies.
Yeah. Tbh I felt that the change was a tad too generous with the timer and it being non stackable even with that timer.
If complaints were pertaining to issues such as bugs, lag issues etc, fair enough. You don’t see people whom you think are “trolls” defending Kabam.
Tbh it doesn’t matter to me whether you think I’m a forum troll or not. Yes I love trolling people who think they are very good until the game gives them a slap back to reality and they come crying on the forums (eg Nameless Thanos).
But when it comes to being objective and seeing the bigger picture, I would argue that your so-called “trolls” are actually correct most of the time.
There's different kinds of progress in the game, some the player can measure by their own standards, and some the game itself measures and uses as soft or hard prerequisites. There's no question that roster strength is being used as a form of progress metric in the game. I would argue it always has been. Whether you like it or not the statement that it is "BS" is simply ignoring reality.
This game is first and foremost a champion collecting game. All of the fighting elements of it are ways to value champions. This game can and has existed without many of those elements, and most players don't even participate in all of them. But everyone collects champions, because you pretty much have to. The dev cycle includes regular champion additions. Most of the monetization in the game revolves around champion collection. And as the game continues to develop forward it continues to leverage depth and breadth of champion roster as a soft gate for further progress in the game. You can say it "shouldn't" be about that, but that's your opinion. There's no game design rule that says that's supposed to be true, or that that's the best way to make a game. And if that's what you want, this is not the game for you.