**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
If you really wanted the expanded use of all the characters in the game, the gates would be specific character(s) based, instead 6-star restricted. Tie that together with the 4-star ban in Act 6, this is an obvious ploy to induce buying Cavalier Crystals, period. There is no other way to gain a respectable 6-star roster. Act 5 gives you half a 6-star crystal (one-time), the monthly event gives you 25% of one, and duping a 5-star gives you 2.75% of one. Do you know how long it takes just to grind out 10k 6-star shards?
Don't be surprised if Chapter 4 is completely restricted to 6 star champs. It's officially pay to play. Whales now have a significant advantage and a shortcut for faster progression in the game via Cavalier crystals
After a complete failure this month, in which should've been the biggest event in MCOC history, more disappointment.
The game does not make people spend. The choice is there. Just like people are responsible for finding their own funds to purchase, they're also responsible for their own issues and safety. Every City I can think of has a Bar. Some people drink responsibly and some are Alcoholics. The Bar isn't any more responsible than the game is here. Most people spend responsibly. Some have Addictions. That's nothing the game is responsible for or encouraging. That's just a bitter view because people aren't happy with the RNG.
The idea would be that when you earn 10k of these classful shards you can use them to buy any one of six different 5* crystals, each of which contained only one class. Since this would only be available to Cavalier players (the prerequisite for running 6.2 presumably), and since the focus on Act 6+ is to build rosters wider, this seems to be reasonable game option to give to the players.
This doesn't increase the number of 5* champs you can earn, but it does provide additional control over "steering" which ones you get to help fill in gaps in the roster. Perhaps this would allow players to "balance" their rosters when RNG goes against them without breaking anything important in the overall game framework. You don't have perfect control, but you have some control.
As for the "bs content filled with bugs and energy requirements that are unjustified", that IS the game. Bugs are a separate issue, and working on them is an ongoing process. The Energy required is not unjustified. That is part of what's required to earn them. The statement that Resources are more accessible is not a stab in the dark. They know what's in the game. It's up to people to put the effort in.
With respect to champion “steering,” anyone who expects 5* Corvus/Cull/Prox or Domino/OR/AA only crystals is out of touch, but fair class batches might work. I might even be ok with a modest shard price premium (1-2%). Also, a class crystal generally shouldn’t be curated like dungeon crystals (1-2 strong champs among a crowd of also-rans). All champs should be included (or at most a mix that excluded only the very worst in class).
Dr. Zola
The problem kabam have is that they have created an environment where certain champions just dominate. This means that when new content/challenges are released these champs are so strong they have no problem getting players through the content. So hence why we have gone this route since act 6. Its a way for kabam to restrict the effectiveness and use of certain champs while providing a challenge that won't be completed in 1 day.
But i feel Kabam have forgot that its not just about creating challenging content, but also fun content. Variant 2 is a good example of this. There isn't anything fun about being forced to rank up a champion you don't like to play or find not as effective and use them to complete stuff.
Speaking based on my account i have 53 5* Champs. 6 of them are science. I have a r4 cap IW and a r3 MODOK, the other 4 are sitting at r1. Now why are the rest sitting at r1 , well simply put they offer me nothing in terms of gameplay or mechnics that other champs don't already provide, or they aren't enjoyable to play so i haven't bothered with them. Also limited gold resources means i have to be very selective ranking up champs and the gold earned in the end game content does not match the gold needed to level up champs of 5* and 6* rarity same goes for the iso rewarded in quests( Something which should of been updated in line with summoner advancement, potentially like the daily crystals).
my Tech champs are in a similar state 1 r4 1 r3, rest are sitting at r2/r1s.
The early gate restrictions are fine, even the ones for map 3 & 4 are acceptable as i would imagine like myself there is 1-2 champions of decent rank and ability most players have for every class and potentially finding another 1-2 to either rank up or simply bring to activate a synergy or something wouldn't be too much of a ask. But 4 classes is too much imo.
The 6* restrictions are also too much considering how scarce 6* are compared to 5*. On average players probably get 2-3 5* a month where as getting 1 6* takes between 3-4 months depending on AW and arena grinding you do as well as duplicating 5*. So the 6* restrictions should of been more like 1 6* champ in maps 1-3 and 2 in 4-6. That i feel would of been more appropriate in terms of where most are in the game.
Now i have skimmed over stuff from people who beta tested this and state that the champions on those gates weren't too bad and were fairly easy even with the restriction. However that is very much subjective and based on your roster. As far as i know most beta testers if not all are pretty high ranked players with pretty stacked rosters, so its hard to verify this until the content gets dropped. Even so i would imagine the boss of the map won't be a easy fight so not sure how being restricted to 4 champions of a particular class will not make the boss fight more difficult.
It was stated that 6* shard would be made more readily available but this has been a mixed bag. April we saw this in the bounty missions. May we didn't see this, apart from them being in the rng crystals. Would it not of made sense to add some shards to the highest difficulty of the stones side quest ?
Also the 6* restriction paths, how are these tuned to make it advantages to use 6* champs ? The class paths i can imagine will mean you have class advantage against every opponent, but how can you make a 6* restricted path easier based on rarity. Is there a node which boosts 6* champs ?
also skimmed over some comments about how this at its core is collecting game.... erm no at its core its a fighting game, which it also states in the app store. The purpose of this game is to fight your way through bosses, story mode and quests, which is done by assembling your team and leveling them up. In doing so you earn rewards to rank up champions and get crystals to add new champions to your team. This isn't like pokemon which is at its core a collecting game
The again this could be possible, thinking about it now, if it was implemented like the dungeon crystals. They offer a limited pool of select champions and you can only purchase one crystal. After a certain number of months these get rotated. So if they did those on a class basis that could work.
Not one.
How can an entire rarity of champions be tossed in the trash like this? Is there a point of investing into 5* anymore, or even the game in general?
Tell me. Why would I be interested in using a 6* arena fodder champ over the many god tier 5/65s I spent a fortune getting and ranking up? Anyone want to answer? Anyone??
inb4 a certain someone chimes in with a word salad and a certain someone else waxes poetic about high level game theory and why advanced mathematics means a hulkbuster is better for my game enjoyment than a sig 200 omega.
What's the point of clearing 54 paths, if it's the same rewards as clearing one path per chapter?
1) lets clear this up right away- roster is not a reflection of skill. Nor has it ever been. Skill is a concept specific to a player involving several things like intuition and adabtability but equating skill to a roster entirely dependent on an RNG system has got to be the dumbest thing ive ever heard (next to that youtuber RNG conspiracy). This isnt to say having a good roster makes you unskilled because again, the tso dont have causation. The best "intercepter" in the game could have just had terrible luck and no amount of crystals opened will neccessarily change that.
2) Your point about people who bought their 6 stars from cavalier crystals implies that theyre whales. Saying that they had to "reach cavalier in the first place" doesnt make any point. They very well could have spent their way there. If anything the way you phrased it implies that they have. I dont even know what this point is getting at in all honesty. Its just dumb.
3) The vast majority of players using OP champions are the ones who have had large oppurtunities to gain them (i.e through spending on massice amounts of crystals). Skill is usually attributes to the players who wins despite being disadvantadged but now kabam is squeezing them out. The walls are getting steeper and not because they arent good enough to fight new nodes but because a gate is setting up a situations where roster (and thus RNG) are the barriers not skill. Your progression is a combonation of skill and roster but when roster is the defining trait seperating end game from earlier thats a massive problem. From the way this game is designed someone could very well get all the way to act 6 without ever having pulled a full decent higher tier roster. Many have. But these limitations have crossed into the unfair with restrictions mandating we have a roster in EVERY CLASS of up to 4 champions able to tackle the hardest content in order to get the better rewards. In no world is that a defining sense of accomplishment and progess. You confused the connotations of Distinguishment with Accomplishment. A person able to 100% 6.2 just because of a firm wallet and roster is distinguishable because they have an impressive "eye candy" roster. An accomplished player tackled that same issue with noticably more barriers. But now, we cant even rely on that. A collossus on a biohazard node couldnt be beaten by half the 6 stars in the pool.