**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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What I don’t get is why you, @AndiYTDE, is so unhappy about content that you will not exploring in the near future.
Completing 1 path in 6.1 to get Completion rewards is easy, did it under 2 hours for each of my alts. Exploring though, is a different matter.
So yes, completing 6.1 to get Cavalier shows that that particular player is “end game”, according to your interpretation of Miike’s words. But does Cavalier status automatically grant you the entitlement to be able to explore 6.2 even if your roster isn’t up to par? Nope it doesn’t.
(Anyway I’m sorry about having to inform you that 2x 5* R5s, is not “end game” at all.)
Also, the increase in shards wasn’t only after 6.1 dropped, as much as they said so. It has been a long time since the start of Seasons that Shards have been more available, and abundantly so.
This, I believe, is what Kabam wants to remove by introducing such gates.
The alternative way to increase difficulty is to artificially boost up defenders with more health and attack to make it much more punishing, which, by design, is very boring.
With regards past performance, besides 12.0, the past has proven that Kabam is usually pretty good and accurate in their end game content design. The community usually uproars because they see something they don’t like, without considering the bigger picture.
Rem the 6.1 4* bans and how many people were so unhappy about it and threatened to quit? After 6.1 dropped, were there any major issues with completing (not exploring) the content?
Twist words in an unrelated post all you want but I just don't see another way that you could see it
Unfortunately, the way that the game was in the past, and the reason why so many of us fell in love with this game, was that another way for a non-spending player to save time was to hone his/her skills. A skilled player would still progress slower, and have to spend more time, than a spender, but skill was a way to narrow the gap.
The 6* gates is unfortunately the first instance, and probably the start of a slippery slope, where skill is taken out of the equation and a hard spend-gate is imposed on all players. As someone else has mentioned, Kabam has waved goodbye to the days of players using a 2* SL with extreme skill to take out difficult opponents. Now they want you to buy that new 6* champ or not even have a chance at fighting the content (because they are scared of players being able to clear it with minimal spending). They have given up creating content that is challenging to players, and have opted instead to impose arbitrary limits on player progression based solely on spending and RNG.
I'm fine with the gates. I don't have many good 6*'s either. Its only 6 paths. They don't want the game focused on 3 or 4 champs only ever being used. This is part of the process and they have a long way to go if that's their model. Theres still OP nodes in AW that have very few counters and if they truly are looking to make it about all champs they need to fix that too.
Difficulty can be ramped up without making fights longer and longer. In fact just look at all the new nodes and mechanics, it is all about changing up your fighting style otherwise you get degen or something to that effect. They just realised that the best players are able to learn anything that they can throw at them, and therefore need to move towards a spend-gate rather than skill-gate.
The problem with arbitrary 6* gates is to introduce a hard spending limit based not on how good you are, or how much time you have invested in the game, but whether (1) you have got the RNG on your side to get non-dupes of 6*s, or (2) are willing to spend on cavalier crystals to acquire a broad 6* roster.
It is in fact in pursuit of the game encouraging progress through skill that a player should be allowed to use 4* or 5*s in a quest, as opposed to a 6*. The only real difference is that 6*s are expensive to get whereas 4*s and 5*s are relatively less so.