Last 10% of 6.2.6 Champion from a game design perspective
gforcefan
Member Posts: 404 ★★★
This is not a post insulting Kabam, nor am I asking for help beating him. Rather, I was pondering whether the last 10% mechanic makes senses within the context of this game. Because it requires a very specific skill set (repeating maneuver).
MCOC is f2p game. Obviously, the goal is to have as many people spend as much money as possible. All the prior tough story champs could be beaten with skill (collector at least partially), persistence (grinding) or units (money). As time went on, they became easier with new champs to encourage new players to try to catch up.
Contrast this with a game like Dark Souls. Once they have your $50, that is it. A very low percentage of people actually buy large content dlc. The game designers have their vision. If you don't have the skill to beat a certain boss, too bad. The metrics show that very few people finish such games. Most get stuck at a point and then stop. Only the most hardcore finish. And even people who don't finish still buy the sequel.
MCOC is ongoing with new content and challenges. The player is supposed to keep spending money. However, the Champion of 6.2.6 seems to have the opposite effect. If you do not have the ability to do the specific dexterity 5x without dying, you can go no further. Grinding or paying will not help. Buying new crystals will not help. Kabam knows the spending data, so I could be wrong. But instinctively it seems that if many people just give up on the Champion or never try at all, players will spend less on the fight and maybe even lose interest in the game. Super skilled players probably won't have to spend much, but they never do. And above average players might spend units to get by, but that leaves a whole lot of people out.
I saw others suggest that the indestructibles should remain off after you revive. This seems to be more in keeping with the f2p model. If this happened, if you were good enough to occasionally pull it off, you be encouraged to keep trying until you got it.
MCOC is f2p game. Obviously, the goal is to have as many people spend as much money as possible. All the prior tough story champs could be beaten with skill (collector at least partially), persistence (grinding) or units (money). As time went on, they became easier with new champs to encourage new players to try to catch up.
Contrast this with a game like Dark Souls. Once they have your $50, that is it. A very low percentage of people actually buy large content dlc. The game designers have their vision. If you don't have the skill to beat a certain boss, too bad. The metrics show that very few people finish such games. Most get stuck at a point and then stop. Only the most hardcore finish. And even people who don't finish still buy the sequel.
MCOC is ongoing with new content and challenges. The player is supposed to keep spending money. However, the Champion of 6.2.6 seems to have the opposite effect. If you do not have the ability to do the specific dexterity 5x without dying, you can go no further. Grinding or paying will not help. Buying new crystals will not help. Kabam knows the spending data, so I could be wrong. But instinctively it seems that if many people just give up on the Champion or never try at all, players will spend less on the fight and maybe even lose interest in the game. Super skilled players probably won't have to spend much, but they never do. And above average players might spend units to get by, but that leaves a whole lot of people out.
I saw others suggest that the indestructibles should remain off after you revive. This seems to be more in keeping with the f2p model. If this happened, if you were good enough to occasionally pull it off, you be encouraged to keep trying until you got it.
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I really didn't want this to turn into another thread bashing/praising players, Kabam, etc. The fight really feels out of place to me **in this game system ** and just wanted to hear thoughts on that. I know it can be done.
I didn't say it would leave f2p out but I think that I did not explain what I meant by f2p model well. f2p model is different than f2p player. The f2p model assumes that a certain number of players will never pay (f2p player), and a certain number will spend tons. The trick is to maximize the amount that the in-between players will spend. That is how Kabam makes money, as opposed to a company that sells full priced games.
I think the design of this fight leaves players who can't do the 5 dex out. Although that may make sense in some games, I think it actually discourages spending by the "in between" players on that fight. Hopefully what I'm saying makes more sense now.
I liken this to the Aegon/ Champion bosses a few monthly quests ago. It was difficult and required both specific champs as well as a specific skill set. I actually DO like what they are doing, and here is what I think they are doing.
They are forcing people to learn certain skill sets to progress. I was forced to ditch my parry and attack play style and HAD to learn how to intercept to get past that Aegon boss. Similarly, I now have to not only have the right champion, but have to learn how to bait and then evade Champion's SP1. Which, in turn, will be a valuable skill to have in my repertoire.
Better get used to it, as I think it's these niche fights that require not just the right champs, but also a specific skill set that will be littered throughout the rest of Act 6.
Block and evade last part
Dash in and out
Wait the right distance and evade last part
Sounds like u or others don’t want to practice.
Parry, Evading, Intercepting. You have to know how to do all three of these things in order to be a complete player in this game, and Intercepting is crucial against high-damage/high HP foes
Think of an F2P game as an assembly line. A bunch of F2P casual players go in, and a few highly engaged spenders come out. In between there are all kinds of different players, all of whom are necessary to make the game work. A game with just a few whales and no one else doesn't work in the long run.
Very, very roughly the in-game content progress mirrors the player progress through this assembly line. We presume early casual low engagement players will be playing early, easy content. Moderately engaged, more likely to spend players will be playing the middle game content. And the highly engaged, most likely to spend players will be playing the highest tiers of content. Not perfectly lined up, but on average. By the time you get to Act 6.2, you're dealing with the end game players. Most of these players are going to be the highly engaged players. The kinds of challenges you can afford to throw their way, and in fact *have* to throw their way is going to be much higher than the ones you throw at lower players.
Are end game players just going to "give up" when they can't beat the Champion? Some will. And to be honest, most of the ones you do are players you're likely going to lose eventually anyway, because they aren't as engaged in the game anymore. But you have to balance that against the fact that if you don't challenge the average top tier player with challenges appropriate to their skill level, they'll get bored, disengaged, and then you'll lose them instead.
Because people are different, when you target averages you will miss a lot of people outside your target. F2P games know that at every hurdle they would hold some and lose some. It is built into the business model that the whole point of the game being free in the first place is to attract a large group of people initially, knowing you'll lose many while trying to engage a percentage of them and convert them from casual free players to highly engaged paying customers. Failure to convert is presumed to be inevitable.
Also, it is not enough for the game to be easy for attract new players. New players must have a sense that the veterans don't have so overwhelming an advantage that it is pointless to start playing now. So the game has to get harder the higher you go, because the newer players have to see that the veterans are running into ever increasing hurdles they can't just "buy" their way past. Seeing that even a four year veteran can get stuck behind a skill-wall in 6.2 gives new players hope that if they have more skill, they can eventually catch up with lower skilled veterans. The time advantage isn't insurmountable.
TL;DR: The F2P model doesn't treat all players the same. It is deliberately easy on the beginners so they attract many of them. It is deliberately hard on the end game players because they can afford to be, and because they need to be in the long run.
Was using r3 she hulk half the time got me Nd r4 her to finish. Also have r4 magik in team but she eAsier. And yes I have 16 more single revive to attempt to clear the champion. Completed variant 1 and explored variant 2. When I heard variant 3 coming. And clear all uncollected monthly quest. When I heard variant 3 coming. U wanna know my reaction (**** I don’t need a fuking second job). Game is about fun. And this game is turning into a fuking stressful job. And yes my quest team will be stuck on the champion forever. Thank you for this game breaking piont if I didn’t have to go into his special 20-25 time to get 5 sexy buff trigger. And get one shot for 1 mistake.
First and last
/flex of my 5x5* r5 equals champ
Thanks for the last 5 year of fun gaming.
I didn't like the quest where you had to have a poison immune and a furry either. Limiting champs is one thing but having to have very specific champions is another.
Again uphill battles are fine, but never put in walls.
It is frustrating getting stuck behind a challenge you can't complete at that moment. But it is just as frustrating for the players that can't complete 6.1, just as frustrating for players that can't complete Act 5, just as frustrating for players that can't defeat the Collector. It is just as frustrating for players that can't complete RoL. There are players getting past 6.2 now that will get stuck in 6.3. If 6.2 isn't fine because of frustration, then the Collector isn't fine either. RoL isn't fine either, because RoL frustrates way more players than 6.2 does. Very few players can even attempt 6.2 at the moment: there can't be all that many getting frustrated.
If 6.2 is wrong but RoL is okay, even if RoL frustrates more players, then we're just picking and choosing which players' frustrations matter, and which ones don't.
However, I am stubborn and I've been dueling Champion trying to work on timing and strategy. Still terrible at it but I have time to get better. Time will tell if this is as far as I go, but there's options I suppose if it just has to get done.
A blocked hit can take your 40% revive to 15%, just 1 hit, and yes that’s using 6* r2 or 5* max.
So sorry; but stop showing off and just flat out lying, it would of cost more than 1 revive. And you would of had to pot up to max health.