**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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I am not a coder, and I might not use the correct terminology, but there was a decent period of time in this game when the highest rarity was 3-stars, and my contention is that a huge chunk of the earliest characters -- the OGs all the way up to the release of Hyperion, where it felt like something changed -- were tuned to a 3-star standard of DPS.
You can see that in their Specials, which scale so poorly that it has to be some kind of throttling in the code. I wrote about 1,000 words on a Rank 4/55 OG Iron Man I tested whose SP2 barely hits harder than a 3-star Cap IW's SP2 -- and you have to give the 5-star OG Iron Man synergies to even get that.
You read that right.
So, yeah. I totally agree with you. There are a chunk of characters in this game who will feel just fine with the playstyles and kits if their base stats are tuned to where the game is now
He’s got insane damage but lacks any immunity and has probably one of the worst block profiencies
In terms of 6:2 about 50% of the fights are impossible for him including all the bosses
The simple answer is, that’s not what they said they were doing for HT and Ann. Old champs will not be fixed with simple stat boosts or adjustments. Newer ones will.
If you give Hulkbuster armor that is twice as strong, that does nothing but make him a longer easy fight. Those need complete overhauls, which they have been doing, this go round with the likes of Colossus.
They are doing newer ones because it’s something they can do much faster than completely reworking a champion.
If someone came back to the game, and say they got Human Torch first day back. But they'd come back after the in-game mail that said he was going to get balanced had come and expired, but the balancing hadn't happened yet. They invest into the champion, and then a couple of months later, his numbers get changed, and these players get a little bit cynical.
How do I think this could be mitigated?
I think that having a small indicator next to the champion (say next to the Pl in the champ info screen and between the rank up materials and rank up button for that champ) showing 'hey, this champ is going to be having its numbers changed soon; keep this in your mind when ranking them up'. Just something that's noticeable next to the character that tells people that hey this champ is going to be a tiny bit different in a couple of months if they didn't get notified of it.
Will have to see how this pan out over time but this announcement will definitely have an impact for new champs. I regularly spend on crystals in the hope of drawing a new champ through FGMC. When a new champ with good potential comes out, the amount spent can reach a fairly significant number (although half the time I still don't get it).
I'm not sure if I can still justify spending real money on trying for new champs if the lifecycle for using the champ is going to be restricted to 3-6 months before its "balanced down".
Whereas OML/Colossus are champions that are requiring significant reworks, with hours in the design, recoding, in-house testing, beta and finally general release. What I see happening is that until you @Kabam Miike 'catch up' for want of a better word, you're actually going to increase the gap between the rework list and the new, making them even more useless by default.
That said, I do very much approve of this new direction into balance.