A reasoned argument for lifting color cover restrictions

wirius
wirius Posts: 667
Hey, big fan of the game and the amazing job the devs have done this year. Its been mentioned before, but I'm going to state some reasons for lifting color cover restrictions.

SALES

There is no way to buy individual covers for money anymore, unless you gamble on vaults. People will not buy a cover color they're maxed out on. When the whole idea is to entice people to buy into your vaults, why use a mechanic that hinders this?


CUSTOMER SUPPORT

How many requests and complaints does your customer support get a day asking for cover changes? CS currently has a policy of changing out any 5* cover out of the latest tokens for another cover. If your CS is handling changes based on an outdated gameplay design, they are not handling ACTUAL customer support. They are human and have only so much time in the day.

GAMEPLAY

The original design of cover restrictions made sense when you only had to collect a color combination of those 13 covers and be done forever. In 3* and up, you can collect a champ 100/13=7 more times(!!!!) before finally exhausting the need for covers for a champ.

This is INCREDIBLY frustrating for a player. Now not getting the correct color is a massive setback to maxing that character, and starting on the road to your years worth of champion collecting. It makes people want to quit, an unnecessary frustration.

Simply calculate the average cover aquisition you expect a player to get before they max the champion. For fun, I'll throw out the number 16. That's 3 wasted covers you are denying your players out of 113 covers. Why?Championing your character isn't an end, its only just a beginning.

Championing as a game mechanic also lowers the need for particular covers. Why do only the first 13 covers count while the other 100 don't? At that point, why not just have covers count as covers? People will still be just as excited about getting a champion started, and growing them over the year.

Championing and Shield levels are an outstanding design element, but what your team might want to consider is having a meeting about old game design, and whether that is hindering your new game design. Do old practices like particular colors for covers still make gameplay and customer incentive sense in today's game? Whatever you do, the decisions of your team over the past year have shown an intelligent and attentive thought to the needs of the game as its changed. Thanks for making a great game!