New Feature: Bonus Heroes! *Updated (3/1/17)

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Comments

  • n25philly
    n25philly Posts: 426 Mover and Shaker
    Jaedenkaal wrote:
    kidicarus wrote:
    I think many of the veterans already knew about bonus heroes through the "deep web" months before it was finally introduced. Many of us were sincerely looking forward to it. I think we were looking forward to it because we didn't think it would be tied to vaulted covers.

    I don't really have much to add to this discussion. Many of the points elucidated so far in this thread correspond to mine - I just want to raise my hand and say - me too, I feel the pain.

    Personally, even though I've spent money here and there i'm probably 99% F2p. I've champed all 4* heroes except for agent venom, danvers, mordo and Coulson through sheer will and determination. So yeah, they're next in line for champing. I champed everyone so as not to waste a single pull and under the new system every cover will also be a champion level for me. It's still a major bummer not making significant progress on the rest of my roster.

    Also, how are newer players going to deal with essential nodes? if you vault heroes behind a bonus system, just how lucky will they have to be to have the required hero for an event if they're starting out. Even with pvp, where every event is a 3* essential, sure they could use a loaner but they will never catch up with those guys with maxed vaulted 3* heroes. Won't this make those events more inaccessible for them?

    I even feel sorry for KDN - he must have some vaulted dupe champed 4*s that he'll have trouble max champing.

    This is definitely an unintended side effect of the new system. Devs better make sure that only the new 12 will be essential for PVE otherwise a HUGE amount of people wont be able to compete.

    You can still get them in the very event in which they are required, at the very worst. At SCL 5-6 or something.

    And for those of us who have never getting a 4* from progression?
  • GurlBYE
    GurlBYE Posts: 1,218 Chairperson of the Boards
    n25philly wrote:
    Jaedenkaal wrote:
    kidicarus wrote:
    I think many of the veterans already knew about bonus heroes through the "deep web" months before it was finally introduced. Many of us were sincerely looking forward to it. I think we were looking forward to it because we didn't think it would be tied to vaulted covers.

    I don't really have much to add to this discussion. Many of the points elucidated so far in this thread correspond to mine - I just want to raise my hand and say - me too, I feel the pain.

    Personally, even though I've spent money here and there i'm probably 99% F2p. I've champed all 4* heroes except for agent venom, danvers, mordo and Coulson through sheer will and determination. So yeah, they're next in line for champing. I champed everyone so as not to waste a single pull and under the new system every cover will also be a champion level for me. It's still a major bummer not making significant progress on the rest of my roster.

    Also, how are newer players going to deal with essential nodes? if you vault heroes behind a bonus system, just how lucky will they have to be to have the required hero for an event if they're starting out. Even with pvp, where every event is a 3* essential, sure they could use a loaner but they will never catch up with those guys with maxed vaulted 3* heroes. Won't this make those events more inaccessible for them?

    I even feel sorry for KDN - he must have some vaulted dupe champed 4*s that he'll have trouble max champing.

    This is definitely an unintended side effect of the new system. Devs better make sure that only the new 12 will be essential for PVE otherwise a HUGE amount of people wont be able to compete.

    You can still get them in the very event in which they are required, at the very worst. At SCL 5-6 or something.

    And for those of us who have never getting a 4* from progression?

    It's a side effect of most people here being CL7 and higher.
    It's easy to forget the game still didn't make the path behind this smother. And it's super relevant.


    What's really evident is how this change of blocking half the 4's was to slow down of 4 champs for older players (ones even past where I am)

    Issue is the damage is done. When medusa came out, I saw a certain players roster who had all of the characters in game at their max champ levels, including 5's.

    They need to open the nodes up for required characters now. Either similar to boss fights, or allowing you to go in handicapped with 2 characters or something
  • broll
    broll Posts: 4,732 Chairperson of the Boards
    GurlBYE wrote:
    n25philly wrote:
    And for those of us who have never getting a 4* from progression?

    It's a side effect of most people here being CL7 and higher.
    It's easy to forget the game still didn't make the path behind this smother. And it's super relevant.

    Not to mention once they change scaling to be SCL based, most new players won't be able to clear SCL 7 until they have champed some of the flavor of the month ones, so they will be behind that 8 ball immediately. Will probably be the same problem for the newest players getting 3*s as well
  • Wjohnson992
    Wjohnson992 Posts: 175 Tile Toppler
    kidicarus wrote:
    I think many of the veterans already knew about bonus heroes through the "deep web" months before it was finally introduced. Many of us were sincerely looking forward to it. I think we were looking forward to it because we didn't think it would be tied to vaulted covers.

    I don't really have much to add to this discussion. Many of the points elucidated so far in this thread correspond to mine - I just want to raise my hand and say - me too, I feel the pain.

    Personally, even though I've spent money here and there i'm probably 99% F2p. I've champed all 4* heroes except for agent venom, danvers, mordo and Coulson through sheer will and determination. So yeah, they're next in line for champing. I champed everyone so as not to waste a single pull and under the new system every cover will also be a champion level for me. It's still a major bummer not making significant progress on the rest of my roster.

    Also, how are newer players going to deal with essential nodes? if you vault heroes behind a bonus system, just how lucky will they have to be to have the required hero for an event if they're starting out. Even with pvp, where every event is a 3* essential, sure they could use a loaner but they will never catch up with those guys with maxed vaulted 3* heroes. Won't this make those events more inaccessible for them?

    I even feel sorry for KDN - he must have some vaulted dupe champed 4*s that he'll have trouble max champing.

    This is definitely an unintended side effect of the new system. Devs better make sure that only the new 12 will be essential for PVE otherwise a HUGE amount of people wont be able to compete.
    That would be a total disaster. If Rulk/Cyke/Iceman arent already highly champed to be able to work in pvp then they are totally worthless to everyone if they'll never even able to be rewarded in pve. PVE is the best way to get these "vaulted" characters now. If you take that away then they are basically all Dino or Howard.
  • Wjohnson992
    Wjohnson992 Posts: 175 Tile Toppler
    broll wrote:
    GurlBYE wrote:
    n25philly wrote:
    And for those of us who have never getting a 4* from progression?

    It's a side effect of most people here being CL7 and higher.
    It's easy to forget the game still didn't make the path behind this smother. And it's super relevant.

    Not to mention once they change scaling to be SCL based, most new players won't be able to clear SCL 7 until they have champed some of the flavor of the month ones, so they will be behind that 8 ball immediately. Will probably be the same problem for the newest players getting 3*s as well
    Whats classed as "new" player? Would they even be eligible to enter SCL7?
  • wade66
    wade66 Posts: 212 Tile Toppler
    Full disclosure: I am in the group of players this helps the most, having all but 12 covered 4 star characters, 8 of which being the most recent releases.

    This tries to solve to many problems with the least amount of work. People complain about new character releases because it takes forever to get them covered to usable levels, hence the tokens now focusing on the newest ones. While the favorite system is a means to give player control over an infinitesimal portion of the RNG locked progression system without flooding the game to appease the players.

    I personally don't see how this benefits them financially like many people claim, as removing the characters from tokens essentially removes them from the marketplace, effectively making them sold out. They can't profit off what they can't sell. And them making targeted progression needed to have a counter of some sort to balance everything out.

    Personally, my solution would have been to change heroic tokens, keeping half of the three star characters and all but the newest four stars. Keep the current unvaulted four stars in the legendary tokens. Elite tokens could house the other half of the three star pool, as well as the two stars. Event tokens could be left as they were.

    This gives us standard tokens that are all encompassing, elites that have 2 and 3 stars, heroic that have 3 and 4 stars, and the legendary for 4 and 5 stars. The odds would need to be adjusted of course, as well as the distribution of tokens to prevent oversaturation.
  • Jaedenkaal
    Jaedenkaal Posts: 3,357 Chairperson of the Boards
    n25philly wrote:
    Jaedenkaal wrote:
    kidicarus wrote:
    I think many of the veterans already knew about bonus heroes through the "deep web" months before it was finally introduced. Many of us were sincerely looking forward to it. I think we were looking forward to it because we didn't think it would be tied to vaulted covers.

    I don't really have much to add to this discussion. Many of the points elucidated so far in this thread correspond to mine - I just want to raise my hand and say - me too, I feel the pain.

    Personally, even though I've spent money here and there i'm probably 99% F2p. I've champed all 4* heroes except for agent venom, danvers, mordo and Coulson through sheer will and determination. So yeah, they're next in line for champing. I champed everyone so as not to waste a single pull and under the new system every cover will also be a champion level for me. It's still a major bummer not making significant progress on the rest of my roster.

    Also, how are newer players going to deal with essential nodes? if you vault heroes behind a bonus system, just how lucky will they have to be to have the required hero for an event if they're starting out. Even with pvp, where every event is a 3* essential, sure they could use a loaner but they will never catch up with those guys with maxed vaulted 3* heroes. Won't this make those events more inaccessible for them?

    I even feel sorry for KDN - he must have some vaulted dupe champed 4*s that he'll have trouble max champing.

    This is definitely an unintended side effect of the new system. Devs better make sure that only the new 12 will be essential for PVE otherwise a HUGE amount of people wont be able to compete.

    You can still get them in the very event in which they are required, at the very worst. At SCL 5-6 or something.

    And for those of us who have never getting a 4* from progression?

    Sorry, I was focused on the bolded part that was referring to 3*s. Yes, the 4*s will be harder to obtain if they're not your favourite. Save taco tokens until you have a whole bunch and there's a 4* you want in the vault? Many will also be available from 3* champion rewards.

    Getting the progression 4* in SCL7 isn't nearly as hard as getting the final 15 CP, you can generally get it before the last day of the event if you beat all the other missions in previous days 2-3 times, I would say. Your ability to do that may vary by event and/or time allocated.
  • n25philly
    n25philly Posts: 426 Mover and Shaker
    wade66 wrote:
    Full disclosure: I am in the group of players this helps the most, having all but 12 covered 4 star characters, 8 of which being the most recent releases.

    This tries to solve to many problems with the least amount of work. People complain about new character releases because it takes forever to get them covered to usable levels, hence the tokens now focusing on the newest ones. While the favorite system is a means to give player control over an infinitesimal portion of the RNG locked progression system without flooding the game to appease the players.

    I personally don't see how this benefits them financially like many people claim, as removing the characters from tokens essentially removes them from the marketplace, effectively making them sold out. They can't profit off what they can't sell. And them making targeted progression needed to have a counter of some sort to balance everything out.

    Personally, my solution would have been to change heroic tokens, keeping half of the three star characters and all but the newest four stars. Keep the current unvaulted four stars in the legendary tokens. Elite tokens could house the other half of the three star pool, as well as the two stars. Event tokens could be left as they were.

    This gives us standard tokens that are all encompassing, elites that have 2 and 3 stars, heroic that have 3 and 4 stars, and the legendary for 4 and 5 stars. The odds would need to be adjusted of course, as well as the distribution of tokens to prevent oversaturation.


    They profit from the ticking clock they just created. You can only get the latest twelve from tokens, and they are only available for a limited time only. The first 2 are going to rotate out in around a week. Their hope is that someone who is close to champing them come next week but short on resources will spend to get the resources they need before they are banished from being worthy. That's where they plan to make money. Yes, the older characters are no longer there to entice, but there is no reason to rush to do anything with them so people can take their time and is will could take years to champ them. Now every new character has a ticking clock you need to beat. It's that urgency that will either push people to spend or leave them in the dust.
  • I rarely ever register a forum account to post, but I am REALLY enjoying this game. I'm a day 60 player. Full champed 2*, full rostered 3* with im40, strange, 3clops, daken, and cage champed (working on fist). 2* was a ton of fun. 3* has also been a ton of fun to build up and create the base roster. I like that. Build a base as an investment and get rewarded later while using your favorite/strongest. I place top 3 in every PVE and top 10 every PVP. The flow of rewards are great (aside from progression for mid tier players like me in PVP). I get to better my roster pretty much every day.

    I was looking forward to slowly building up Prof x to play some charlies angels. Was looking forward to building up hulkbuster and rhulk. I was looking forward very much to the entire 4* tier and progressing as a whole. Thats the biggest thing I see most people missing in these posts. Sure... 20 LT = 1 4* of choice now... thats awesome, but before 20 LT could have meant 2 or 3 or even 4 covers for top tier 4*s. The tokens being for the same champ/hero doesn't really make a difference to me. On a whole I would get much stronger and had tons of options. The broad roster also helped with PVE essentials and now the ddq nodes.

    20 LL = 1x top tier 4* classic. 20x 25cp is 500cp per cover for 1 of them (rhulk/hb/etc/etc). that's 6,500cp to get 13 tier 1 classic 4*s. If you only favorite 1 then its 6,500cp for 13 cover rhulk/iceman/hb etc. Six thousand five hundred. I will have 13 cover champed 5*'s before I have a tier 1 classic 4*. So now out of all those choices of teams I would have been working towards creating to play. I am now progressing into my fav 4* (peggy) b/c she's in the pool and actually competitive/playable + my favorite 5* (thanos). Thats my end game progression atm. 2 champs lol. At that price the 4* tier doesn't even exist to me atm. Hopefullly i can get to 100+ pulls before peggy rotates to have a decent chance at her, the system changes (most likely), or you guys start releasing new champ/heroes that are actually competitive.

    The only play I see atm is champing the current 12 to maximize champ rewards on them + favorite the strongest (peggy) + your choice 5*. All the cool top tier classic 4* are extinct for people like me now. I'm sure its actually pretty neat to only champ 1-2 4* every month or 2 and stay in min/max champ rewards, but it also sucks vsing champ rhulks/hb/iceman with your garbage tier champs and have near 0 chance of ever getting any of them.

    Is the favorite system + rotating vaults or giving a choice of 4-5 vaults just too easy to stack covers? I'm curious to hear the fix. Hopefully its a mix of the favorite system + fixing the problem with 4*. The favorite system is actually great. Getting competitive 5*s before 4* is not great and doesn't make any sense.
  • Crowl
    Crowl Posts: 1,581 Chairperson of the Boards
    DayvBang wrote:
    New McG wrote:
    The choice was between "keep a diluted 4* token pool" and "limit it by vaulting older 4*" They picked a side, and it allows for focused fire toward roster building.
    That implies those were the only two possible options. Lots of other plans could have hit the table. This could be one of the changes they surveyed players (customers) on in advance. Forum the looks of it, many players would have strongly voted against the return of cover vaulting. This is unsurprising, it was certainly not loved the last time around.

    Even if they decided that vaulting had to happen, they could have used a scalpel instead of a chainsaw, split the classic 4*s into two groups and have tokens contain one of those two groups plus the latest 12, swap the classic group around from season to season and we still benefit from a depth of roster and regular champ rewards on more than just the latest ones.
  • Uthgarprime
    Uthgarprime Posts: 202 Tile Toppler
    I gotta say I see this moving hurting them big time when new players realize they won't be able to do most of the 4* essential nodes in about 75% of the events unless they got a lucky pull to get that character. How short sided is that. I knew if I was a new player and saw how hard it was going to be to make progress now, I would stop playing. You won't be able to get the progression rewards and it will likely be harder since if you were lucky enough to get a cover for that 4* essential it will probably be at 1 cover so you be fight 2 against 3 on the hardest node. Wow whoever thought that would get people to spend wasn't very smart, oh wait the players can't spend cause there is no tokens to buy with those characters. I mean really this is the bright idea they came up with, make it harder for newer players. Making things harder for newer players drives them away, it does not entice them to spend more, which they can't do anyway cause there is no place to get that character. Wow, just wow, lol.
  • whitecat31
    whitecat31 Posts: 579 Critical Contributor
    n25philly wrote:


    They profit from the ticking clock they just created. You can only get the latest twelve from tokens, and they are only available for a limited time only. The first 2 are going to rotate out in around a week. Their hope is that someone who is close to champing them come next week but short on resources will spend to get the resources they need before they are banished from being worthy. That's where they plan to make money. Yes, the older characters are no longer there to entice, but there is no reason to rush to do anything with them so people can take their time and is will could take years to champ them. Now every new character has a ticking clock you need to beat. It's that urgency that will either push people to spend or leave them in the dust.


    Well said. They want us to buy ISO, and this is the new motivation.
  • ZeroKarma
    ZeroKarma Posts: 513 Critical Contributor
    edited March 2017
    wade66 wrote:
    Full disclosure: I am in the group of players this helps the most, having all but 12 covered 4 star characters, 8 of which being the most recent releases.

    This tries to solve to many problems with the least amount of work. People complain about new character releases because it takes forever to get them covered to usable levels, hence the tokens now focusing on the newest ones. While the favorite system is a means to give player control over an infinitesimal portion of the RNG locked progression system without flooding the game to appease the players.

    There is a subset of players that complain about this, but I am in the same boat as you, and I only complain about the slow influx of covers when we have a chase character like Peggy or Captain Marvel. I have an existing "debt" of approximately 2.7 million ISO. That means I have plenty of work to do to catch up with the new releases ISO-wise and I don't want to have my decisions based on availability rather than character usefulness.

    I have all but 9 4* characters champed. I was catching up at my pace, but this changes my plans completely. Especially when you consider that I also would like to champ 5*. So I need to champ every 4* as soon as it comes out to best use covers coming in, and somehow try to catch up on 5* at the same time, which feels impossible and disheartening.

    As a side note, I'm not going to buy ISO. Not ever. Not in the past and not in the future. It is a rip off. If the hope is that increasing the value of ISO will result in increased purchases, then I would guess this hope is sorely misplaced.
  • Crnch73
    Crnch73 Posts: 504 Critical Contributor
    I gotta say I see this moving hurting them big time when new players realize they won't be able to do most of the 4* essential nodes in about 75% of the events unless they got a lucky pull to get that character. How short sided is that. I knew if I was a new player and saw how hard it was going to be to make progress now, I would stop playing. You won't be able to get the progression rewards and it will likely be harder since if you were lucky enough to get a cover for that 4* essential it will probably be at 1 cover so you be fight 2 against 3 on the hardest node. Wow whoever thought that would get people to spend wasn't very smart, oh wait the players can't spend cause there is no tokens to buy with those characters. I mean really this is the bright idea they came up with, make it harder for newer players. Making things harder for newer players drives them away, it does not entice them to spend more, which they can't do anyway cause there is no place to get that character. Wow, just wow, lol.

    wow I never thought about it that way. You are so right, the newer players are in so much trouble. For example... If the next PVE has hulk buster as the required 4*, they will have a really hard time getting max progression. I really hope after EotS, the 4* from progression rewards are the "vaulted" characters, for 2 reasons: it will help me (and others in similar position) to get a cover for them... but also it might help the devs realize the mistake when they see overall numbers are down.
  • AlluAllu
    AlluAllu Posts: 86 Match Maker
    . I knew if I was a new player and saw how hard it was going to be to make progress now, I would stop playing. You won't be able to get the progression rewards and it will likely be harder since if you were lucky enough to get a cover for that 4* essential it will probably be at 1 cover so you be fight 2 against 3 on the hardest node. Wow whoever thought that would get people to spend wasn't very smart, oh wait the players can't spend cause there is no tokens to buy with those characters. I mean really this is the bright idea they came up with, make it harder for newer players. Making things harder for newer players drives them away, it does not entice them to spend more, which they can't do anyway cause there is no place to get that character. Wow, just wow, lol.

    Actually, I am pretty new player. What you described has already been a reality for me for a while. I have about 10 four stars. Two of them have as many as two covers. When I'm lucky enough to come across 4-star essential I can play, I've had to make do with just two heroes. In this new system, I'm still going to need luck, but at least when eventually latest characters are needed in nodes, they should be useful.
  • MissChinch
    MissChinch Posts: 509 Critical Contributor
    After letting this change marinate for the better part of two days, and really considering how this changes my optimal strategy, I'm absolutely convinced it sucks as bad as I thought it did...

    I've got every 3* championed, and my requirement is to use my LTs and CP as efficiently as possible, if theres a conflict I prioritize 5* gains over 4* gains.

    The 5* landscape hasnt changed, the additional 5% of 14.2% chance to pull another 5* amounts to less than one percent increase in number of 5*s I'll see in this new system, so hoarding and pulling from favorable latest legends, or featured 5* limited time tokens is still the most efficient way to get usable 5*s.

    The difference now is in how long I have to hoard, and what options I have to progress while hoarding. Previously, slowly championing 4*s as I get covers from sources other than LT/CP pulls allowed me to substantially reduce the chances of having to sell covers when I pull my hoard, as time goes on each championed 4* would increase the odds I have of a useful LT/CP pull by a decreasing amount as new characters are added. That significantly lowered my minimum iso threshold needed to pull a large number of LT/CP, sure I wont have the latest 10 or so 4*s championed, but I'll have 3/4ths and eventually 4/5ths championed which helps immensely.

    After this vaulting change when/if I pull my hoard I'll have a 0% chance to pull the majority of safe 4*s I could have been slowly championing, meaning I'll need the iso necessary to cover just about all the new 4* releases over 4 million iso.

    The result, if I go about things in the most efficient way, is I immediately stop putting iso into 4*s likely to be retired before I pull my hoard, effectively halting all roster progress and stagnating while iso comes in less quickly due to less champion rewards (sounds like fun). Waiting until I build up enough LL tokens and CP to have good odds on covering the three 5*s in the LL pack, and pulling only if I have enough iso to ensure I dont lose any 4* covers (4.3 million) or 5* covers (1.1 million... cause I'll just stop if I'm lucky enough to get a 13th cover for the last 5*)

    I'll still be token/CP bound, so putting enough iso into the 4* featured in the DDQ crash so they can win is a good tradeoff...

    So the net result is instead of pushing on to champion 4*s and progress my roster, I should hoard harder and stagnate. More efficient to skip developing 4*s and jump to 3 well covered 5*s, at which time I anticipate scaling will pretty much force me into playing those 3 5*s to the exclusion of the 50+ viable 3-4*s I have now... (sounds super fun)

    Oh then progression from that point, repeat the hoard process with the same iso requirements because those 4*s that I championed will be retired and unable to help improve the odds of me pulling a 4* cover thats usable without the cost of championing someone new...

    So, while 6 characters to choose from doesnt compare to 60, I'm guessing at this point having 6 viable 5*s would be entertaining again... Thats well over a year out.



    ...or I could pretend this is cool, pull tokens whenever and do a happy little jig when I get a bonus cover every 20 or so pulls and pretend that I'm doing something other than creating an army of somewhat covered and occasionally championed 4*s never to see level 300 and build my 5* via the bonus hero pull that will happen in 0.007 or 0.7% of my LT pulls... basically like what trying to build my monster OML by burning CP in classics woulda been like last week...
  • Straycat
    Straycat Posts: 963 Critical Contributor
    Crnch73 wrote:
    I gotta say I see this moving hurting them big time when new players realize they won't be able to do most of the 4* essential nodes in about 75% of the events unless they got a lucky pull to get that character. How short sided is that. I knew if I was a new player and saw how hard it was going to be to make progress now, I would stop playing. You won't be able to get the progression rewards and it will likely be harder since if you were lucky enough to get a cover for that 4* essential it will probably be at 1 cover so you be fight 2 against 3 on the hardest node. Wow whoever thought that would get people to spend wasn't very smart, oh wait the players can't spend cause there is no tokens to buy with those characters. I mean really this is the bright idea they came up with, make it harder for newer players. Making things harder for newer players drives them away, it does not entice them to spend more, which they can't do anyway cause there is no place to get that character. Wow, just wow, lol.

    wow I never thought about it that way. You are so right, the newer players are in so much trouble. For example... If the next PVE has hulk buster as the required 4*, they will have a really hard time getting max progression. I really hope after EotS, the 4* from progression rewards are the "vaulted" characters, for 2 reasons: it will help me (and others in similar position) to get a cover for them... but also it might help the devs realize the mistake when they see overall numbers are down.

    Of course they need to have vaulted characters in pve, since pve progression rewards are the only way to get them now. As for new players, assuming they are in the right clearance level, 4 clears required for full progression should get them the required 4* early enough for them to use it to get full progression, since the last subs are worth more points.

    The next pve would likely have Miles as the required and the progression reward. Works perfectly for me, since he's at 13 covers. I'm in a good spot regarding this change. I don't have to worry about pulling my 14th cover for characters anymore, and I can plan out my schedule better since the vaulted characters are only available as bonus or progression. Still don't like that all those characters are locked behind the bonus hero RNG, but I am more excited about covering carol and medusa.
  • Omega Red
    Omega Red Posts: 366 Mover and Shaker
    Vhailorx wrote:
    Omega Red wrote:
    Lots of players here seem unwilling or unable to adapt to change. Back when the selling price for two star champs was boosted to 65,000 many saw it as an opportunity to accelerate progression through farming. It's been what, nine, ten months since that change and today, despite the evidence, we still have players refusing to farm because they don't want to spend over 10,000 HP in roster slots, not realizing how this is an investment, not an expense.

    Then we had the death of cupcakes and a revamp of PVE. PVP sucks, but PVE was made easier and better rewarded (less clears, no need to play at multiple times of the day, four star in progression reward and more tokens) so I became a PVE player (previously I was sort of hybrid) and my progression has accelerated because of that.
    This is a controversial topic to say the least. Perhaps it's better if we don't go there.
    Now we have this new set of changes and I decided to open 30 classic tokens today. I needed all the covers available in those tokens so there was no incentive to wait any longer. Thanks to this I just champed Peggy. Moon knight, Blade and Carol are now one cover shy of being completed. Last but not least, all my four characters but the newest are now usable, cover-wise. Now I'll fave four star characters that I already champed while I save iso. Once I have enough I'll simply fave whoever I want to champ next and the cover will come sooner.
    Hard to read this as anything other than: the new system worked well for me, so it's great! And it is good new for you. Seriously, grats! But that doesn't mean that the changes are good for the game as a whole.
    I would advice, just take what the game gives you. If the game wants you to farm, farm. If the game rewards you more for playing PVE, play PVE. If the game wants you to cover the newest four stars, cover them. If the game wants you to control your progression, control it. The rules change all the time, but the smart player will always find a way to make them work in his favour.

    The ability to recognize a negative change is not the same as an inability to adapt to it. Many players here complaining about the new token odds will definitely adapt their playstyle to whatever the eventual system is. That's a separate question from advocating for or opposing any given change implemented in the game.

    I'm not particularly for or against these latest changes. On one hand I think it's terrific to be able to cover the newest characters much faster than before. On the other, I hate the way overall progression through four star land will now be much slower.

    Defining changes in terms of "good or bad for the game as a whole" is rather subjective. From that perspective I would say vaulting is good because it extends the shelf life of the game. Obviously, for a player who wants to feed those four star champs and reach five star tier as soon as possible the change sucks.

    I don't think change works just for some people. I insist on the farming example, proven to be good and yet tons of players in this board still refuse to adopt it. No change can be good enough if the player doesn't take advantage of it with good choices. Even the early four star transitioners, the ones that got the worse from these changes, can also take advantage of the new opportunities.
  • spatenfloot
    spatenfloot Posts: 665 Critical Contributor
    One question that has not been addressed:
    Will event vaults still randomly contain the characters that were removed from the other tokens?
  • n25philly
    n25philly Posts: 426 Mover and Shaker
    One question that has not been addressed:
    Will event vaults still randomly contain the characters that were removed from the other tokens?

    Yes, this only effects non vault tokens