sh81 said: GurlBYE said:The issue is (especially with 2017 changes) they seem to be especially hesitant to rush any change that entirely positively effects players {scl based scaling} while they IMMEDIATELY release things that have obvious downsides that need to be addressed before release and have been leaving them unfinished. {Vaulting, 5 clears, HFH 40 day to Year + rotation change especially are the huge ones that come to mind} I have to disagree here, SCL based scaling entirely positively effects 5* players. Indirectly, it adversely effects those below.At least, as per the test.The scaling was so easy 5* players were doing their grind in less than 30 minutes. They were getting all the top 10 placements (top 50?) while playing without even engaging. It wouldnt even have cost them any healthpacks or detracted from their PVP efforts.It was to them, in essence, what DDQ is to everyone else.And because of that, all those people that were used to working hard and placing top 50 in SCL7 and 8? Well their scaling wasnt effected much, so they still put in the same time and effort - but were bumped so far down the reward chart by the casual 5*s coming through that their reward was worth nothing.Clearly, SCL scaling is a good thing, it is a means to making the game accessible to all, but implemented as tested? Absolutely not. It needs a lot of fine tuning before going live.
GurlBYE said:The issue is (especially with 2017 changes) they seem to be especially hesitant to rush any change that entirely positively effects players {scl based scaling} while they IMMEDIATELY release things that have obvious downsides that need to be addressed before release and have been leaving them unfinished. {Vaulting, 5 clears, HFH 40 day to Year + rotation change especially are the huge ones that come to mind}
Straycat said: GurlBYE said: Vaulting has shifted this problem in exchange for a larger one, now there is an ever growing percentage of characters locked away, who appear once every 3 to 4 months as an essential (while still being boosted an unobtainable) And who still appear in the roots of every part of the game (Behemoth burrito, pvp teams)You say the problem is ever growing, but I think it is almost the opposite. If every character that gets added to the vault is champed, or at least decently covered, then they are still good for the burrito, pvp, pve, the clash. Then your percentage of vaulted champs would be ever growing.
GurlBYE said: Vaulting has shifted this problem in exchange for a larger one, now there is an ever growing percentage of characters locked away, who appear once every 3 to 4 months as an essential (while still being boosted an unobtainable) And who still appear in the roots of every part of the game (Behemoth burrito, pvp teams)
GurlBYE said: Straycat said: GurlBYE said: Vaulting has shifted this problem in exchange for a larger one, now there is an ever growing percentage of characters locked away, who appear once every 3 to 4 months as an essential (while still being boosted an unobtainable) And who still appear in the roots of every part of the game (Behemoth burrito, pvp teams)You say the problem is ever growing, but I think it is almost the opposite. If every character that gets added to the vault is champed, or at least decently covered, then they are still good for the burrito, pvp, pve, the clash. Then your percentage of vaulted champs would be ever growing. I mean sure besides the fact that I had 1 4 champ before vaulting.So now I have an ever growing number of characters that won't be champed without intervention?I'm perfectly fine with being contrary and covering multiple perspectives but this is one thats super obvious.The change only negatively effected your champ levels if you already had them all champed.If you were part of the Very large amount of people who didn't have all the 3's/4's champed. The problems clear as day.For everyone i have between 1 and 6 covers?Well yeah. no. I can't clear their clashes, in pve they aren't as useful as someone fully covered and in pvp they are a huge liability no matter how boosted without being fully covered.
broll said: Straycat said: GurlBYE said: Vaulting has shifted this problem in exchange for a larger one, now there is an ever growing percentage of characters locked away, who appear once every 3 to 4 months as an essential (while still being boosted an unobtainable) And who still appear in the roots of every part of the game (Behemoth burrito, pvp teams)You say the problem is ever growing, but I think it is almost the opposite. If every character that gets added to the vault is champed, or at least decently covered, then they are still good for the burrito, pvp, pve, the clash. Then your percentage of vaulted champs would be ever growing. So your argument is rosters grow... well duh, they do in any format. The ever growing part is someone who joins now will have like 42 4* vaulted. Someone who joins next year will have over 50. That's the growing problem. They continue to make more characters further and further out of reach for new players, which will discourage new characters to join, which isn't good for the long-term life of the game.
Straycat said: GurlBYE said: Straycat said: GurlBYE said: Vaulting has shifted this problem in exchange for a larger one, now there is an ever growing percentage of characters locked away, who appear once every 3 to 4 months as an essential (while still being boosted an unobtainable) And who still appear in the roots of every part of the game (Behemoth burrito, pvp teams)You say the problem is ever growing, but I think it is almost the opposite. If every character that gets added to the vault is champed, or at least decently covered, then they are still good for the burrito, pvp, pve, the clash. Then your percentage of vaulted champs would be ever growing. I mean sure besides the fact that I had 1 4 champ before vaulting.So now I have an ever growing number of characters that won't be champed without intervention?I'm perfectly fine with being contrary and covering multiple perspectives but this is one thats super obvious.The change only negatively effected your champ levels if you already had them all champed.If you were part of the Very large amount of people who didn't have all the 3's/4's champed. The problems clear as day.For everyone i have between 1 and 6 covers?Well yeah. no. I can't clear their clashes, in pve they aren't as useful as someone fully covered and in pvp they are a huge liability no matter how boosted without being fully covered. I'm not sure we understand each other, specifically the bolded statements.To my point,the problem isn't growing and it has nothing to do with your champs before vaulting. The problem as you laid out: vaulted characters aren't usable.Peggy, Wasp, Spiderwoman, Luke Cage, Gwenpool and soon Blade are the only characters once in the 12 and now in the vault. Assuming you managed to get them covered while they were available, they are vaulted but still usable. So the vault may be growing in size but the problem isn't growing. I'm not trying to say vaulting is great, but I disagree that it created a larger and ever growing problem. The longer it exists, the more vaulted champs you will have. The original vaulted characters not champed likely will stay that way, but thats not what we're talking about.
Crnch73 said: There's a question no one seems to be asking at this moment: We vaulted the older 4's when there were about 43 or so 4 stars in the game. With the new releases still happening, what will we do when the vault contains more than 43 characters? Create a second vault maybe? A rotating vault, separated with specific tokens maybe? Who knows, but we are gonna get there soon enough... and when we do, whatever excuse/reason they had for vaulting will be proved false. The tokens will still be "not diluted", but the vault will be worse off than we were before vaulting. The predator and prey model explodes when one side is too big in numbers!