TheEyeDoctorsWife said: entrailbucket said: HoundofShadow said: I just realised we've hit the quota of 2 meta 5* per calendar year: Colossus and Wanda. Fighting against Wanda/Apocalypse/Colossus took me 90 to 110 seconds with + 4 yellow/purple/blue ap boost. Without boost it will probably take me 3 minutes or so. I don't think I buy that they have a "quota" of good 5* per year.What would their incentive be to do things this way? From a profit perspective, wouldn't it be ideal for every new 5* to be usable-to-excellent? Why would they choose to release an underpowered character that nobody spends on?I think it's *far* more likely that they don't understand what makes characters good, or that characters are good or bad by mistake. I disagree. That’s not how businesses work . Who would release a product and expect customers to buy it knowing they planned on making it obsolete with an upgrade in a few months . We often held back superior products in our research pipeline because we needed to make our money back on the newest released product. We’d flip it with an upgrade once a year or so. At times we were finding research upgrades so fast it would be 3 to 5 years before we could let them be available to mass market
entrailbucket said: HoundofShadow said: I just realised we've hit the quota of 2 meta 5* per calendar year: Colossus and Wanda. Fighting against Wanda/Apocalypse/Colossus took me 90 to 110 seconds with + 4 yellow/purple/blue ap boost. Without boost it will probably take me 3 minutes or so. I don't think I buy that they have a "quota" of good 5* per year.What would their incentive be to do things this way? From a profit perspective, wouldn't it be ideal for every new 5* to be usable-to-excellent? Why would they choose to release an underpowered character that nobody spends on?I think it's *far* more likely that they don't understand what makes characters good, or that characters are good or bad by mistake.
HoundofShadow said: I just realised we've hit the quota of 2 meta 5* per calendar year: Colossus and Wanda. Fighting against Wanda/Apocalypse/Colossus took me 90 to 110 seconds with + 4 yellow/purple/blue ap boost. Without boost it will probably take me 3 minutes or so.
entrailbucket said: TheEyeDoctorsWife said: entrailbucket said: HoundofShadow said: I just realised we've hit the quota of 2 meta 5* per calendar year: Colossus and Wanda. Fighting against Wanda/Apocalypse/Colossus took me 90 to 110 seconds with + 4 yellow/purple/blue ap boost. Without boost it will probably take me 3 minutes or so. I don't think I buy that they have a "quota" of good 5* per year.What would their incentive be to do things this way? From a profit perspective, wouldn't it be ideal for every new 5* to be usable-to-excellent? Why would they choose to release an underpowered character that nobody spends on?I think it's *far* more likely that they don't understand what makes characters good, or that characters are good or bad by mistake. I disagree. That’s not how businesses work . Who would release a product and expect customers to buy it knowing they planned on making it obsolete with an upgrade in a few months . We often held back superior products in our research pipeline because we needed to make our money back on the newest released product. We’d flip it with an upgrade once a year or so. At times we were finding research upgrades so fast it would be 3 to 5 years before we could let them be available to mass market That would make sense if they released a good character twice a year and *absolutely nothing* else. Maybe your business holds off on releasing superior products so customers' current stuff won't be obsolete too quickly, but do you spend research, development, and marketing money on clearly inferior, useless products that no one will buy in the interim?
TheEyeDoctorsWife said: entrailbucket said: TheEyeDoctorsWife said: entrailbucket said: HoundofShadow said: I just realised we've hit the quota of 2 meta 5* per calendar year: Colossus and Wanda. Fighting against Wanda/Apocalypse/Colossus took me 90 to 110 seconds with + 4 yellow/purple/blue ap boost. Without boost it will probably take me 3 minutes or so. I don't think I buy that they have a "quota" of good 5* per year.What would their incentive be to do things this way? From a profit perspective, wouldn't it be ideal for every new 5* to be usable-to-excellent? Why would they choose to release an underpowered character that nobody spends on?I think it's *far* more likely that they don't understand what makes characters good, or that characters are good or bad by mistake. I disagree. That’s not how businesses work . Who would release a product and expect customers to buy it knowing they planned on making it obsolete with an upgrade in a few months . We often held back superior products in our research pipeline because we needed to make our money back on the newest released product. We’d flip it with an upgrade once a year or so. At times we were finding research upgrades so fast it would be 3 to 5 years before we could let them be available to mass market That would make sense if they released a good character twice a year and *absolutely nothing* else. Maybe your business holds off on releasing superior products so customers' current stuff won't be obsolete too quickly, but do you spend research, development, and marketing money on clearly inferior, useless products that no one will buy in the interim? LOL, the vast majority of players are collectionists , they could care less if they’re not going to be used , I see dozens of “gotta collect them all “ rosters . MPQ sees their market data that players are still spending no matter how bad of a release they put out . They have no incentive to release a new meta every few months . There’s also the paranoia of “ it isn’t any good now but what if it synergizes with the next release as a meta combo and I missed it “.
HoundofShadow said: This is one of the questions from their FAQ in 2014. I know you are going to say it's 2021 now, so this is not relevant at all. However, their actions or those 5* that have been released over the years imply that it is still true. Q: At the top of the leaderboards, Versus is geared towards playing fast (to avoid being hit while unshielded) rather than playing creatively with diverse rosters. The 'fastest' teams dominate. Are you comfortable with this element of the game?A: Yes and no: In any multiplayer game, high-end competition is going to be a somewhat different game than what most people are playing. There are fewer viable strategies and they’re typically a little less expressive and creative. We’re comfortable with the fact that some of the characters we release won’t find a role in that environment and are just there to be fun and interesting for folks that are less focused on being at the top. We do want the top of the leaderboards to be an interesting place to be, and intend to continue shaking things up with new characters and balance changes when we see a single team composition dominating. But speed will probably always be more important at the top than it is for most players.Basically, for those who have been trashing 80% of the 5* release as useless, unusable or whatever adjectives you want to describe them, you need to realise that there are other players who find joy in having fun, rather than in playing for speed. Given that majority of the players don't play for speed, it's perhaps natural for them to create something fun most of the time. Of course, "fun" is subjective.
HoundofShadow said: That's why context is very important, especially when it comes to mmr. It makes sense that with your mmr, you are mostly seening meta 5* from 0 to 1200. Players who are in your mmr are largely competitive players or long time players. As mentioned, competitive players' choices are limited because they are interested in using only the best. On top of that, they are a small population in the game, given that majority of the players don't play competitively. As a baby champed 5* player, I'm seeing a lot of different players from my climb from 0 to ~800, using more variety of opponents.The other way to solve your problem is to have a massive increase number of players who have level 500+ 5* characters. That way, MMR has more choices for you, and you won't see the same 2-5 characters that early in your climb.