Rarity Current (Base) Current (Cap) New (Base) New (Cap) Change 1* 1 50 1 50 +0 2* 6 85 15 94 +9 3* 15 141 40 166 +25 4* 30 230 70 270 +40
IceIX wrote: Leveling costs are unchanged with those costs simply shifted as well. So a 3* character leveling from 15->16 will cost the same amount as a post-shift 3* leveling from 40->41.
IceIX wrote: Additionally, 4* characters are not valued since they are hard to obtain and are only seen as trophies instead of theoretically long term viable characters.
Nonce Equitaur 2 wrote: Interesting change. When will X-Force get his buff? And are there any characters you can talk about other than the eventual Void and Iron Patriot? These new levels are interesting, so that might make a Level Cap tournament even more interesting. The basic idea --- all characters under level 80 (or 60, or 100) can compete. That will give players a reason to bring out their back bench, and also reward transitioning players.
OSU Buckeyes wrote: So for a 3 star character will 25 levels be added to existing characters out do we need to now level them 25 additional levels? I'd rather not have to put that much more iso into my characters.
Phantron wrote: Seems like a strange change. The only reason I can imagine doing this is for MMR purposes, that giving bigger numbers to the 3X141 teams makes it easier for them to be quarantined from the guys with a mix of 85 and various level 3*s.
Nonce Equitaur 2 wrote: So ... this block of stats... what sort of health increase and changes to tile damage are we looking at?? Whoever maintains these lists is looking at a huge amount of work updating all the starting and max damages. Oh tinykitty -- that's me! <snip>
franckynight wrote: Interesting tweak.. Cant wait to see it implemented.. Edit: on what basis is deemed the rarity of a character? Number of days? Usage rate?
xavierixeq wrote: So just to be clear those characters with only 2 powers that level cap lower than 3 power characters are not being scaled? or is that just not listed on the chart?
IceIX wrote: We still need to solve the problem of how to make the special rules Tourneys actually effective for the user base though. Currently, every time we ran them with few exceptions, fewer people played and fewer people purchased stuff during them, making them pretty well unsuccessful as effective Tournies. We love the idea of those styles, but we need to solve the problem of how to get and keep people interested in them to bring them up to snuff first.