Shield Rank is a welcomed addition to the game offering a brief respite from the ISO struggles we all have.30k here and there is a nice little bump. With that said, there has to be more value behind the Shield Rank. I have to think that the Shield Rank can accurately depict the stage in the game someone is at, by that I mean where in the transition period they are in ( 2*-3*, 3*-4*, 4*-5*). There has to be a correlation with your Shield Rank and your overall roster level.
I think that the Shield Rank feature has been under used at this point in time. I feel there is so much more they can do with it to help out players in the their respective transitional period.
Personally I'm all for hitting a certain Shield Rank and it changing the draw rates of characters in Heroic Tokens.
For example; Let's say you are Shield Rank 25 and your current draw rates are 75% for 2*, 20% for a 3* and 5% for a 4*.( Numbers are made up for sake of demo). Now you hit Shield Rank 50 and your draw rates are now 40% for 2*, 50% for a 3* and 10% for a 4* and the higher you go the more the scale tips to help you earn 4 stars.
Just a thought!
I'm sure this has been brought up before, but what are everyone's current feeling on Shield Rank and how it can be improved or is it fine the way it is?
**Clarified title - Ducky
Punisher5784 said: There is tons of things they can do with Shield Rank but they haven't done anything with it since its implementation, which is a shame. It had so much promise but it was poorly thought out. I think you level too fast that your rank does not match your actual roster. I still find it odd that you gain XP for opening a token AND adding the cover to your characters. It feels like double dipping. I'm curious how others feel about leveling.As far as what Shield Rank can do, the rank to enter a SCL is too low. It made sense upon its release, but then the devs changed it. This is possibly due to not enough players in higher CLs but now we're all bundled together, high and low level players. The release of SCL7 was good but 8 was a poor sequel. Now I see high level players entering lower SCL. Why? Because the difference in the rewards are too similar. 10 is too high of a number when the difference is basically a couple more Iso and HP. I would love to see Shield Rank used for Boss Events, DDQ, Gauntlet. Give us the rewards that make sense for my roster. 140 iso reward in a Boss event is silly. Not utilizing Thanos' Crash of the Mad Titans as DDQ for SCL8 is disappointing. Having 1 4* in Gauntlet, along with the lower rewards is not motivating either. I like your idea but I doubt the devs would increase 3/4/5* odds on tokens using your Shield Rank. The only thing the devs have stated they're working on with Shield Rank or Clearance Level is scaling, which I don't agree with because the devs clearly don't play their own game or they're barely in 3* land.
I agree that they most likely will never change the draw rates. My main pain point is ( and why I'm salty most of the time) because of where I was at during my 3-4 transition when vaulting can back into play. After vaulting was introduced, a ton of my 4* roster went stale and I haven't been able to build up any of my older 4*. The problem I have is I constantly pull 2* characters out of every token, so I can't really build up my roster other than just keeping the 2* star farm going. That all I can do right now. By the time I get another character close to completion ( IE Peggy Carter) they get vaulted. That has been pretty much the story of my roster, get X almost done, boom, X gets vaulted never to be earned again. So now I look at my roster and think, Hmmm should I just get rid of Red Hulk because I only have 3 covers for him while I have 5 blade covers sitting in the wings, but then I add Blade and with my luck he will be vaulted next.
That why I think that Shield Rank needs to have some sort of feature that allows you to get people on you roster easier, even if its a 10% chance for and old 4* its better than a .01% chance. Shield Rank should help you progress in the game as its the only tangible thing that shows you your growth.
Figure15 said: Whales hit lv125 and stall out so really it's not a big thing from a fairness standpoint. Of course if you're stuck you're definitely going to be salty. SR should be seen more of an incentive to play and do in-game stuff than an actual measurement of anything.
broll said: I agree SR doesn't accurately represent your roster the way it's implemented.Also the CL to SR are pretty far off too IMO.I've never liked that you get XP for opening tokens, it's just a way to allow the whales to gain XP faster IMO.Agree that there is a lot of missed potential here, what we have isn't terrible, but it's shell of what it could/should be, kind of reminds me of bonus heroes when they married it with vaulting....
aa25 said: A little more thoughts,Per definition, roster strength should depend on what you have on your roster only. Roster strength alone can probably measured based on the completeness of the roster relative to the full game. Different points assessment needs to be evaluate carefully though. I believe someone must have come up with this method before me, but I am not aware of threads that contain it, so I will post my idea here. For examples for a 3* character we can do something like, Each 3* covers upto the first 13 covers is worth 10 points. (Reflect the based strength of each power)Each level between 40 and 166 is 5 points.Champing is 20 points (now you can respec the character)Each level (cover) between 166 and, say for example, 216 give 2 points.Each level (cover) between 216 and 266 give 4 pointsThe different between 4 and 5 is to account for the exponential scaling which makes gaining 1 level at low level different from gaining 1 level at high level.We can apply a "weighting factor" to reflect the strength tier that character belongs too. For examples, factor of 2 or top tier, or 0.5 for bottom tier.Or something along this line. The exact scale and number need to be constructed carefully to actually present the strength of the roster though. One down side is this number will discourage newer player tremendously due the way you can progress your roster (RNG based) and the power gap between 3* and 4*.Later on, you can combine this 'roster strength' with other parameters or just use it alone to equate it to your shield rank. The shield rank that's defined this way should be able to tell what Clearance Level that person can join, what amount of resource is appropriate to progress the roster to the next step, what draw rate is appropriate to the roster, etc.
DyingLegend said: I have to think that the Shield Rank can accurately depict the stage in the game someone is at, by that I mean where in the transition period they are in ( 2*-3*, 3*-4*, 4*-5*). There has to be a correlation with your Shield Rank and your overall roster level.
I have to think that the Shield Rank can accurately depict the stage in the game someone is at, by that I mean where in the transition period they are in ( 2*-3*, 3*-4*, 4*-5*). There has to be a correlation with your Shield Rank and your overall roster level.
TPF Alexis said: DyingLegend said: I have to think that the Shield Rank can accurately depict the stage in the game someone is at, by that I mean where in the transition period they are in ( 2*-3*, 3*-4*, 4*-5*). There has to be a correlation with your Shield Rank and your overall roster level. While there may be a correlation at low levels, it seems to fall apart pretty fast, and certainly the relationship between SCL and roster strength means little. I'm going to unlock SCL 8 sometime in the next week or so, and I'm still in 3* land, not the 5* roster SCL8 seems to imply.
Well, if you use shield rank that way you're adding an intermediate measurement with a lot of error in it... I've made the suggestion before to just base tokens pulls directly on current roster, for example:
Have standard tokens consist of 1, 2 and 3 with the odds of pulling:
a 3* equal to the number of unique 2* champions you have (in %)
a 2* equal to 26%
a 1* equal to (74-3*chance)%
Have heroic tokens consist of 2, 3 and 4* with the odds of pulling:
a 4* equal to the number of 3* champions you have divided by 2
a 3* equal to the number of 2* champions you have times 2
a 2* equal to 100-3* chance-4*chance
Have LTs consist of 4 and 5*s with the odds of pulling:
5* equal to the number of 4* champions you have divided by 2
4* equal to 100- 5*chance
The weights are arbitrary, something like this would massively smooth transitions and give value to championing (hence rostering hence spending more $ on HC <wink><wink> D3 ) even the **** characters and let you progress on your later tiers by investing in the previous one... even if its all rng driven in the end, this at least lets you feel like you're making meaningful progress in skewing the odds in your favor as you progress...
Circling back on the original thought, I'd definitely bypass Shield rank because I don't think its a tight correlation to roster makeup.
Milk Jugz said: Shield rank really has far less to do with roster strength now than it did at inception. If they wanted to use it to rate your roster you shouldn't gain xp from opening tokens and completing nodes or pvp battles. Probably should have two rankings- one for your roster and one for your gameplay- I know people who only play deadpool everyday, so they are earning about 80xp everyday (counting 5 nodes and 5 tokens, 1 3* cover added, and a couple covers from the token pulls, and not counting behemoth burrito or C0T). It will take longer to level up but is it because their roster is really that much better?? Or just because they play that one event everyday??Starting at 0, say you can beat just the first mission- you'll level up 2 ranks in about 4 days- is your roster that much better??Start at 25 where you need 500xp and you can beat the first 5- effectively you could rank up once a week for about two months then every 10 days another rank for about a month- is your roster really that good at that point?? Most of your xp is from beating the DDQ nodes, not actually leveling your roster up.The shield ranking system is broken from a how strong is my roster only standpoint, I do like the iso bump though about once a week for me!!Shield rank= 925*= All but OML...... I sold him..... Let's not go there.....4*= Have all, 17 champed3*= Have all, 2 unchamped (Hawkguy, and SL)2*= Farming
I instantly was bumped to over 50 when it first came out so I didn't know the early requirements for the starter Shield Ranks.
Maybe they have to go the old school halo( true skill vs rank name) approach with a Regular shield rank as it is and another node for true roster strength? I just wish there was another way to quantify the strength of ones roster.
DyingLegend said: Milk Jugz said: Shield rank really has far less to do with roster strength now than it did at inception. If they wanted to use it to rate your roster you shouldn't gain xp from opening tokens and completing nodes or pvp battles. Probably should have two rankings- one for your roster and one for your gameplay- I know people who only play deadpool everyday, so they are earning about 80xp everyday (counting 5 nodes and 5 tokens, 1 3* cover added, and a couple covers from the token pulls, and not counting behemoth burrito or C0T). It will take longer to level up but is it because their roster is really that much better?? Or just because they play that one event everyday??Starting at 0, say you can beat just the first mission- you'll level up 2 ranks in about 4 days- is your roster that much better??Start at 25 where you need 500xp and you can beat the first 5- effectively you could rank up once a week for about two months then every 10 days another rank for about a month- is your roster really that good at that point?? Most of your xp is from beating the DDQ nodes, not actually leveling your roster up.The shield ranking system is broken from a how strong is my roster only standpoint, I do like the iso bump though about once a week for me!!Shield rank= 925*= All but OML...... I sold him..... Let's not go there.....4*= Have all, 17 champed3*= Have all, 2 unchamped (Hawkguy, and SL)2*= Farming I instantly was bumped to over 50 when it first came out so I didn't know the early requirements for the starter Shield Ranks.Maybe they have to go the old school halo( true skill vs rank name) approach with a Regular shield rank as it is and another node for true roster strength? I just wish there was another way to quantify the strength of ones roster.