ThaRoadWarrior said: For me it would be how you aquire them. I think the closest thing we've seen to what I imagine they'll do is how you get supports - a vault that has N items in it with a single token to a store that's only open if you have tokens, and then that token only gives you some low random chance to get one...and then as we've seen with 5* characters already what happens if the character is a dud? Or if it's wildly OP? The other way you might aquire them would be via an HP store with infinitesimally low odds, like we already see on 5* release stores. Also I guess there is the cognitive dissonance we already have from street level characters or c-list characters dominating the meta (Okoye has no powers, but...) that will have to happen once 6*s show up. Like what if the first 6* is a tie in to Flaptain and Bucky? Like a 6* John Walker (lol)? Like mechanically that's fine, but at some level it's like "...."
LavaManLee said: This game boxed itself into a corner by overstaying its welcome (that is, it has lasted WAY longer than anticipated). Most mobile games, you unlock a character (let's say at 1*) and can use them right away and then add resources to level them up to 2*, 3*, 4*, etc. In this game, the character is given to you already at a * level and then you add covers to increase it and THEN you champ it and THEN you add more levels to it. This is very different and puts them in a quandry.
fractalvisions said: ThaRoadWarrior said: Champing wasn't even a thing until a few years into the life of the game as I recall Yes, I remember when they brought in champing. I almost gave up on the game before that. Maybe I even temporarily did. I'd got a lot of my 3* to their max level and it was so hard to get 4*, so it felt a bit pointless. It was certainly a good thing that they introduced champion levels.
ThaRoadWarrior said: Champing wasn't even a thing until a few years into the life of the game as I recall
NMANOZ1 said: fractalvisions said: ThaRoadWarrior said: Champing wasn't even a thing until a few years into the life of the game as I recall Yes, I remember when they brought in champing. I almost gave up on the game before that. Maybe I even temporarily did. I'd got a lot of my 3* to their max level and it was so hard to get 4*, so it felt a bit pointless. It was certainly a good thing that they introduced champion levels. The biggest issue I found before champing was expiring covers, that was worst (especially for new players if you got covers faster than HP for roster slots).
This is a game working into bussiness. Characters are appearing due to tie-in rather than character mapping, so each character appearing later will be stronger than older ones, if there is no rebalance. Now that theaters are going to be worlwide working again, films will be coming again with tie-ins.And it is a game where further and further progression it is needed. When a player is firmly on 5* land usually forgets the path he walked. But there will be more players walking on that road at the time.After saying that and thanks to shards the land a vet should be right now should be 5*.I think it would be good to have more challenges for them, different rewards, new sinergies, pves, and gauntlets offering more experiences, rather than just grinding for champing the next 5*, wich it is not a bad goal, although when there are meh characters it is not exciting.
ThaRoadWarrior said: Saved covers came years after champ levels. That was the first relief valve on roster slot pressure that got opened. Shards actually completely eliminated the expiration problem. Of course the slot coat is still a thing, but you don’t have to worry about your shards just disappearing off your vine after 2 weeks. The minor improvement of expired covers auto selling rather than just obliviating was a small but welcome addition too.
XandorXerxes said: I'm vehemently against 6* characters without some major caveats. The 5* introduction was a disaster and (imo) implemented poorly. Don't even get me started on the "kids these days have it easier than when I had to open tokens uphill in the snow both ways." I think there are plenty of options before putting in a new tier; the easiest one is to just re-release reworked characters. Overhaul the least-used, most under-powered characters and drop covers for them like it's a new release. Give them the "new character" boost etc. Doesn't dilute the character pool, potentially adds more character use diversity, and allows for slower releases in general.6*s don't actually solve anything, it just creates the same problems (i.e. what's the difference in releasing a 6* and a 5* that's too strong).
JRYUART said: I think that if they introduce 6* characters as a way to invigorate the game, they should all be the most powerful characters from the Marvel pantheon such as Galactus, Celestials, Phoenix, Odin, Franklin Richards, etc and using them should have a caveat - you can ONLY use them solo. 1 v 3, just like what we see in boss battles now. They may have a ludicrously high healthpool and do massive damage but these benefits could be tempered via a 1v3 scenario while still faithfully representing the original characters’ stature from the comics.
Daredevil217 said: Makes me think. Who is the most powerful character (lore-wise) currently in the game? God Doom would be my pick.
MadScientist said: Daredevil217 said: Makes me think. Who is the most powerful character (lore-wise) currently in the game? God Doom would be my pick. ThanosPhoenix Force (Jean Grey?)Squirrel Girl (single handedly defeated Galactus, for instance)