God Doom should’ve been a 7 star lol.
killahKlown said: I was excited about 5* introductions. But that was based on the explanation that a 5* was a long term goal. It should take most people 2 years to champ a 5*. I remember the high fives and celebrations when someone would pull a Silver Surfer. And the 5*s were even useful with 1 or 2 covers only.It was quickly shown not long after that we could pretty much get them champed right away. Kind of a letdown.
Cannibalqueen said: edit: also on topic of most powerful lore wise, I totally vote God Emperor Doom. He created an entire reality. Comic book Wanda might have a case but I feel like he took things even a few steps further. It would take Franklin Richards to start competing with that power level.
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)
Daredevil217 said: Makes me think. Who is the most powerful character (lore-wise) currently in the game? God Doom would be my pick.
Bad said: There is no way the introduction of 6*s would balance the game, rather the opposite, and it would demote all the others characters a lot more than 5*s do.If 6*s were so champable as 5*s, that would mean 5*s would be the new 4*s.And I doubt that would add something new to the game except power creep.Insisting with my last suggestion, if special 5*s focused of particular affiliation characthers I think that would be more positive. If in this way a new 5* teamed with two specific 4*s would be wildly buffed to the point they could corner a full 5* team.I think that could be funny and that could make collecting 4*s meaningful for 5* players.So there are always options if there are creative minds, for adding new experiences.
HoundofShadow said: Introducing 6* that simply increase stats are just superficial. Subconsciously, it feels different. In reality, it's not going to be much different, chasing character wise.What happens is they might stop churning out 4* and churn out more 5* and 6*. Instead of 4*/5* release, it's 5*/6*. Then, SCL 10 will be like SCL 8 or 9 for 6* players. Players will ask for SCL 11 for a harder challenge with more rewards. New 4*/5* players will be even more ISO-8 stuffed because 5* needs almost 600k ISO-8. 6* probably need 1 to 1.2 million ISO-8.Everything is still the same. You are simply slapping a new label on an existing product and calling it something else when all the underlying mechanics are the same or similar. Allowing Supports in PvP is as good turning 5* into 6*. Gaining 12 green ap, 7 yellow ap, 7 black ap etc at the start of the game to finish matches in less than 45 seconds is scary. Imagine that enemy Apocalypse lays out his repeaters on his second tur, use his red power on your team on his third turn, followed by his black power on the third turn with BRB throwing his Blue power as well. That's as good as fighting against 6*.
entrailbucket said: I see a few people confused about the exact order that stuff happened...5* and champions basically saved/extended the game financially.When 5* first rolled out the game was very different. There were no champions, and the max level of a 4* was 270. This also meant there were no whales, and hardly anyone spent much money... because there was nothing to buy. If you had all the good 4* at 270, and 3* at 166, any duplicate covers got sold for iso and/or hp. No one at the high end bought token packs because they were useless... they basically just converted into iso.5* changed this immediately. 5* were only obtainable from legendary tokens (CP did not exist yet), and you could only earn legendary tokens as the top rewards in pvp or pve. You also got one legendary token for buying a (completely useless) 40-pack.This gave rise to an entirely new class of whales. Before 5*, the very biggest whales had lifetime spend in the hundreds of dollars, maybe $1000 or so. Once 5* were created we started seeing people with tens of thousands in lifetime spend much more regularly (and in some cases, *significantly* more than that). I knew people who'd drop $1000 in one sitting. 5* were extraordinarily expensive at release, and people actually paid for them.