When they rolled out 5* it was before champions, feeders, any of that stuff. The only way to get them was by pulling legendary tokens. You got legendary tokens from finishing first (wait, was it only #1 or was it top 5? I don’t remember) in a PvP or PvE event, OR by buying a 40 pack of tokens.
It’s worth noting that before champions, there was basically no reason to buy tokens ever – characters maxed out at 13 covers, so you could sell them for ISO or recruit a dupe. If you had a full roster, everything you pulled was worthless.
Of course, a handful of whales maxed out their 5* by buying tons of 40 packs. Mostly they were awful players, so we had fun strategizing ways to take down their unbeatable teams.
Most of us had to wait for months to pull them from tokens. Noncompetitive/non spending players had zero shot at them.
I have played this game for years and spent too much money over the course of that time. Having another tier of characters to grind through for end game content is the straw that broke the whale’s back. I will be retiring from the game once this goes live. I know I’m just one person, don’t expect this to change anything, but I don’t want the hassle to grind through another tier again.
Why do they keep putting out these boilerplate announcements without concrete details when they’ve trained many us to be skeptical by default? We react like the sky is falling because a lot of the time it IS until we manage to complain our way into a more reasonable result. Can’t we at least skip to that second stage?
For pvp, pretty sure T1 got a LT and t5 got cp.
For pve, you needed to be t1 or 2. but alliance rankings were key to stacking lts. WeAreGroot made hay recruiting for pve finishes.
Buying LTs via 25cp was also a major route. so a 144 cp $100 buyclub could really move the needle.
For me personally, It took 4 5* releases before I had my first 5* chamption (BSSM). and probably another 4-5 releases before my roster and playstyle could reliable champion 5* in a release cycle. Back then we weren’t on the 5* season release cycle. So 4 5*releases was close to 6months+
I also see 6* acquisition following a different resources route. Definitely something where you can spend money to speed up the rate at which you build them up. Hopefully not in a loot box way though.
@Phumade said:
For pvp, pretty sure T1 got a LT and t5 got cp.
For pve, you needed to be t1 or 2. but alliance rankings were key to stacking lts. WeAreGroot made hay recruiting for pve finishes.
Buying LTs via 25cp was also a major route. so a 144 cp $100 buyclub could really move the needle.
For me personally, It took 4 5* releases before I had my first 5* chamption (BSSM). and probably another 4-5 releases before my roster and playstyle could reliable champion 5* in a release cycle. Back then we weren’t on the 5* season release cycle. So 4 5*releases was close to 6months+
CP didn’t show up until later, and there were no champions back then.
We didn’t have ascended champtions (champs 3.0) or the champion progression reward tree(champions 2.0). but you got the respecc power at 13 covers which was more or less completing the char and fixing bad distros.
We got command points introduced with the phx release. and specifically when they added cp as rewards to various trees and buy offers etc. Personally, I thought people were gonna have to win their way to 5* land. but turns out super easy to buy.
@Phumade said:
For pvp, pretty sure T1 got a LT and t5 got cp.
For pve, you needed to be t1 or 2. but alliance rankings were key to stacking lts. WeAreGroot made hay recruiting for pve finishes.
Buying LTs via 25cp was also a major route. so a 144 cp $100 buyclub could really move the needle.
For me personally, It took 4 5* releases before I had my first 5* chamption (BSSM). and probably another 4-5 releases before my roster and playstyle could reliable champion 5* in a release cycle. Back then we weren’t on the 5* season release cycle. So 4 5*releases was close to 6months+
CP didn’t show up until later, and there were no champions back then.
We didn’t have ascended champtions (champs 3.0) or the champion progression reward tree(champions 2.0). but you got the respecc power at 13 covers which was more or less completing the char and fixing bad distros.
We got command points introduced with the phx release. and specifically when they added cp as rewards to various trees and buy offers etc. Personally, I thought people were gonna have to win their way to 5* land. but turns out super easy to buy.
I definitely noticed that Ice was fully involved back in the day. So we’ll see how this launch differs from that one.
Aside from the game itself, the real joy of MPQ now is having 10+ years of watching the game change.
In reflection, I wish there was a defined ramp up for any new currency or character acquisition process. Whether, its player friendly (easily acquired through play) or dev friendly (whale with real world cash), I just want a season to understand and experience how a new currency can be “earned” before the 6* is “introduced”
i.e. It will be a better experience for everyone if they can see how the new currency is earned and decide for themselves if they wanna participate in the new chase.
@Phumade said:
For pvp, pretty sure T1 got a LT and t5 got cp.
For pve, you needed to be t1 or 2. but alliance rankings were key to stacking lts. WeAreGroot made hay recruiting for pve finishes.
Buying LTs via 25cp was also a major route. so a 144 cp $100 buyclub could really move the needle.
For me personally, It took 4 5* releases before I had my first 5* chamption (BSSM). and probably another 4-5 releases before my roster and playstyle could reliable champion 5* in a release cycle. Back then we weren’t on the 5* season release cycle. So 4 5*releases was close to 6months+
CP didn’t show up until later, and there were no champions back then.
We didn’t have ascended champtions (champs 3.0) or the champion progression reward tree(champions 2.0). but you got the respecc power at 13 covers which was more or less completing the char and fixing bad distros.
We got command points introduced with the phx release. and specifically when they added cp as rewards to various trees and buy offers etc. Personally, I thought people were gonna have to win their way to 5* land. but turns out super easy to buy.
Yeah, CP was a reaction to the fact that 5* were so hard to get at launch. I don’t know what that means for the 6* release.
My guess, purely speculative of course, is that you won’t acquire them via CP/LTs etc. I’d imagine they’d be like the original 5 stars were in that they are a prestige acquisition. I’d say instead of covers, you only get shards and maybe you get X number of shards for getting a character to 550, Y number of shards for winning a PvE/PvP event and so on and maybe Z number of shards for the lifetime quests (ie make 10 million matches etc).
That way it will take a while to accumulate shards which become covers which cover the character. If you rush to turn in all your 550 shards on the 1st 6 star release you might get a fair way there but then on subsequent 6 star releases (say 1 every 3 months like the original 5s were) you wouldn’t have much progress so you’d need to decide.
Honestly they’ve given zero details beyond “6* are coming” so this could be anything. Maybe they’ll launch like new 5*, with retro feeders (rewards current big rosters). Maybe they’ll allow us to ascend everybody to 6* day 1 (rewards those with dupe 550s). Maybe it’ll be a 50cp legendary token with a low chance at 6* (rewards hoarders). Maybe they’ll only be available if you buy them (rewards whales). Maybe there’ll be some brand new currency that you can only earn by winning (rewards competitors). Maybe everyone gets a small amount of the new currency in regular rewards, for a random pull (rewards lucky pulls/randomness).
The specifics of this are so, so important to how it’s perceived and how it changes the game, and could create huge advantages and disadvantages for lots of existing players.
How much better could they be? I’m really curious how punishing the revamped SCLs are going to want to be to convince us they are worth it ;whatever it turns out to be)
When 5* came out, they gave us a repeatable node where we had Silver Surfer at lvl450, fighting against lvl270 Carnage, Teen Jean, and Hulkbuster (which was the absolute top of the 4* metagame at that time). Surfer wiped the floor with them in hilarious fashion.
So I’d expect 6* to be able to 1v3 a 550 Chasm/Sam/Juggernaut or similar, with absolutely no chance of losing.
The problem here (and with harder PvE as well) is that it’s impossible for them to make fights difficult at the moment. There are so many infinite or instant win teams that enemy health (and incoming damage) is completely irrelevant. Like, current PvE tops out at 650 I think?
Say they raise it to 1650 – enemies now have, I dunno, 10 million health. Who cares? Bring Kang and Darkveil and you win pretty much immediately. Bring m’Thor and you can chain cast her stuff forever without ever being in danger. Bring Multiple Man and Coulson and you win with the alternate condition. Bring Polaris/Beta Ray Bill and you can stunlock them right away.
I suppose they can start putting stun/away/etc immunity in every single fight, but that ends up nerfing tons of characters that aren’t used in these setups. So I have no idea what they’ll do.
MM takes forever, if you consider 2 turns forever. I guess if you’re one of those pve maniacs running cosmic aunt may then allowing the enemy team to make one match is much slower.