#Get rid of the mastery points cap in OW

1 messages · Page 1 of 1 (latest)

quaint grotto
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Currently you cant place a fully complete team down in OW due to a cap on how much mastery points you can use.

I understand there is probably good reasoning behind this (assume its to keep the need for consumables high) but it feels bad when you get towards the final form of the team you are building and you cant even use it due to the mastery point cap.

I'd suggest what ever reason this is in place for, doesn't outweigh the negative feeling of players wanting to use their full team and ranger gear, but cant.

ocean parrot
shut hornet
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đź’Ż

lucid kiln
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Wouldn´t this take out the skill expression and remove from gamification of "pack opening", pretty much would make fights unloseable+ master shard throw at the one illuvial you want.
Sounds boring to me to just place up to 1000 mastery points then throw 1 master shard.

glacial compass
# lucid kiln Wouldn´t this take out the skill expression and remove from gamification of "pac...

It would still be capped to match the stability bar. Right now its capped at 500 which leaves the stability bar at around 100 i believe. If someone wants to play better units instead of spamming consumable they pay the price of having the stability bar lower, prehaps only 1 chance to capture. We should be able to pay that price imo

My overworld team isnt even expensive and i put 3 ador in my deck to complement and level them up, the ador are too expensive and i can only play 2 with my team. Doesnt feel good

lucid kiln
shut hornet
lucid kiln
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My point was/is this objectively makes the game easier, it makes it easier to win encounters and it makes it easier to level illuvials, which indirectly reduces the value of stage 2/3 illuvials.

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I know you have can 100+ left on stage 3, doesn´t contradict that being able to go to 0 or below that like we could before, makes the fights easier.

shut hornet
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so you're saying you can overkill on stage 1 and stage 2 regions but not on stage 3 regions? Can't really see why.

lucid kiln
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wining fights on stage 3 seems objectively more valueable on average than on lower stages
more valueable->more difficult sounds good to me

shut hornet
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if that is so and the cap is something crucial to the skill expression, then we should lower the MP cap on lower stages as well.

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but IMO I would just increase it a bit. It's not the fact that you can't put an additional 2-3 stage 3's that makes that big of a difference.

lucid kiln
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I wonder, I understand that in the future levels will impact stats in comba and stage 3 e.g. will have the highest levels, so maybe bringing full team+ illuvials to level breaks something or undermines the leveling progress/value of higher stages as leveling gets easier

vagrant moss
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well if were going to be removing arena mode from overworld this wouldnt even matter right?

glacial compass
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True but we dont know when that will be

quaint grotto
# lucid kiln Wouldn´t this take out the skill expression and remove from gamification of "pac...

yea great point and best argument for keeping it, id be fine if they did keep it just my preference. I get the skill expression maybe they could scale it in another way if going over a certain mastery points (maybe over complicating it). Id also suggest a team that goes over 500 MP is quite expensive and maybe they deserve to be able to use it to its fullest (almost pay to win anyway at this stage)

quaint grotto
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Someone else on X made a good point too: if you are using a full end game team in stage 3 you are likely being punished by 1. Not leveling anything and 2. Can only throw 1 shard

loud bluff
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We definitely need some fine-tuning.
My team isn't even especially powerful, it's 8vs12 and I can't even use the Tier5 weapon I just crafted.

It doesn't make sense, the overall account progress you think you're grinding, doesn't exist.

You have to rely on farming buffs, so you can play a half as cool as it could be team.

On top of that the current version of mastery points brings a level of complexity I simply don't want to bother with.

I'm sure there's more entertaining ways of handling the difficulty level of stage 3 fights, as to massively restrict the player.

Instead of using plants to drop buffs which we have to heavily rely on, they should drop EXP for Illuviums which we also heavily rely on.

Keep the 8 Illuvium limit but less restriction on what you can place and equip.

I see this as an absoulute win for both parties.

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I guess that'd include restricting buffs, to re-balance things. For example to a max of 3 active buffs.

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Well now that I think it through, they(buffs*) gotta still drop from plants but as a bonus to Illuvium exp drops.

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Yeah, this might work.
And with the additional EXP there should be somewhat of a soft cap to Ilv levels.
Let's say lv40s what you'd want for stage 3, lv50 maxed out and from lv50+ on massive drop in gained stats per level. (do they even gain stats? xD)

But this way I can see and track progress, build my dream teams and have a point of measuring when the team's fully grinded and I can focus a different one.

We need one team per world after all due to hyper.

And I guess this works well with the feature they're testing on testnet at the moment (uncatchable special spawns in fights).