Ah, I don't really like this. The level cap is cool because it allows players to do other objectives. If you can just farm and gain levels from it, you incentivize players to just keep doing that, because supply drops and potentially vaults wouldn't be as beneficial as an extra level, so it just turns into farming simulator where pvp happens when you run into a team rather than hunting them down. At the level caps, you can rush to respawn beacons or do vaults. No level cap seems like it would be just getting the best farm route and win any fights that happen along the way.
hi I actually played in the focus group and am a former legend player currently on hiatus, the best forms of power are most definitely still things like mythics and soul buffs, what you are underestimating here is how redundant levels 13-15 feel compared to levels 10-12
Really interested to try this change out. Makes playing characters without a good level 1 fight a bit more rewarding to play safely off the drop. Excited to get cooking on good farm paths to get 5 quick and fight.
I prefer the level cap, since it keeps some teams from snowballing too much and keeps teams powers around the same. Giving the ones who lagged behind a fair chance to fight back
I thought the same thing initially but I think this might end up helping with snowballing because now there is always an option to farm pve to catch up whereas before other teams could break the daily level cap by pvp kills and if you were too weak to fight you had no way of catching up. I only got to play for a couple hours tho - this with a buncha changes just went live today so we'll have to see!
I'm worried about the equipment changes, it's going to end up opening a curve stomping moment during matches where people who get their upgraded gear starts hunting other players (Which yes I know, it's part of the game) However, imagine your new to the game, killing camps, learning what to do and it's starting day two and a group of geared of players who know the game steam roll over you. It will make players feel terrible as they won't understand what happen and will most likely quit. Of course, I hope this is not the case.
Ya I do think some amount of that is inevitable but the amount of shards you can get to upgrade your gear from quickly farming creeps to gain an advantage or catch up I think is part of what they are trying to accomplish
Ah, I don't really like this. The level cap is cool because it allows players to do other objectives. If you can just farm and gain levels from it, you incentivize players to just keep doing that, because supply drops and potentially vaults wouldn't be as beneficial as an extra level, so it just turns into farming simulator where pvp happens when you run into a team rather than hunting them down. At the level caps, you can rush to respawn beacons or do vaults. No level cap seems like it would be just getting the best farm route and win any fights that happen along the way.
Like Jungle in League. You do your camps, now you can go gank or do objectives. The downtime between camps *is* the fun part.
Same
hi I actually played in the focus group and am a former legend player currently on hiatus, the best forms of power are most definitely still things like mythics and soul buffs, what you are underestimating here is how redundant levels 13-15 feel compared to levels 10-12
@@mikacarney Yeah, I was talking to one of my buddies about it that likes it, so I'm sure I won't know what to think until actually trying it out
This just went live today with a buncha other changes so we'll have to see how it all plays out!
Really interested to try this change out. Makes playing characters without a good level 1 fight a bit more rewarding to play safely off the drop. Excited to get cooking on good farm paths to get 5 quick and fight.
I prefer the level cap, since it keeps some teams from snowballing too much and keeps teams powers around the same. Giving the ones who lagged behind a fair chance to fight back
I thought the same thing initially but I think this might end up helping with snowballing because now there is always an option to farm pve to catch up whereas before other teams could break the daily level cap by pvp kills and if you were too weak to fight you had no way of catching up. I only got to play for a couple hours tho - this with a buncha changes just went live today so we'll have to see!
I'm worried about the equipment changes, it's going to end up opening a curve stomping moment during matches where people who get their upgraded gear starts hunting other players (Which yes I know, it's part of the game) However, imagine your new to the game, killing camps, learning what to do and it's starting day two and a group of geared of players who know the game steam roll over you. It will make players feel terrible as they won't understand what happen and will most likely quit. Of course, I hope this is not the case.
That already happens just off the huge skill gap in game lmao
Ya I do think some amount of that is inevitable but the amount of shards you can get to upgrade your gear from quickly farming creeps to gain an advantage or catch up I think is part of what they are trying to accomplish