Part 2 of large game issues...
According to Zues, "legendary perks should indeed feel legendary, same as items."
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Believe it or not, I have no issue with that statement.
Here's where I see an issue. And it's a big one.
BALANCE
Perks, especially event perks, have a massive effect on balance.
Event perks can easily make a bigger difference than player skill, especially in 1v1 battles.
A player may have extra hit-points or higher damage weapons, but those advantages can be overcome.
However, a player with the ability to fire more shots (via cooldown reductions), at longer ranges (with the same damage), and/or with additional effects like 1200+ extra burning damage (wildfire), stun (rail perk), or even invulnerablity (r.bolt) has a tremendous advantage. And those abilities can make matches obscenely unbalanced.
AVAILABILITY
Is there rank unfairness if a player has access to the epic version of event perks?
.... I would argue not. A legendary perk is obviously an upgrade over an epic, but it's not typically a game-breaking difference. It's similar to the difference between legendary and epic items in the game.
Do players have access to the epic event perk?
... No.
Amazingly, in the event's current format, epic event perks are more rare than its legendary counterpart.
Wait? What?!
... Based on a 2% epic perk chance, over time and with a large number of purchases, you can expect 1 epic perk out of every 50 box purchases - or 1 epic perk for every 3,000 coins spent @ 60 coins per box.
Compare that to one guaranteed legendary perk for every 900 coins spent.
..... Seeing the issue yet?
How should this issue be fixed?
If legendaries are meant to feel legendary, then epics should feel epic.
What is the ratio difference between legendary and epic drops in the game?
I'm not exactly sure, but I would guess it's somewhere around 1 legendary for every 20-25 epics. So, if it's 900 coins for a guaranteed legendary, then a guaranteed epic should be between 36-45 coins.
If you're concerned about fewer coin purchases, then increase the legendary perk cost to 2000 coins and guarantee epic perks at 100 coins. This would still be quite the discount over the typical legendary pricing (about $300 for 10 legendary item pieces).
Also,
old event perks should be added to the pool for the shop and raffle - with legendary perks appearing in place of the epic perks on the legendary spin (so it indeed feels legendary).
Why? Again, it's balance. If you can't obtain these perks other than by being unemployed or spending hundreds, then all competitive integrity in the game is lost.
Alternatively ...
Obviously, coins could be rolled over.
On one hand, players spent 15 some-odd cumulative hours for those 900 coins, so it's not really fair to say a legendary perk wasn't earned or that it's any less rare.
On the other -- due to the existing issues of it taking thousands of matches to earn the gold to max out an epic item, the lack of inventory space, and lack of powercells -- most players have a limited number of items they want perks for .. so they'd likely save up coins for those few items they've managed to build.
Spoiler: Oddly enough...
If Powercells were removed from the game, players could combine some of their duplicates without fear of running out of cells for their main items, which would free inventory space for more items and perks. Items and perks that they wouldn't otherwise be able to build or use. Players would have more to do, more content to explore, and would be less concerned that progression has slowed to all-time lows because of the new items diluting the pool of items they want. Some might even start buying holiday specials again with all this extra room and the ability to build every item in the game. And, devs would eventually have the ability to actually balance rather than continually nerf the weapons players are locked into using. But, I digress.
Why Fix This Issue?
Spoiler: Answer
Assuming ranked matches are brought back to relevance at some point ... players with jobs/families/responsibilities outside of Battle Bay that are unwilling or unable to spend hundreds on event perks will fall behind the unemployed players that no-life legendary event perks. Likewise, the leaderboard will be nothing more than a measure of bank accounts. Continuing to cater to these two groups alone will alienate the vast majority of your community.
Oh, and how do you balance an item with perks that are making it overpowered when most players don't have those perks? ... By making the item with normal perks underpowered, by leaving the version with the leg perk overpowered, or by nerfing the leg perk they spent hundreds to get ... I can't imagine that's a great situation to be in.
Anywho, this current format is bad for competition, for reputation, and for business long-term. (I could write a book on this point if need be.)
Side Note:
How much time is needed to play for 900 coins?
Spoiler: Answer
In a 46-hour event, you'll have to play around 15 hours of 5v5 TDM to get a single legendary perk.
From the time I hit the battle button, wait in the match queue, loading screen, 5-second countdown timer, play the match, quickly review the results screen, and reenter the main screen, it has been consistently 5 minutes. It also appears that 5 coins is the average per match coin reward (since fire contribution was eliminated).
Thus, 900 coins ÷ 5 coins per match × 5 minutes per match ÷ 60 minutes per hour = 15 hours.
During the work week:
46 hours for event - 16 hours for sleep - 16 hours for work - 2 hours of commute time = 12 hours ... not possible.
During the weekend:
46 hours for event - 16 hours for sleep = 30 hours, 50% of your weekend, or about 7.5 hours a day of grinding.
All for an 1/8 chance at getting the game-changing legendary perk you want. It appears it's less about which events you choose to put your time in and more about which events are even humanly possible ...
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