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Infinity/Omega and Always-Take Nodes: the RSTLNE of Endgame Progression

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Just had a thought while discussing the update preview in another thread that I thought warranted its own spinoff...

Right now one of the problems with Omega is that its too complicated, with maybe half the nodes or more being filler. Another problem with it is the first ~3500 points you spend are exactly the same for every build, there's nodes that are universally BIS. Some of those, like Warpath or SPIN, are just because they're totally generalistic and overtuned...others like Nano-Mines or Tag Rounds are because they provide some basic QOL functionality for all heroes.

I agree with the impetus in the new Infinity system to pare things down to only the useful nodes, but I think there still should be a place to preserve some of those nodes everyone always took in the new Infinity system as well, without recreating all the complexity of the Omega system itself. I'm thinking if everyone has these already, why take them away? Why not just give them to everyone as a baseline, like you get RSTLNE on Wheel Of Fortune? Incorporate them gradually into everyone's account progression?

What I have in mind is a second layer to Infinity nodes....not that you spend your points on, but that automatically unlock at various tiers of overall Infinity progression. This would be a place to include some of the basic QOL functionality people currently get from Omega nodes, certain skills that everyone 1-points, certain Unique affixes that may not be translated to Omega items, etc.

So you might unlock Spin Tech as bonus for all your heroes at 250 Infinity Points, then Tag Rounds for minimap radar at 500, etc. This could also be a way to salvage some of the popular proc-based nodes in Omega, like Xerogenesis at 1000. They could even scale, like Xerogenesis at 1000 and then another "point" every 500 or 1000 points after that until its capped. More powerful effects like Nano-Mines could be deeper in the progression, maybe 2000 for that, Night Night Pistol at 2500, Destroyer/Mephisto at 3000, and so on.

Because they're hard-coded into Infinity Points, there's not a question of opportunity cost or complexity for them...they've simply become rewards for endgame progression, something to work towards in the mid- and long-range game. Because they're relatively minor bonuses, they shouldn't make too big a difference between fresh-60 players and long-time vets, mostly just convenience items, but enough to change your approach to gearing as you progress and keep things fresh for a while through endgame.

Because everyone takes these anyway, its not power creep, its just automating what people already automate - leaving the actual tradeoffs and opportunity costs of spendable Infinity nodes to define the difference between builds.


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