This started off short but turned into a long post.... sorry. 😁
Urlibu,
First of all I'm a "Noob" myself. As of right now I have exactly 68 days experience in Raid. I feel that this gives me a really good view on what the "New Player" Experience is.
Please don't assume that because I'm new to Raid that I am also ignorant when discussing games, game mechanics, game design ect. I was playing RPGs when they were text based. I have a good understanding of game mechanics, gearing, etc. as in those 68 days I've been able to accomplish the following:
- Clear through 12-5 Nightmare Campaign (That last boss is a pain in the...)
- 2 key Nightmare CB daily and looking to push into Ultra-Nightmare soon.
- Hit Platinum Arena (my stay was short but long enough to get a screenshot 😁).
- All the lvl 20 potion keeps on auto farm.
- Dragon 25 on auto (although very slow).
- Clear Spider, Ice Golem, & Fire Knight lvl 20s on auto.
- 3 key the lowest Normal Hydra Chest.
- Clear Normal Doom Tower.
All of this was due to finding a supportive clan, TAKING ADVISE from veterans such as dthorne04, harleQuinn and others here on the forums (no one seems to want to do this anymore) and watching YouTubers such as Hellhades, Deadwoodjedi etc.
So here we go:
I think giving new players OP Champions / Gear / Resources ect. hurts any game in the long run. Although it will draw in new players, the long-term consequences actually hurts player retention and sets these new players up for frustration and failure in the near future.
*Disclaimer: I'm going to use UDK as an example since being relatively new to the Raid community this is the "free" legendary I have the most experience with and am most familiar with the issues involving him.
100%... a Legendary given to new players does give them the ability to blast through content and makes the lower-level content much easier, in fact, it makes it trivial. The issue is... that lower-level content was designed and tuned in a way that was supposed to assist players with progressing in not only Player Power but Player Skill and UNDERSTANDING of the Game and its mechanics.
When new players get a Lego, such as UDK, who can solo steam roll through most, if not all, of that lower-level content (the content that was designed to teach them about things such as team composition, gearing, synergy, etc.) then those players don't gain the knowledge and experience needed to progress later in the game.
It disrupts the way the game was designed in regards to champion gearing and leveling as well. I'm sure (as with most game design) that these levels were built to require a certain level of "team power" to complete and these levels give a set amount of XP and gear needed prepare that team for the next level. RPG games are not designed to run through every level on the first attempt (at least none of the ones I've played have been). You run a level, you die, you go to the previous levels and gain some XP / get better gear, then try the level you failed again. This cycle repeats as you progress and is really the heart of an RPG. It builds and devlops your champions. The thing is when you're playing these levels with the champions and gear the devloper had in mind when they designed the game and you fail a level, normally a few runs of previous levels is all you need to increase your champion's power through XP or gear enough to succeed.
When a new player receives something OP for the stage of the game they are in and allows them to run through this leveling content in one shot, they don't get the XP and gear needed for the other Champions on their team. Since they ran through the campaign so fast, in order to progress their other champions they are forced to go back and basically "grind" to bring them to a sufficent power / gear level before they can progress. Grinding XP in Raid with a 10 sec campaign farmer on 12-3 brutal is boring enough. Now imagine you're 2 weeks into the game and realize that you need to run Hard campaign levels over and over @ 2 minuites per run before you are able to progress.
When players don't learn and understand the mechanics of the game, they will eventually hit a wall no matter what champions you hand them. If you don't believe that knowledge of game mechanics is greater than the champions you have on an account just go watch one of the 100 Hell Hades "Account Takeover" videos. Watch him take an account that is struggling to clear a lvl 20 Dungeon, tweak it with nothing but the gear and champions that player already had in their inventory, and proceed to put the same Dungeon on auto farm @ level 25. Watch him take an Arena team that is struggling in Gold 2 or 3, regear and SPEED tune it, then proceed to win 10 arena matches in a row.
Another negative thing a Legendary like UDK does to new players is give them a false sense of their perceived power.
They can't understand why they were dust rolling everyone through Bronze 4 on auto with their 5* UDK in free Lifesteal Gear and 3 level 30s but now that they've hit Silver 1 and encountered older accounts with actual gear, some semblance of team composition, speed tuning, etc. they can't win a single match. (I will say that Silver Arena is broken... it took me longer to get through Silver 4 than it did to go from Gold 1 to Platinum).
They can't understand why they blasted through the Normal and Hard Campaigns and cleared through the first 10 Dungeon levels on auto but all the sudden their Lego isn't OP anymore and now they can't progress.
At this point they either:
Like the game enough that they go back and work on grinding gear and leveling the Rare / Epic Champions they've neglected up to this point (because they weren’t needed to progress until now). For a lot of new players this makes them feel like they are going backwards, they get bored, and they quit.
OR
Since everything so far has been "easy mode" then the reason they've hit this progression wall is because "the game is broken", "the game is designed to be unfair", "the game is designed to be PTW", etc. Since they've never had to do anything up to this point other than press "Start" in order to progress now they don't have a clue how to counter the new intermediate content. They become frustrated and they quit.
I know everyone won't agree but as a new player to Raid but with a good bit of gaming experience in general this is what I see.