
F2P, P2P, P2W - 3 Different Games (Rant Warning) - Marvel Contest of Champions
Disclaimer: I am a P2P/P2W Player, so this is me trying to step into all 3 perspectives of the game and understand the impacts it has on parts of the game. Perspectives are going to vary, so feel free to share yours as I alone can not explain all the points of view for MCOC.
Skip to F2P Perspective: 05:35
Skip to P2P Perspective: 20:18
Skip the P2W Perspective: 26:41
Skip to Closing Statements: 32:00
My Notes:F2P, P2P, P2W
We're playing three completely different games
I haven't been a F2P Player since I was 16. Even in games where it gave me 0 competitive advantage like League of Legends of CS:GO (cosmetics only), I still spent money on these games
Its all about playing within your means, to a degree that you can enjoy the game, not regretting or spending money that will make you regret.
Don't get me wrong I've done the last, but that's a different story
But what do I mean when I say F2P, P2P, P2W are 3 different games
Arena is the only equalizer, nothing replaces the grind (Save bots), and even in the chase for champions, nothing replaces time (Although boosts/units can make a pretty decent impact, F2P Players can keep up relatively/selectively)
F2P: 0 a month.
Content: Usually a step behind, content is about minimal/efficient item usage. often boostless to low boost quantity (except for hard pushes) / specific content like Variants. its better to use resources on more efficient options
Alliance War: Roster restriction is tough herre, takes a while before defense rank up can / should be considered if at all
Alliance Quest: Map 5 is fairly friendly to all players, Map6 starts to draw roster availability, and map 7 is restrictive.
RNG, time spent playing the game, and grind per day directly influence a F2P Players ability to run Map 6/7. But here sometimes prestige can be a major disadvantage---units on donations pfffft, last resort typically
Masteries: Selective, often one set up that goes unchanged, many masteries locked due to never unlocking them. typically as an on-needed basis.
Prestige: its hard to keep up with 5* sigs when they aren't readily available to F2P Players...
Roster: 4*'s retain value for a long time, often times F2P Players can be forced to rank up mid-tier champions for utility/responses to content rather than hold out as RNG has a big factor here.
P2P: 1-200 a month Players are not free of the grind, simply they have more selectivity in their roster. A P2P player might see faster rank ups, higher prestige, larger roster variety, and even the ability to enter content faster.
Alliance War: Roster Restriction is typically versatile here fairly early on. Yes attacker centric logic still applies, but a little bit of spending very quickly can turn a competitive player into a defender rank up here or there.
Alliance Quest: Map 6 is fairly accessible, map 7 may draw problems due to roster restrictions / higher ranked champions but its still doable. RNG has significantly less impact here, but rather its a matter of grind per day, and rank up resources. Prestige can be a challenge, but selective choices and prestige based rank ups can help keep this moderately in check --- weekly donations hurt and are usually grind based, but you might see the occasional unit drop here.
Masteries: Relatively selective, but will inevitably all be unlocked significantly faster that F2P Players as Kabam releases mastery centric deals
Prestige: Its still difficult to keep up with the prestige race, pending AOL and 5*/6* sig stones. But even a modest amount of spending can keep a player in line here, albeit at a sacrifice to the prestige overlords.
Roster: 4*'s devalue fairly quickly, essentially once a P2P hits cavalier 4*'s become pseudo worthless. P2P Players can typically save their resources for high-tier champions, but may still rank up a mid-tier here or there for niche uses pending RNG.
F2
P2W Playeers: 200+ a month
Alliance War: You almost always will see defense based rank ups in a P2W account, even some max sig ones.
Alliance Quest: Map 7 is still expensive and a grind is still necessary, but depending on the quantity of money invested in the game, gold, loyalty, these are no longer problems, and a minimal amount of arena grinding is needed to keep up the battlechips if units aren't being used.
Masteries: All unlocked.
Prestige: Race away
Roster: Rank ups are for the top of the tier list, often the newest featured champions are being chased after.
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