u/TrainingEscape3229

Weapons that are harder to use should be more powerful
▲ 113 r/joinmoco

Weapons that are harder to use should be more powerful

The meta weapons in Rifts all have straightforward mechanics and can deal high DPS. In contrast, weapons with more engaging mechanics that reward skillful play are underpowered in Rifts.

Maybe mo.co weapons are a little too streamlined. The devs could try adding more attack commitment and end lag, like with Headbanger.

u/TrainingEscape3229 — 7 days ago

Lately, I’ve been having more fun thinking about feedback and ideas than actually playing mo.co...

I know some people might take that as sarcasm, but I genuinely get excited seeing all the ideas people come up with here.

I still believe moco has a ton of potential, so I’m definitely going to keep playing and see where it goes.

reddit.com
u/TrainingEscape3229 — 2 months ago

A Difficulty System That Preserves Skill Expression and Gives More Classes a Chance to Shine

Hello! I’d like to share a suggestion about difficulty settings for Rifts.

(I won’t get into the matchmaking issues that could come from having multiple difficulty levels for each map. This suggestion is simply based on the assumption that higher-difficulty Rifts may be added in the future. Also, if adding high-difficulty Rifts makes them less accessible or enjoyable for casual players without a premade team or for solo players, I hope that can be addressed by adding more solo-friendly content outside of Rifts.)

Difficulty in Old Moco

Old Moco had Normal / Hard / Nightmare difficulties, where enemies gained more HP and dealt more damage as the difficulty increased.

I think this system worked well in Old Moco because, back then, you generally couldn’t avoid every enemy attack.

Because of that, pure DPS builds couldn’t simply survive everything, so Tank builds had a clear and meaningful role in higher difficulties.

The Problem With Using the Same System in Neo Moco

If Neo Moco eventually gets a high-difficulty mode like Nightmare, I don’t think simply increasing enemy HP and DPS would be enough.

In the current Neo Moco, skilled players can avoid most attacks.

Because of this, no matter how much enemy damage is increased, the answer can still just be: “Don’t get hit.”

Especially in time attacks, the meta would likely become three DPS players trying to clear as fast as possible without dying. Even at the highest difficulty, there would still be little reason to bring a Tank or other defensive Classes.

I previously suggested increasing the cooldown of dashes as one possible solution to this problem.

However, that idea wasn’t very popular because it could make the game too difficult for average players while also limiting the amount of skill expression available to experienced players.

So I think the better approach is to make the enemies more challenging rather than limiting the player’s movement and options.

Increase Enemy Attack Speed and Movement Speed

Instead of mainly giving enemies much more HP and DPS, I’d suggest increasing their attack speed and movement speed on Nightmare difficulty.

The easiest comparison is how enemies move during Overtime.

For the highest difficulty, I honestly wouldn’t mind enemies being close to that fast. They could obviously be tuned a little slower if necessary.

By increasing enemy attack and movement speed, it becomes naturally harder to dodge every single attack without directly nerfing dashes or restricting player movement.

This would also increase the value of Classes like Lava Shield and Wolf Stick, since defensive tools would become much more useful when avoiding every attack is no longer consistently realistic.

In other words:

Instead of making the player slower or less capable, make the enemies faster and more dangerous.

I think this approach could create the tension expected from a true high-difficulty mode while preserving player skill expression and naturally giving non-DPS Classes more opportunities to shine.

When I played Bug Fight in overtime, it gave me a similar sense of tension and excitement to the Rifts in Old Moco.

I’d love for the hardest Rifts to be difficult not just because “enemies have more HP, so the fight takes longer,” but because they demand better mechanical skill, decision-making, and team composition.

reddit.com
u/TrainingEscape3229 — 2 months ago
▲ 30 r/MoCo+1 crossposts

A hint as to why retention is good among the niche/hardcore players, but poor among the average player

Hi Joao. I believe you read this subreddi. You may have already noticed this but I wanna share my idea.

The niche/hardcore players make friends in this game, form teams with them, and try to push faster Rift times together. Pretty much everyone you see on the global leaderboard has friends they regularly play with. That’s why their retention is so good. They don’t want to quit and lose the friends they’ve made.

Meanwhile, I think the reason retention is worse among average players is that they mostly play Rifts through random queue. There’s often no real strategy involved—they just queue up and deal with whatever happens.

There’s nothing wrong with enjoying the game that way. But if you’re just playing Rifts without any real strategy, you’re probably not going to make the leaderboard, and it’s hard to even tell whether you’re actually improving as a player.

Most average players don’t actively try to form teams because communication is a hassle.

Brawl Stars is also a 3v3 game, but you can still enjoy it as a solo player because it has solo modes. That gives average players who don’t want to deal with communication a reason to keep playing for a long time.

Anyway, that’s enough of the introduction. So how do we improve retention among average players?

Here are my ideas.

1. Add more solo content

Add a story mode that’s actually fun to play solo, or hold a Dojo tournament every season. (I know the community already runs unofficial Dojo tournaments, but they usually require joining a Discord server, which makes them pretty inaccessible to the average player.)

You could even have a mode where you challenge solo Rifts alongside characters like Luna.

Give solo players something meaningful to work toward without requiring them to find a team first.

2. Let us watch replays from top players

There are probably plenty of players who are somewhat interested in Rift speedrunning but don’t really know how to get into it.

Let them watch top players and learn from them.

If strategies become common knowledge without requiring people to join Discord servers or constantly communicate with other players, the overall quality of random queue players would improve too.

3. Add clans

However, I don’t think now is necessarily the right time.

If you added clans today, the top players would probably just group up with other top players and we'd end up with one insanely stacked clan dominating everything. (Although honestly, that could still be pretty funny XD.)

I think clans would make more sense once moco has a much larger global playerbase. At that point, you could introduce clans along with some kind of clan-vs-clan system.

That would naturally encourage communication, and even average players might end up finding friends they enjoy playing with.

(Although personally, I’d actually be fine with clans being added right now. I think cooperation is one of the things that makes mo.co special. Right now, with Rift time attacks, it feels like we're being pushed to compete against each other, which feels a little out of place with the world and vibe of mo.co.

Like... why exactly are we being made to compete over Rift clear times in the first place?

But that’s getting off topic.)

Conclusion

moco is a team-based game. I don’t think that core concept needs to change.

But in its current state, solo players simply don’t have much of a reason to stick around long-term.

reddit.com
u/TrainingEscape3229 — 2 months ago

Dash having a 2.5s cooldown is way too short

Dodging enemy attacks feels much better now, but the downside is that it’s also made Rift way too easy.

I’d like to see an experiment where the dash cooldown is increased to 4 seconds for every weapon except Singularity, Hornbow, SpinSickle, MedBall, and WolfStick.

Also, I think the amount of healing from BS and Squid’s ults should be reduced.

The dash buff was a good direction, but 2.5s feels like an overcorrection. 4s could be the sweet spot.

Thoughts?

Edit:

Could those who downvoted this opinion explain why? I’m not getting worked up about it—I’m genuinely curious.

I don’t think it’s healthy for the game balance that a team of three DPS classes can clear the Rift. I think reducing the survivability of DPS classes would give tank and healer weapons more of a reason to shine.

Or do you actually prefer the current balance where a 3-DPS team is viable?

Also, please don’t downvote an opinion simply because your favorite weapon might get nerfed.

And if possible, I’d like to discuss this with players who are at least in the top 200 on the leaderboard.

reddit.com
u/TrainingEscape3229 — 2 months ago

Low-Level Clears as a Goal

Let's bring back level-based power progression to moco, like it had before. However, players would be able to cap their own power level when entering a stage.

Benefits of vertical power progression

  • Prevents players from getting permanently stuck on content such as MedBall Expert. If a stage is too difficult, they can level up and eventually become strong enough to clear it.
  • Gives XP and leveling a meaningful purpose.

Problems with vertical power progression

  • It makes matchmaking more difficult, which can result in players being matched with bots.
  • Once players outlevel a stage, there is little reason to go back and play it again.

We can address these problems by allowing players to limit their power level.

For example, imagine a Rift stage designed for Level 30, and a Level 35 player wants to play it.

Clearing it normally gives the standard rewards. However, the player can voluntarily lower their effective level to earn better rewards.

For example, clearing the stage at Level 10 could reward exclusive cosmetics or MoGold. The lower the level you manage to clear it at, the higher you can rank on a lowest-level clear leaderboard.

At the same time, players could choose to use their full power and compete on a separate speedrun leaderboard, giving leveling up another purpose.

This means that even after players become much stronger, they still have a reason to return to older Rifts. As a result, older stages remain relevant, matchmaking has a larger pool of players, and experienced players gain new challenges instead of simply abandoning content they have outleveled.

reddit.com
u/TrainingEscape3229 — 2 months ago

S4 Day 5: Only about 130 Clears Worldwide

It’s also a problem if everyone can clear it too easily, but I think there should be some kind of relief for players who can’t clear it.

Player-level-based power scaling made that possible (I’m not arguing that the system itself was better). I’m interested to see how they’ll address this in future updates.

u/TrainingEscape3229 — 2 months ago

I can wait a year if we could get a system like this. (Might be controversial?)

I threw this diagram together pretty quickly, so it's a bit rough lol.
I really hope the idea comes across lol.

Problems with moco right now:

  • Top players tend to only play with certain people.
  • Players tend to stick to only a few specific weapons.
  • LB is based on PB.
  • Rifts are too easy.
  • It's hard to feel a real sense of power progression.
  • There are issues with the build system.

This is an idea that could potentially address all of these problems.

I'm not sure if this kind of system would actually be a good fit for moco.
I don't know much about Project Rise(?) either, but maybe this idea would work better in a different game.

More than anything, this would significantly change how the game is played. It might not be something current moco fans would accept.

But personally, I'd really like to play a game like this.

Notes

  • LB is determined by the sum of the highest levels cleared with each weapon.
  • Class stats become harder to increase at higher levels, so leveling up multiple classes makes it easier to increase your LB.
  • Power Points and weapon upgrades purchased with them are reset at the end of each season.
  • You can easily earn Power Points by carrying players through Random Queue, but there is a daily limit on carry bonuses (maybe up to 100 carries per day?).
u/TrainingEscape3229 — 2 months ago

Max Core = Level 150 in old Moco

The problem with the Core system is that once you max out a Core, you can never challenge the Rift at the intended level again. To solve this, either Cores would need to reset every season, or the Core system itself would need a fundamental rework.

The first option isn’t a good solution because it would make all the effort you put in each season feel meaningless.

What we need is a separate Rift mode from Elite Contracts, where you can challenge content at the intended level and the goal is simply to clear the stages rather than compete in a time attack.

It would be even better if that mode let us use our excess Cores for some kind of power scaling.

reddit.com
u/TrainingEscape3229 — 2 months ago
▲ 18 r/MoCo+1 crossposts

Devs, please consider implementing this.

Manny has discovered an incredible rift!

It's called the Ultimate Rift. But there's one problem—the entrance is sealed tight, and it takes an enormous amount of Chaos Energy to open it.

This is where moco Hunters come in!

Explore the world, collect Chaos Cores, and donate them to Manny. He'll extract the Chaos Energy from each Chaos Core, gradually breaking the seal on the Ultimate Rift.

The Chaos Dust left behind after extraction can be used to create your own custom build. Strengthen your stats and get ready to take on the Ultimate Rift!

Community Event

  • The Ultimate Rift is unlocked through a community event held every season.
  • Stat boosts from Chaos Dust are only active inside the Ultimate Rift and apply all classes
  • You can go all-in on a DPS build for speedruns. You might be able to one-shot mobs—but don't be surprised if the boss one-shots you instead.
  • Clear stages to earn rewards such as mo-gold or etc.
  • Complete speedruns to earn MC Cores for the next season.
  • Simply clearing the Ultimate Rift is an incredible achievement. It's estimated that only around 3,400 players worldwide will be able to conquer it.

The biggest advantage of this idea is that it doesn't require changing the foundation of the current Core system. If it's not well received, it can simply be removed. It gives players a meaningful reason to collect Cores, introduces compelling endgame content, and strengthens the sense of community by bringing moco Hunters together toward a common objective.

One more thing. Many people seem worried about losing their Cores, but donating them is completely optional. It's not something players are forced to do. If your Cores are too valuable to give up, you can simply choose not to participate in this endgame content.

In my opinion, one of the biggest problems with Neo moco right now is that a player who started today can easily clear every Rift. I don't think that's how an RPG's endgame should work. There should be content that's so challenging that not everyone is expected to complete it.

The value of Chaos Cores has dropped significantly. At the beginning of Season 1, nobody had them, and collecting Cores was exciting.Once casual players have equipped every weapon with MC Cores, there's very little left to work toward, and some of them lose the motivation to keep playing.

I think there are two ways to give Chaos Cores value again. The first is to introduce an even higher tier above MC Cores. The second is to create meaningful ways for players to spend the Cores they already have.

The first option risks creating power creep and makes it harder for new players to catch up. The second keeps the current progression intact while giving existing Cores a meaningful purpose, so I believe it's the healthier long-term solution.

u/TrainingEscape3229 — 2 months ago

Clear Rifts with Class Synergy Bonuses!

This is an idea I haven't seen before (although someone may have suggested it in the past).

In the current version of moco, every weapon belongs to a class type (for example: Melee Attack, Tank, Healer, etc.).

When players bring different class types into a Rift, they would receive a Synergy Bonus based on the team's class composition.

Right now, almost everyone is using Melee Attack classes (mainly Squid Blade and Blood Blade). Honestly, that's getting pretty boring.

A Class Synergy System could encourage more diverse team compositions and give weaker classes, such as Vibe Shifter and Wolf Stick, a chance to shine.

Another advantage is that the Rift meta could be refreshed each season by adjusting the Synergy Bonus values or effects, without directly buffing or nerfing individual weapons.

u/TrainingEscape3229 — 2 months ago

Is vertical progression through player levels really a bad thing?

About a month ago, the moco community seemed to really dislike player-level power progression (this was my post but they didn’t like it). Unlike pre-moco, player levels are reset every month. That means even if a new player joins in the middle of a season, they only have to wait until the next reset to start on equal footing with everyone else.

If the concern is that Elite Contracts create an unfair level gap, then just add a level cap.

The biggest advantage of a level-based power progression system over the Core system is that it gives players a real sense of progression.

Even if players can't clear higher-level rifts because of their skill level, they can blame it on their level instead. As they level up, they feel like they're getting stronger—even if their actual skill hasn't changed. It also gives players a reason to keep playing and leveling up after they've finished their daily tasks.

reddit.com
u/TrainingEscape3229 — 2 months ago

Weapon-Specific Trophy System (Revisited)

I previously suggested a weapon-specific trophy system ( https://www.reddit.com/r/joinmoco/comments/1v918f4/weaponspecific_trophy_system/ ), and this time I’ve developed the idea in more detail. The current Elite Merits system mainly rewards players for using meta weapons, which hurts replayability. Because of that, I think it needs a fundamental redesign.

Overview

• Each weapon has its own individual trophy (rating).
• The game looks at previous runs where the combined team trophy count of the three players is close to the current team’s total, and uses the average clear time of those runs as the target time.

Example:

• Player A: Fist Trophy 150

• Player B: Headbanger Trophy 100

• Player C: Hornbow Trophy 50

• Total Team Trophies = 300

• The target time would be the average clear time of previous teams with a total trophy count around 300.

• Players attempt to beat this target time. If they clear the stage within the target time, they win.

• This is not a real-time PvP system. Instead, it is an asynchronous system where players compete against historical performance data.

Trophy Progression

I’m not familiar with the exact trophy calculation algorithm, but I think it could work similarly to other Supercell games.

• Players at lower trophy ranges should gain trophies more quickly, making progression easier through play volume.

• At higher trophy ranges, trophy gains should be smaller, making win rate much more important.

• Additional trophy bonuses could be awarded based on how much the team beats the target time by.

• If the team fails to clear the stage, they lose trophies.

Advantages

• PB become less important, reducing the impact of RNG on results.

• To maximize total trophies, players are encouraged to use every weapon in Rift.

• Weapon-specific leaderboards become possible, making it easy to see which weapons each player excels with.

• Even if a run is no longer on pace for a great time, there’s still a reason to finish it, making gameplay feel less repetitive and less like grinding.

• Players can earn trophies by repeatedly playing the Rift stages they enjoy or perform best on, rather than being forced to play every stage.

• Players can still earn trophies in 2-player Rift when they can’t find a third teammate.

• Even if you can’t play for a week, you can catch up the next week.

Potential Issues

• Players using weaker weapons could be carried by teammates using stronger ones. (However, this already happens in Brawl Stars, so I don’t think it’s a major issue.)

• Beating your personal best becomes less rewarding than it is now.

• Strong players could potentially abuse the matchmaking system by teaming up with low-trophy alternate accounts to lower the target time.

• There is still limited incentive to push trophies higher. (This is also an issue with the current Elite Merits system.)

reddit.com
u/TrainingEscape3229 — 2 months ago

Problems with the Rift Rotation System (FOMO)

Hello,I think the current weekly Elite Contracts rotation has both good and bad sides.

The good part is that we get new content every week, which keeps the game feeling fresh.

The problem is that each contract is only available for one week.

A season lasts 28 days (4 weeks), and the seasonal leaderboard is based on your PB from each week's Elite Contracts. That means every single week matters.

In other Supercell games like Brawl Stars or Clash Royale, the leaderboard is based on your performance over the entire season. Even if you're busy during the first couple of weeks, you can still grind later and catch up.

In moco, that's not really possible. If you're busy with work, school, or real life and miss just one week, your chances of finishing near the top are basically gone. Even if you play a lot during the remaining three weeks, you can't make up for the week you missed.

I think this creates a lot of unnecessary FOMO. Missing just one week shouldn't decide your entire season. Systems like this can make players feel discouraged, and some may even stop playing because they know they can't catch up anymore. (I was actually busy this week myself, and honestly it's made me think about just skipping the rest of the season lol.)

I think both the Elite Merits system and the weekly Elite Contracts rotation should be reconsidered, so players who miss a week still have a fair chance to compete during the rest of the season.

reddit.com
u/TrainingEscape3229 — 2 months ago

Weapon-Specific Trophy System

I haven't come up with a concrete trophy system yet, but I'd like to share this idea. If this inspires any interesting ideas, I'd love to hear your thoughts in the comments.

What if moco had a weapon-specific trophy system (Elite Merit), similar to brawl?

If each weapon had its own trophies, players would be encouraged to use a wider variety of weapons when pushing through Rifts, instead of relying on just a few.

I've played supercell games like cr and brawl in the past. In both of those games, your trophies go up when you win and down when you lose.

On the other hand, in moco Elite Merit only increases when you set a new pb, and it never decreases. I wonder if one reason Rift gameplay can feel repetitive is that there's no real risk involved. (Maybe Elite Merit could also be earned in Expeditions. If so, Expeditions would also have a sense of risk, making them more exciting and engaging.)

reddit.com
u/TrainingEscape3229 — 3 months ago

Suggestion : Add Elite Modules

I think mo.co currently has two issues:

  1. There is no real build customization system.
  2. After obtaining the Overtime Badge, there is little incentive to keep leveling up.

I believe Elite Modules could solve both of these problems.

How to Unlock

Players unlock Elite Modules at Level 100.

If a player cannot reach Level 100 during the season, they should not worry. Elite Modules could also become available in future seasons as a rare PERK drop.

https://preview.redd.it/73ba10vxo6eh1.png?width=1846&format=png&auto=webp&s=18107b2d68d64da78be48249551d53eca0e45a93

How They Work

Players can equip only one Elite Module at a time.

https://preview.redd.it/1fuyyzb2p6eh1.png?width=1846&format=png&auto=webp&s=e1ae9370b55afa5ae89d9e0c3fdf6373d240d18e

Elite Modules provide unique utility effects that encourage different playstyles without directly increasing DPS.

Examples

Speed Kill

  • Defeating an enemy grants a temporary movement speed boost.

Healing Ride

  • Slowly restores HP while riding.

Rapid Revival

  • Reduces the time required to revive fallen teammates.

Shock Strike

  • Basic attacks have a small chance to stun non-boss enemies.

(Please don't bring back the Chapter 1 Dash Module. It was way too strong lol.)

Design Philosophy

Elite Modules should not significantly increase DPS. Instead, they should provide convenience, mobility, survivability, or team utility.

This would:

  • Create meaningful build choices.
  • Give players a reason to continue leveling after obtaining the Overtime Badge.
  • Add more long-term progression and replayability.
  • Make mo.co more fun without creating major balance problems.
reddit.com
u/TrainingEscape3229 — 3 months ago

[Poll] When did you start playing? Which Chapter or season did you enjoy the most?

I started in Chapter 2, and I think Chapter 2 was mo.co at its peak.

u/TrainingEscape3229 — 3 months ago

This is unfair! Don't reduce the metrics for completed jobs!

Honestly, I'm absolutely furious😡

My Jobs Completed metric was reduced. It’s disappointing because I was ranked highly on the Cellstrings leaderboard.

To give a concrete example:

Players who were selected for the test and were given only 5 Jobs ended up with 354 Jobs Completed.

Players who were not selected for the test ended up with 370 Jobs Completed in their metrics.

This is unfair. It feels as though the developers are arbitrarily putting some players at a disadvantage for no reason other than being chosen for the test.

I had been getting my tasks done every day until now...

https://mo.co/en/news/news/expedition-experiment-2/

Edit:

I'm not saying that A/B testing shouldn't be done, nor am I trying to argue whether 5 Jobs or 21 Jobs is the better system. I'm also not saying that everything is fine simply because the final amount of XP is the same.

The real issue is that Hunters who have diligently completed every Job every day will no longer be able to show off those metrics in the future (for example, a year from now). That's what this discussion is about.

Did devs run this test without realizing that it would put some players at a disadvantage? Are devs stupid?

u/TrainingEscape3229 — 3 months ago

Please Host Official Tournaments

Community members, including Super mo.co Creators and other dedicated players, occasionally organize unofficial tournaments. These events are extremely valuable and have helped keep the mo.co community active and engaged. I’m very grateful to everyone who puts in the time and effort to organize them.

With that in mind, I’d like to suggest adding a tournament hub to the game and hosting regular official tournaments.

I don’t think the rewards need to be exclusive cosmetics or other special items. Simply awarding mo.gold based on placement would be enough incentive for many players.

Tournaments would also greatly improve replayability. Even if the competition focuses on a single piece of content, such as a Rift or a Dojo, players would have a reason to keep practicing and replaying it in pursuit of a higher ranking.

reddit.com
u/TrainingEscape3229 — 3 months ago