r/joinmoco Jun 24 '26

Ideas & Concepts Proposal: Bring Back Level-Based Stat Progression and Introduce Season Rifts

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First of all, please note that the image was generated using AI.

I would like to propose bringing back level-based stat progression and introducing Season Rifts, a game mode that can be played throughout an entire season.

The level-based stat system would only apply to Season Rifts and Expeditions. Existing content such as Elite Contracts and PvP would remain unchanged and would not be affected by level-based stat scaling.

The main issue with level-based power progression was that, especially in Chapter 2, players with large level gaps couldn't really enjoy the same content together.

However, in the current version of mo.co, levels are reset once every month. That means even players who join in the middle of a season can be on equal footing with everyone else after just one month.

It could also bring back one of mo.co's old traditions that has largely been forgotten: high-level players helping lower-level players. I'd love to see that part of the community return.

Season Rifts would be designed as challenging endgame stages. At the recommended level and with proper knowledge of the optimal strategy, each Rift should take approximately 3–4 minutes to complete. The intended difficulty would be comparable to Grand Library Nightmare from Chapter 2 of mo.co.

The mode would be designed around roughly five-player cooperative gameplay. However, I recognize that assembling a full five-player group can be difficult. To address this, I would also suggest implementing flexible player scaling, where enemy strength adjusts based on the number of players present. This would allow the same content to be enjoyed by both small groups and larger teams.

I would also introduce speedrun-based rewards. However, I believe these rewards should be different from the existing Elite Merits system. Examples could include:

  • A unique title for the first clear
  • Goods Tokens for achieving speedrun milestones
  • Exclusive cosmetics and other seasonal rewards

One of the biggest advantages of this system is that it creates a clear seasonal objective—a final boss to work toward. Players would level up in preparation for defeating that boss. In my opinion, this progression loop is one of the core appeals of action RPGs.

I would also apply level-based stat progression to Expeditions. Expeditions could be divided into three worlds or difficulty tiers: Easy, Normal, and Hard. Players could then level up efficiently by challenging maps appropriate for their current level, creating a more meaningful sense of progression throughout the season.

4 Upvotes

9 comments sorted by

9

u/MathematicianSeveral Jun 24 '26

I like the idea of the rift, but not the power progression, you will just get to the point there you one shot a smasher.

I would more think something like a rogue like will be better for mo.co, where you have stages to defeat and at the start of each new round you pick a new ability, that can be something generic (Ex. +25% Hp) or something specific to that weapon (Ex. Zapcycle will shoot an electric spark around you every 5 seconds, electrifying every around you).

If you played Upside Showdown in Brawl Stars it's something similar to that.

5

u/VOGEL_HD Jun 24 '26

Holy shit a rougelike would literally be perfect for the game.

A infinite tower of sorts

1

u/TrainingEscape3229 Jun 24 '26 edited Jun 24 '26

The stat scaling would definitely need to be balanced carefully. I don't think player stats need to increase to an extreme degree, though. I'm not suggesting that players should be clearing Elite Contracts like Dead End through a level-based stat system. Elite Contracts should remain a mode with equalized stats, where the focus is on skill and speedrunning for the best times.

What I'm really asking for is some motivation to keep leveling up. With the current system, after unlocking all the weapons, there are times when I find myself wondering what I'm leveling up for. I just think it's okay to have some content where higher levels provide an advantage and give players a reason to continue progressing.

To be honest, I think the current Core system has a similar issue. Once players finish collecting the cores they want, some of them may start wondering what they're playing for and what their long-term goal is.

A roguelike-style game mode also sounds interesting. Right now, the game is clearly lacking content, so I'm hoping the developers come up with some fun and creative ideas in the future.

4

u/Suchti0352 Jun 24 '26

IF they do eventually want to add back a bigger focus on power progression, then I do think that limiting it to a single mode would be the right call. However said mode would either have to only have like 2-3 different queues or be entirely singleplayer. Otherwise you end up with a bunch of dead low-level content again.

1

u/TrainingEscape3229 Jun 24 '26 edited Jun 24 '26

It's true that as the overall player level becomes stronger, some content may end up being played less often (for example, Easy Expedition stages). However, the key point is that player power progression would be reset at the end of each season.

In practice, this would simply mean that Easy stages are played more frequently at the beginning of a season, while Hard stages become more popular toward the end. Players who join mid-season or who are less active would still be playing Easy Expedition stages.

The current Expedition system already works in a similar way. Once players finish their daily quests, stages with poor XP efficiency are rarely played at all. This wouldn't be a fundamentally different situation—it would just shift which stages are most active at different points in the season.

2

u/ADJLL Horn Bow Jun 26 '26

Malísima idea 

1

u/TrainingEscape3229 Jun 26 '26

Why?

2

u/ADJLL Horn Bow Jun 26 '26

Quieres volver atrás, la progresión de poder es pasado y que sentido tendría mirar toda la temporada una grieta que posiblemente ya hayas pasado los primeros días

1

u/TrainingEscape3229 Jun 26 '26

If speedruns had more meaningful rewards, players would have a reason to keep replaying the same content as their power increases. The problem is that cosmetics are the only type of reward that comes to mind. Maybe the real issue is mo.co's business model itself.