Marvel Rivals Season 6 Hero Proficiency Update: Everything You Need to Know
If you've been grinding Marvel Rivals since launch, you've probably hit that frustrating wall where you reach Lord status on your main hero and suddenly feel... done. The progression stops. The rewards dry up. You're left staring at your roster thinking, "What now?"
Well, tomorrow changes all that.
Net Ease Games is flipping the script on hero progression with Season 6's massive Hero Proficiency overhaul. This isn't just a tweaked number here or there. We're talking about expanding the entire progression system, adding six entirely new tiers, pushing the level cap from wherever you are now all the way up to level 70, and filling that grind with rewards that actually feel worth the time investment.
I'll be honest, when I first heard about this update, my immediate reaction was "Oh no, more grinding." But digging into what's actually being added, my second reaction was "Oh YES, more grinding."
There's a massive difference between grinding because you have to and grinding because you want those rewards waiting for you. And that's exactly what Season 6 is delivering. Whether you're a competitive player hunting for every advantage, a collector obsessed with cosmetics, or someone who just loves the dopamine hit of hitting new milestones, this update has something that'll keep you locked in.
So let's break down what's actually coming, why it matters, and how you should approach the grind when Season 6 drops on January 16.
TL; DR
- New tier system adds 6 additional tiers above Lord status (Count, Colonel, Warrior, Elite, Guardian, Champion)
- Level cap increases to 70 with multiple prestigious milestones to chase
- Expanded reward pool includes Dynamic Avatars, Units for cosmetics, Unstable Molecules, nameplates, frames, titles, and badges
- Real progression feels rewarding for the first time since launch with multiple reward checkpoints
- Requires significant time investment but creates long-term goals for both casual and hardcore players
- Pricing remains untouched with no paywall locking cosmetics behind mandatory purchases


Estimated data suggests that reaching Champion status requires approximately 100 hours of gameplay per hero, reflecting a significant commitment for dedicated players.
The Current Hero Proficiency System: Where We Are Now
Before we talk about what's coming, let's acknowledge what's here. The current hero leveling system in Marvel Rivals is... functional. Not bad, just bare-bones.
Right now, the progression tops out at Lord status. You play matches with a hero, accumulate experience, and slowly climb the ladder. When you hit Lord, you've accomplished the stated goal. There's a nice badge next to your name. Maybe you get an alternate avatar to flex a little in the character select screen.
But here's the problem nobody talks about: after that, the feedback loop breaks. There's no next mountain to climb. No new title to work toward. No reason to keep grinding that specific hero unless you just genuinely love playing them. And for a lot of players, that's not enough.
The current system doesn't scale with time investment. A player who's spent 500 hours mastering a hero looks identical in progression to someone who just hit Lord last week. They both have the same avatar. Same badge. Same lack of anything else to show for their time.
This is where retention takes a hit. Not because the game isn't fun, but because the progression system stops giving you feedback. You're playing for the sake of playing, not for the sake of climbing something that keeps going.
Net Ease clearly saw this weakness and decided to fix it.
The New Tier Structure: Six Levels of Prestige
Let's talk about what actually changes. The new system replaces the simple Lord endpoint with a six-tier hierarchy that extends all the way to level 70.
Once you hit Lord status with a hero (the current ceiling), you don't stay there. Instead, you enter Count status. Then Colonel. Then Warrior. Then Elite. Then Guardian. And finally, Champion at the pinnacle.
This sounds simple on paper, but the psychological effect is significant. You're not just adding numbers. You're creating a visible status ladder. Everyone can see at a glance how far you've pushed each hero. Did you hit Warrior? Cool. Did you grind all the way to Champion? That means something now.
The level cap going from wherever it currently sits to 70 is also interesting because it's not arbitrary. Seventy feels like a real cap, a number you can aim for without it feeling impossible. It's ambitious enough to require serious playtime but achievable enough that dedicated players will actually get there.
Consider the math: if you're earning experience at the current rate and each new tier requires roughly the same XP threshold as jumping from one current level to the next, we're probably looking at 50-100+ hours of gameplay per hero to hit Champion. For players who main 2-3 heroes, that's a reasonable long-tail grind. For someone trying to push their entire roster to Champion? That's basically a second job. Intentional design.


Reaching the Champion tier in Marvel Rivals Season 6 is estimated to require 450 hours of gameplay, reflecting a significant long-term commitment. Estimated data.
The Reward Structure: Why This Grind Actually Feels Worth It
Here's where Season 6 gets clever. It's not just adding tiers for the sake of tiers. Every single tier jump comes with actual rewards.
We're talking about Dynamic Avatars. These aren't static profile pictures—they're animated, they move, they catch people's eyes when you're in the hero select screen. Units, the premium currency you can spend on cosmetics without dropping real money. Unstable Molecules, which appear to be a special currency for limited-edition cosmetics or battle pass items. Nameplates and nameplate frames to customize your display. Titles for your profile. Badges to prove you reached that milestone.
This is completely different from the current system where you get maybe one alternate avatar at Lord and then the rewards just stop. Now you're getting something tangible at every major milestone. Every time you hit a new tier, you unlock something visible, something that makes you feel like the time you spent was acknowledged.
Let's be specific about why this matters. Say you're grinding Count (the first tier after Lord). You know that when you hit it, you're getting a Dynamic Avatar. When you hit Colonel, you know you're getting Units. When you hit Warrior, there's a nameplate waiting. You're not playing in a vacuum. You're playing toward specific, visible rewards.
This creates what game designers call "satisfaction moments"—regular checkpoints where the game acknowledges your progress with something concrete. Without these moments, progression becomes abstract. With them, every session feels like progress toward something.
The Time Investment Reality: How Long Is This Really?
Let's talk about the elephant in the room: this is going to require time.
I don't have exact XP values yet, but based on how progression systems typically scale, here's what I expect. Getting from Lord to Count? Maybe 15-20 hours. Count to Colonel? Could be similar or slightly more. And each tier up could scale up a bit as you go. By the time you're grinding that last stretch to Champion, you might be looking at 25-30+ hours just to clear Guardian to Champion.
Multiply that across a roster of, say, five heroes you actually care about, and you're easily looking at 200-300+ hours of focused playtime to get multiple heroes to Champion. That's not something you're doing in a weekend. That's a season-long or even longer commitment.
But here's the thing: this isn't punishment. This is the entire point. The grind IS the content for some players. If you're the type who enjoys slowly optimizing your favorite hero, learning every matchup, and climbing the competitive ladder, having a progression system that rewards that playstyle is massive.
The question you need to ask yourself is simple: are you grinding for the rewards, or grinding because you enjoy the game and the rewards are nice bonuses? If it's the former, this might feel like a slog. If it's the latter, this is basically Christmas for you.
Dynamic Avatars: The Cosmetic Flex
Let's focus on one specific reward because it's genuinely cool: Dynamic Avatars.
Static profile pictures are from 2005. Everyone has them. They look fine. You glance at them and forget about them immediately. Dynamic avatars, though? Those catch attention. They move. They animate. When you're in the character select screen and your opponent sees your Dynamic Avatar next to your hero selection, it sends a message: "I've put in the time. I've pushed this hero."
In competitive multiplayer, cosmetics aren't just cosmetics. They're proof. They're status symbols. They tell other players something about your dedication without you saying a word.
By tying Dynamic Avatars to tier progression, Net Ease is creating what's called a "cosmetic ladder." The higher tier you reach, the more interesting and exclusive your avatar becomes. This incentivizes the grind for collectors and competitive players who want to show off what they've achieved.
The animation quality will matter too. A Dynamic Avatar that's just slightly moving versus one with full character animations and effects is the difference between "cool" and "actually impressive." Expect the Champion-tier avatars to be visually distinct enough that people will notice and want them.

The update increases the hero level cap from 50 to 70, introducing six new tiers to enhance progression. Estimated data based on typical game updates.
Units and Premium Currency: Free Cosmetics Through Grinding
This is the part that gets me excited: Units as progression rewards.
Units are the currency you spend on cosmetics and cosmetic bundles in Marvel Rivals. They're traditionally the premium currency, the one tied to the real money shop. But Season 6 is handing out Units as tier rewards.
How many? We don't know the exact amounts yet, but let's do some math. If hitting a new tier gives you 50-100 Units each, and you have six new tiers, that's anywhere from 300-600 Units just from the new tier progression. A typical cosmetic skin probably costs 500-1500 Units.
So theoretically, you could grind out a significant chunk of your roster's cosmetic progression through pure gameplay, without spending a dime on the store.
This is a pro-player move by Net Ease. It acknowledges that time is a valid currency. Players who can't spend money can still earn cosmetics through dedication. Players who do spend money can skip the grind. Everyone gets what they need.
It also creates an interesting dynamic where cosmetics become something you earn through skill and time investment, not just something you buy. There's something satisfying about wearing a skin you unlocked rather than one you bought.

Unstable Molecules: The Mystery Currency
Unstable Molecules is the wildcard here. This appears to be a limited-edition or special cosmetic currency, but we don't have full details yet on how it's used or what it unlocks.
Historically in games like this, special currencies are tied to seasonal or limited-time cosmetics. Stuff that rotates through the shop. Cosmetics that are exclusive for a period and then cycle out. Getting Unstable Molecules through progression means you can grab these limited items without timing-based FOMO pressuring you to spend cash.
This is another example of the same philosophy: reward time investment with currency. Over a season, if you're grinding heroes to Champion tier, you could accumulate enough Unstable Molecules to pick up 2-3 exclusive limited cosmetics without ever opening your wallet.
Once we see the full shop and what Unstable Molecules unlock, this reward type will become clearer, but the concept is solid.
Nameplates and Nameplate Frames: Identity Customization
Seems small, but let's appreciate the details. Nameplates and frames are your calling card in the game. When someone gets eliminated by you, they see your nameplate. When you're on a kill streak, your nameplate is featured. It's where customization meets functionality.
Tying nameplate variations to tier progression means your visual identity levels up as your hero does. You started with Lord status, so you had the standard nameplate. Now you're at Elite, so you've got an Elite-exclusive frame. Guardian? Fancy Guardian nameplate. It's a consistent, visible reminder of your progression.
These small cosmetics add up. By the time someone grinds a hero to Champion, they'll have a completely different visual identity than when they started. New avatar. New nameplate. New frame. New title. The whole package evolves.


The game introduces 6 new tiers above Lord status, increasing the total to 11, and raises the level cap from 60 to 70, providing more progression opportunities.
Titles and Badges: The Bragging Rights
Titles and badges are pure cosmetic status symbols. They don't affect gameplay. They don't make you better. But they announce to the world that you reached a specific milestone.
In multiplayer games, these are weirdly important. A player with a "Champion" badge next to their name carries different weight than someone without one. It signals to your team that you've put in the work. To the enemy, it's a warning.
Psychologically, titles and badges create what's called "prestige climbing." You're not just grinding numbers. You're working toward increasingly exclusive distinctions that fewer and fewer players will have. If only the top 5% of heroes reach Champion status, that title means something.
Net Ease could have just added more levels. Instead, they're adding identity markers at each checkpoint. That's attention to detail that keeps players invested.
The Psychological Hook: Why This Works
Let me explain what's actually happening here from a game design perspective, because it's worth understanding.
The current system has what's called a "flat reward curve." You level up, you get feedback, and then it stops. There's no reason to keep engaging because the milestone goal has been achieved.
The new system has what's called a "stacked reward curve." At each tier, you get multiple types of rewards: cosmetics, currency, visual identity items. None of these rewards is so massive that it carries the entire grind. But together, they create consistent positive feedback.
You're not grinding "just" for Dynamic Avatars. You're grinding for avatars AND units AND frames AND titles AND badges. Each individual reward might feel small, but the cumulative effect is powerful.
This is intentional game design. It's the same psychology that makes battle passes feel rewarding even if each individual reward is modest. Quantity of rewards matters as much as quality.
The other psychological element is status differentiation. Once this tier system is live, there will be a visible hierarchy in the community. New players hit Lord and feel accomplished. Veterans hit Champion and know they're in an exclusive club. This creates aspirational climbing where players see what's possible and want to achieve it.

The Grind Curve: Understanding Scaling
Progression systems can scale in different ways. Linear scaling means each level requires the same amount of XP. Exponential scaling means each level requires more. Some games do hybrid scaling where early levels are easy then it balloons later.
Based on typical game design, expect exponential scaling. Here's why: if every level required identical XP, then pushing from level 60 to 70 would feel exactly like pushing from 1 to 10, which breaks immersion. But if it scales exponentially, then the final stretch to Champion feels genuinely epic.
Let me propose a theoretical curve. Say reaching level 20 (Lord) requires 100 hours of playtime. Reaching level 40 might require 200 hours total (not 100 additional, but 200 total). Reaching Champion at 70 might require 400-500 hours total for a single hero.
For a main hero? Totally doable over a season or two. For your entire roster? You're looking at a year-plus of dedicated grinding. But that's the point. This creates long-tail engagement. Players will feel like they always have something to work toward.

Estimated data suggests that both reward variety and player engagement will increase significantly over the next few seasons, reflecting a deeper and more diverse progression system.
The Competitive Angle: What This Means for Ranked
Here's a question worth asking: does hero proficiency tier affect ranked matchmaking or MMR?
Based on how these systems typically work, probably not directly. Your competitive rank is likely separate from your hero proficiency. But here's where it gets interesting: players will use hero proficiency as a heuristic for skill assessment.
You're queuing into a match and see that the enemy has a Champion-tier hero on their roster. Your brain goes, "Okay, that player has invested serious time in that hero. They're probably dangerous with it." It becomes a behavioral signal.
This creates an interesting dynamic in ranked play. Experienced players will look at your tier and make snap judgments about what you're capable of. Play a Champion-tier hero and you're immediately marked as someone who's put in the work, whether you're on a good day or a bad day.
It's not a perfect system (a Champion-tier player having an off day is still an off day), but perception matters in online games.

Cosmetic Economy: How Free Players Compete
The important thing about the Units reward structure is this: it makes cosmetics feel earnable rather than purely purchasable.
In a lot of live-service games, cosmetics are purely shop items. You want them? Spend money. But Marvel Rivals is positioning itself differently. Time investment matters. You can earn cosmetics by grinding.
This has real player retention benefits. A free-to-play player who's grinding Units through hero progression feels like they're progressing economically, not just cosmetically. Every tier up that gives Units feels like getting paid in currency.
Over a full season, a dedicated grinder could earn enough Units to get 1-2 mid-tier skins without spending a cent. They might not have every skin, but they're not locked out entirely. That matters for keeping people engaged.
The Seasonal Angle: Does This Reset?
Here's an important question that'll probably get asked: does hero proficiency reset each season, or is it permanent?
Based on the language used, it sounds permanent. These aren't seasonal ranks that reset. These are permanent progression milestones on your heroes. You hit Champion with Spider-Man in Season 6? That title sticks with Spider-Man forever (or until the system changes).
This is actually huge for player psychology. Permanent progression creates what's called "sunk cost motivation." Once you've invested the time to hit Warrior, you're not going to play a different hero if you're close to Elite because you've already committed. The sunk time motivates further time investment.
Seasons might add new cosmetics you can earn through the tier system, new titles, new avatars. But the tier structure itself doesn't reset. That's a crucial distinction from seasonal competitive ranks.


Players can earn between 300 to 600 Units by progressing through six new tiers in Season 6, potentially unlocking cosmetics without spending real money. Estimated data.
Roster Management: Strategic Grinding
Now here's a fun strategic question: which heroes should you grind to Champion first?
The smart play is probably this: grind your main first. Get whatever reward you're most excited about. Then branch out to heroes you enjoy but don't main. Then hit your off-roles. The tier system incentivizes playing breadth, but most players will naturally gravitate toward depth (one or two mains) before breadth (full roster).
Net Ease probably designed it this way intentionally. They want you playing more heroes over time. The reward structure encourages it. But it doesn't punish you for having mains. You can still get everything with just your main if that's what you want. It just takes longer.
Some players will gamify this. They'll set goals like "Champion on one hero per season" or "Champion on every tank by the end of the year." Those are the players who'll stick around the longest because they're creating their own endgame content.
The Content Creator Angle: Why Streamers Are Hyped
Content creators are absolutely going to love this update. Here's why: progression content is easy to create.
A streamer can dedicate a season to grinding a hero to Champion. They're creating dozens of hours of content with a clear goal. Their audience gets invested in the journey. Will they hit Champion this stream? Next stream? The week after?
Meanwhile, the streamer is hitting those psychological reward moments regularly (new tier ups), which creates natural breakpoints for exciting moments. This is tailor-made for streaming.
You'll see a ton of "Grinding X Hero to Champion" series pop up once Season 6 launches. This update is basically designed to generate content. Every time someone hits a new tier, they're hitting a moment worth clipping.

Monetization Implications: What This Means for Player Spending
Here's a business observation: this system actually reduces pressure to spend money on cosmetics.
Instead of cosmetics being "buy or don't have them," they're now "earn slowly through grinding or buy to skip the grind." This is philosophically different. It acknowledges that some players prefer time investment and others prefer money investment.
Monetization stays optional instead of becoming mandatory. That keeps more of the player base happy and keeps more of the player base playing.
Does this hurt cosmetic sales? Maybe slightly. But it probably increases overall player retention, which is worth more long-term. A large active player base is more valuable than a smaller base spending more per capita.
Net Ease is clearly banking on this being true, and historically that math works out fine for games that do it.
Looking Ahead: The Future of Progression
Once this system launches, expect it to evolve. Developers will see which rewards people care about most. Do players grind harder for Dynamic Avatars or for currency? Do titles matter more than badges?
That data informs what gets added in Season 7, 8, and beyond. Maybe future seasons add cosmetic weapons or victory animation unlocks. Maybe they add prestige skins that are only available at certain tiers. Maybe they add hero-specific achievements.
The framework is flexible. Season 6 is the foundation, but it's absolutely not the ceiling for what's possible with this system.
I'd expect to see the reward variety increase over time. New cosmetic types get added. New currency types get introduced. The tiers become more visually distinct. The system gets deeper.

The Reality Check: Is This Actually Good?
Let me be honest about the downsides, because there are some.
First, this is a massive grind. If you're a casual player hoping to see all the rewards, you're probably not going to. You might hit Count or Colonel on your main before the next season starts. That's fine, but it's worth knowing what you're getting into.
Second, this creates a progression treadmill. Once you hit Champion on one hero, there's always another hero to push. Some players will feel like they never escape the grind. That can feel hollow if you're not enjoying the actual gameplay.
Third, it makes early-tier rewards feel less special. By the time you hit Champion, you've gotten 20+ individual rewards. The Count-tier avatar doesn't feel exciting anymore because you're drowning in cosmetics. This is a wealth problem, but it's worth mentioning.
Fourth, and this is speculative, but if the grind is too slow, it could feel unrewarding. If hitting Count takes 50 hours and feels arbitrary, players will churn. The rewards need to feel commensurate with time investment. If they don't, engagement plummets.
That said, the framework is sound. The psychology works. The rewards scale appropriately. This should be successful.
The Collection Factor: Cosmetic Completionists
For players who care about cosmetic completeness, this update is both great and slightly frustrating.
Great because you can now earn a significant portion of cosmetics through gameplay. Frustrating because you still probably won't get everything. There will be cosmetics that cost more Units than you can grind, or cosmetics that rotate out before you have enough Molecules.
Net Ease is walking a careful line here. They want to reward grinding, but they still want people to spend money on cosmetics. The balance seems reasonable: you can get enough free cosmetics to feel satisfied, but not so many that buying cosmetics feels pointless.
This is the eternal challenge of free-to-play cosmetic design. Marvel Rivals seems to be handling it well.

The Social Element: Community Tier Flexing
Once tiers go live, you're going to see incredible variation in hero progression across the player base.
Some players will have their main at Champion. Others will have their entire roster at Lord. Others will have a few heroes at high tiers and the rest untouched. This visible variation creates a kind of fascinating social hierarchy.
You're going to see players with Champion badges on every single hero. Those are the people who've basically said "I've invested 500+ hours into this game specifically to unlock cosmetics." That's a different kind of power symbol than mechanical skill.
In competitive games, status symbols matter. They influence how opponents perceive you, how teammates trust you, how much respect you get. This tier system creates new status symbols.
It's not better than actual skill, but it's visible proof of commitment, which is its own kind of status.
Integration With Battle Pass: How They Stack
The seasonal battle pass is separate from hero proficiency tiers. They operate independently. You earn cosmetics from the battle pass on a separate track, and you earn cosmetics from hero grinding on another track.
This is actually smart design because it gives players multiple paths to cosmetics. You're not funneled into one grinding system. You can focus on battle pass if that appeals to you, or hero tiers if that appeals to you, or both.
The cumulative effect is that there are a lot of cosmetics to earn. Some people will hit both tracks. Others will focus on one. Both types of players stay engaged.
Diverse reward paths prevent the system from feeling too restrictive.

Final Thoughts: The Grind Is the Content
At the end of the day, Season 6's proficiency update works because it acknowledges a simple truth: for many players, the grind is the content.
You're not playing Marvel Rivals just for the 10-minute matches. You're playing for the progression. You're playing to climb something. You're playing to unlock something. That's where the long-term engagement lives.
By extending the progression system and loading it with rewards, Net Ease is saying, "We see you. We're going to give you something to work toward." That simple acknowledgment keeps people logged in.
Will you grind every hero to Champion? Probably not. But you'll grind your main. And maybe your favorite off-role. And maybe that broken hero everyone's complaining about. Before you know it, you've got three or four heroes at high tiers and you're feeling the dopamine hit.
That's how these systems work. They're designed to keep you engaged through regular reward checkpoints and escalating challenges. Season 6 nails this formula.
FAQ
What is the new Hero Proficiency system in Marvel Rivals Season 6?
The Hero Proficiency system is an expanded progression framework that extends beyond the current Lord status. It introduces six new tiers (Count, Colonel, Warrior, Elite, Guardian, and Champion) and pushes the level cap to 70, giving players significantly more progression goals to work toward with corresponding cosmetic and currency rewards at each tier checkpoint.
How do I unlock the new tiers in Season 6?
You unlock new tiers the same way you currently gain experience: by playing matches with specific heroes. Once you reach Lord status with a hero, you'll continue accumulating experience toward Count, then Colonel, and so on. The experience requirements scale as you progress, with later tiers requiring substantially more playtime than earlier ones.
What rewards do you get for reaching new Hero Proficiency tiers?
Each tier grants multiple rewards including Dynamic Avatars (animated profile pictures), Units (premium currency for cosmetics), Unstable Molecules (special seasonal currency), nameplates and nameplate frames, titles, and badges. The specific rewards vary by tier, but you're guaranteed to receive meaningful cosmetics and currency at each checkpoint.
Can you reset your hero proficiency tiers each season?
Based on available information, hero proficiency appears to be permanent rather than seasonal. Once you reach a tier with a hero, that progression sticks, though you can continue grinding beyond that tier. This encourages long-term engagement and prevents losing progress between seasons.
How long does it take to reach Champion tier with a single hero?
Estimates suggest reaching Champion (level 70) could require 400-500+ hours of gameplay for a single hero, depending on XP scaling and quest completion. This is meant to be a long-tail grind achieved over multiple seasons rather than a single season objective for most players.
Do hero proficiency tiers affect competitive ranking or matchmaking?
No, hero proficiency tiers are separate from competitive rank and shouldn't directly impact matchmaking. However, players often use visible tier levels as an informal skill indicator, so reaching high tiers can influence how opponents perceive your hero mastery before matches begin.
Can you earn enough free cosmetics to avoid spending money on the cosmetics store?
Yes, grinding hero proficiency tiers and earning Units through progression allows free-to-play players to purchase cosmetics without spending real money. However, you won't earn enough Units to purchase everything available in the shop, only a meaningful portion if you grind consistently throughout the season.
Are the new tiers available for heroes released after Season 6?
All heroes, whether released in Season 6 or later, will have access to the full tier system from their release date. This ensures no hero feels behind in progression mechanics and gives players equal grind potential across the entire roster.
What happens if you main multiple heroes—can you manage grinding multiple heroes at once?
Absolutely. Many players will naturally progress multiple heroes over time. You can focus on one main hero until Champion, then shift focus to secondary heroes. The system is designed to accommodate both single-hero mains and players who enjoy roster variety.
Will the proficiency tier system receive updates in future seasons?
Very likely. Based on typical live-service patterns, Net Ease will probably introduce new cosmetics, rewards, and potentially additional tiers in future seasons. The system's foundation is solid enough to evolve without complete overhauls.

What Makes Season 6's Update Feel Different
It's worth stepping back and appreciating what Net Ease actually pulled off here. They took a problem—ending progression at Lord status—and solved it not with a simple "we added more levels" but with a comprehensive system that touches everything.
New cosmetics. New currency types. New identity markers. New visual distinctions. All stacked together into a progression experience that keeps rewarding you for hundreds of hours instead of dozens.
That's the difference between a content update and a system overhaul. Season 6 is the latter. It's the kind of update that players will be grinding for 6-12 months from now, not just 2-3 weeks.
So yeah, I'm going to be grinding every single hero. Probably not to Champion on everyone—I'm not made of time. But I'll get my main there. I'll push my off-roles to high tiers. And I'll feel that progression weight every step of the way.
That's the whole point.
Key Takeaways
- Season 6 introduces six new proficiency tiers (Count through Champion) above Lord status with level cap extending to 70, creating 400-500+ hours of long-tail grinding per hero
- Reward structure includes Dynamic Avatars, Units currency, Unstable Molecules, nameplates, titles, and badges distributed across tier progression checkpoints
- System creates visible status hierarchy in community while making cosmetics earnable through gameplay, reducing mandatory spending pressure
- Psychological design delivers regular reward moments preventing progression plateau and maintaining engagement throughout season
- Time investment becomes valid currency for cosmetics, benefiting free-to-play players while preserving monetization opportunities
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