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  1. Echo farming/building can be very demoralizing. It needs a rework!!
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  3. Feedback: Echo farming/building can be very demoralizing. It needs a rework.
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  5. Category: Gameplay
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  7. Description/Details: In my opinion, there are a lot of issues when it comes to Resonator building. It currently takes too long to build one resonator to a decent level. Please take note that I am not even referring to min maxing. It just saps the fun in pulling for a new resonator when you know that you will be able to bring them at a decent level within a month of pulling them. The only way you could probably circumvent this issue is by pre-farming materials, exp, echoes and what not. Now I am not here to talk about skill materials or ascension materials or Resonator Exp. Those are not the biggest offenders. The biggest problem in resonator building are Echoes and everything related to it. You know the winning conditions to be able to stop farming but there's a huge lack of player agency to be able to satisfy those winning conditions. The whole thing can sometimes feel like there’s no light at the end of the tunnel.
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  11. Problem 1) Malleable Elite Echoes boxes are unnecessarily cumbersome:
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  13. We didn't need to have 2 types of Malleable Elite Echo boxes. The biggest problems I have with the Malleable Echo boxes is that they are only given out in special events and that the Elite Echo boxes are sometimes unhelpful. For example, if I was lucky enough to get a Molten Rift Havoc Dreadmane with Fusion Damage Bonus main stat and really good substats, the Malleable Elite Class Echo II box is now useless to me. A reward that I got from the event.
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  15. Suggested Solution:
  16. Merge all the Elite boxes into just one. Let the player decide what Elite, Set and Main Stat they can get from them. Don't shoehorn some inconvenient mechanic that renders them unnecessarily unhelpful if they for some reason already have 1 of the Elite Echoes built. The random boxes can stay as is.
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  20. Problem 2) Farming Echoes in the Overworld/Tacet Field feels unrewarding:
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  22. Unlike farming for Skill materials or Ascension material where you actually say how long you need to farm for them, Echo farming, on the other hand, can feel like there could be no light at the end of the tunnel. You can go on for days burning 240 waveplates and not getting the specific Echo, Set and Main stat that you need. The same can be said when farming the echoes in the overworld. It's so demoralizing how many nodes of echo spawn you can go to and you keep getting things that you don't need. The weighting on the off set and off stat is TOO MUCH.
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  24. Suggested Solution:
  25. Make echoes that you defeat in instanced dungeon and the Overworld, drop Echo Fragments. In addition to this, make Tacet Field drop a set amount of Echo fragments as well. Depending on the Tier of enemy you defeated, the more Echo fragments may drop. For example
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  27. Common: drops 1-2 Fragment
  28. Elite: 3-5
  29. Overlord: 12-15
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  31. These fragments then can be used to get ANY specific Echo, the specific set it and the main stat it supports. Below are examples of Echo fragment needed to get specific classes of Echoes.
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  33. Common: 10 fragments
  34. Elite: 20 fragments
  35. Overlord: 45
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  37. These are all just examples to illustrate the suggested system. You may implement a daily cap the number of fragments you can earn from enemy drops like it is on materials/boxes. Giving players a way to at least guarantee that they will be getting the desired Echo, Set and Main Stat, that they want on a daily basis can greatly improve the overall experience.
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  41. Problem 3) Data Merging is too diluted and is too RNG to even be useful
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  43. Due to the recent additions of new echoes, the echo pool has been greatly diluted. This greatly impacts new players who needed specific sets. When Huanglong was the only region, it was relatively easier to get the set that you need. However, the stat is still very RNG.
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  45. Suggested Solution:
  46. I suggest completely scrap this. Replace it with a system that we can use to deconstruct unwanted echoes and acquire currency that we can use on a shop that refreshes bi-weekly to buy more Echo EXP, tuners and Echo fragments.
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  48. It would also be nice if the shop would also include non Echo related materials such as Resonator EXP, materials and, dare I ask, a few Weekly Skill Upgrade materials(Sentinel’s Dagger, Netherworld's Stare, etc). This makes it so that it slightly supports other aspects of Resonator building as well and not just something that is limited to Echoes only.
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  52. Problem 4) Echo EXP and Tuners from Tacet Field feel inadequate
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  54. Tacet Field is far too expensive compared to other waveplate activities yet can yield very poor growth. 3-4 gold tubes and 4 purple tubes, 2 rolls per 60 plate is not enough. Add that on top of the problem stated in #2, this waveplate activity serves nothing but to be an endless waveplate sinkhole if RNG is not on your side. Some people will get lucky with their rolls and be able to get a decent cope echo that has a Crit rate stat and 1-2 usable attack stat. However, there are going to be others that won't be so lucky and would require more time because the HP and DEF stat are heavily weighted over every other stats.
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  56. Another result of the very scarce resources is that it makes people just stick to a META instead of having fun and exploring fun compositions. A lot of times, people ignore decent characters like Chixia. The main reason they do so is that they just can’t risk setting their account back and instead wanted to just raise the more popular 5 star META resonators.
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  58. Suggestions:
  59. Double the current Echo EXP rewards per run. Triple the current Tuner rewards. Another alternative would be adjusting the Echo EXP curve and reduce the EXP requirements in general. Tuner rewards still have to be tripled. There is a severe lack of this resource.
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  63. Problem 5) Current echo recycling wastes too much resources for very random returns
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  65. Usually, people tend to only roll for echoes at 1 or 2 substats to make sure they don’t waste too much tuners on a bad roll. However, this becomes a problem when your echo rolls failed at +15 to +25. You lose a huge chunk of EXP and tuners as you’re most likely not going to get anything useful when you feed the failed echo to a new one.
  66. Suggestion:
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  68. I suggest implementing some sort of Echo synthesis system to transfer and rerolling of the substat values. The system should not involve any more tuners or exp tubes to minimize waste.
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  70. How it works:
  71. -The operation will consist of 2-3 echoes
  72. -The Main Echo will be the recipient of the rerolled stats. It will not change it’s set type, main stat or level, upon receiving the rerolled sub stats.
  73. -The Donor Echoes can be any echoes of any type of any set. Meaning that if your Main Echo is a common echo, it can receive substats from an Overlord or an Elite type donor echo.
  74. -The number of substat lines that can be transferred to the Main Echo still adheres to how many stat lines it has on a specific level
  75. -The Main Echo cannot have an empty stat line. This means that if your Main Echo is level 15, it must have 3 lines of stats rolled in order to be used in this system.
  76. -Number of Substat copies increases the chances of the substat being transferred For example, using 2 copies of the desired substat has a 75% chance of success to transfer. Using 3 copies gives you a 95% chance of success.
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  78.  
  79. -Number of Substat line transferred lowers the success rate of transferring the individual desired substats. Assuming there are three copies of substats. Each line of substats you wish to transfer reduces the success rate of transferring each individual substat by 15%.
  80. 1 Line – 95%
  81. 2 Line – 80%
  82. 3 Line – 65%
  83. 4 Line – 50%
  84. 5 Line – 35%
  85. -The chances of a substat being transferred are still affected by the number of copies. This means that if one particular substat only has 2 copies, then it lowers its success rate to transfer even further.
  86. -When a substat is transferred, the substat’s values are rerrolled. They cannot roll below or above the value of the Main Echo or the Donor Echo’s substat value. For example, if the lowest value of the substat was 7.5% and the highest was 8.7%. This means that the result of the rerolled value will not be below 7.5% or higher than 8.7%.
  87. -In the advent of a substat failing to transfer, the line will either be removed resulting in the Main Echo missing a line of substat, or rerolled into a random stat. If the latter happens, there is still a chance it will roll the same substat but the values will be completely randomized. This means that it can have a value that was lower or higher than whatever the Main Echo or Donor Echo had.
  88. -If a line of substat was lost, the player can choose to reroll the line with a Tuner
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