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  1. Ok here goes. I'm going to try to cover everything, or close to everything, so I'll start with what you might see first when you load up the game and slowly go through each screen. Many of these things aren't significantly important but I figured I should try to write up as comprehensive a review as possible. Also keep in mind this is mostly from my time in 1.4 and may not account for some of the latest changes. I've tried to check what I could and update any bits to take the latest patch in to account but I'm sure I've overlooked some things.
  2.  
  3. First impression/title screen/music
  4. The initial login is fine. No issues here. One thing I did read in a Play Store comment that made sense to me is that I think the current music in the game takes away from its appeal. Personally, I don't usually play with any sound as it doesn't suit the environment I play in and thus it doesn't bother me much but I can understand how the classical music choices do feel a bit... generic... to other users. They don't give any sense of battle, adventure, fantasy, magic, and so forth. This is very true during battles but also applies to simply idling on the "Home" screen. Music that sounds suited to being played in a library doesn't feel at home with your group of heroes sitting by a campfire. I'm not sure if this is something developed internally or taken from a freely available source but at the moment it feels a little cheap. I'd almost prefer not having any music at all, personally. Don't get me wrong - I totally understand that developing an original track is not an easy (or cheap) task but it's something to consider. It only takes 1 or 2 catchy/unique/fun tracks to make a huge difference to the first impression/overall feel of a game.
  5.  
  6. Home Tab
  7. I really like that this shows your team just sitting around a fire chatting. A nice touch! I think it'll be even nicer with skins as it gives you a chance to appreciate them. Would be cool if this could have some different visuals to rotate through (daytime/different locations/etc.) but it's fine as it is.
  8.  
  9. Top-left Profile/Settings
  10. Pretty basic information/options at the moment but all seems reasonable. Nothing immediately stands out here.
  11.  
  12. Silver
  13. Gain from expeditions seems good (especially with upcoming timed buffs). When you first start the game some things can seem very expensive (gear to 50, gems to 20) but it becomes reasonable enough later on while still feeling like you always need more. The Purchase Silver gold cost seem OK to me also. Always available but at worse value than some alternatives; this is good.
  14.  
  15. Gold
  16. Gold gain in the game in general seems well balanced and comes in at a good pace through story/expedition progress, PvP, and dailies. I think the gold costs for real money are too high and not an appealing way to attract players to spend money on the game. Where I live (Australia), it's $155 (~$110 USD) to get the ~7500 gold pack which is equivalent to about 25 summons. That seems very expensive given that the summon rate isn't very high as-is. I recently went through more summons than this and didn't get a single 5-star so this pack is like saying if you pay $110 USD you might not even get a single 5-star. Given how easy some other methods of obtaining 5-stars are, this seems like an incredibly high price. In short, gold gain through playing is fine but gold gain for real life money seems so unappealing that it would likely be very rarely purchased. I'm not saying this because I'm afraid to spend money but there is a point where some purchases are such bad value that it is rare for players to ever purchase them.
  17.  
  18. Summon Stones
  19. Compared to other gachas, it seems like you get very few chances to summon in this and that removes a lot of the addictive appeal of a gacha game. 4500 gold doesn't seem too bad for 100 stones but for an upcoming player they will be spending all their gold on skill scrolls, gear, silver, etc. and the thought of having to save up so much just for ~16 attempts at summoning that may give 1x5-star at the most isn't greatly appealing. For an established player, earning gold through playing is much slower once all content is cleared and forces you to rely almost entirely on arena rewards. While I'm happy to spend some money and have bought both monthly Summoner Bundles so far (which are... ok... value, but not amazing - I bought them mostly to support you guys), I am scared that when new powerful heroes come out there won't be any reasonable way to obtain them other than saving up weeks of arena and hoping for good luck.
  20. This is also a problem with Limit Breaking as it is near-impossible to limit break the gacha heroes and thus makes all the farmable heroes better on average. Maybe this could be improved by adding a cheaper type of summon (like basic scrolls in other games) that let you roll for units that are, at most, 3-star or 4-star. This could be either with a new currency or maybe even with silver? It'd give players some more lottery to look forward to and allow us to explore characters that are largely inaccessible now such as Val, Camilla, and Durlam. It'd also give newer players another way to get their first 5-stars before being able to farm higher expeditions. Ideally I'd hope for an overhaul to this whole system but these could be some areas to start with.
  21.  
  22. As a small side note, it might be worth considering making the first pull random and not always Aerlie. I've seen quite a few players confused by this and, as rerolling is common in all gacha games, it might give the impression that these summons aren't entirely random (even though we know they are after the first). If changing this goes against design decisions, maybe have some notification indicating that the first summon is intended to always be Aerlie?
  23.  
  24. Stamina
  25. I think stamina is good at the moment! The 10 hour royal supply windows were a great improvement and I think it gives plenty of stamina to work with each day, especially once you've made some progress. My one comment here is that it would be nice if there were some way for us to quickly spend stamina on those days where we don't have much time to play or feel like we can't use it up before the next supply window. There were some suggestions in the main chat of auto-running or auto-completing stages you've already 3-star'ed. I think this or a similar system would be nice depending on how much work it is to implement. At the moment I can burn stamina with some low level Hard stages but it doesn't feel very good/rewarding.
  26.  
  27. Arena Attempts
  28. These seem good also. I would like more of a ranking/MMR system in arena rather than simply a question of who wants to buy the most attempts but I'll talk about that in another section.
  29.  
  30. Titles
  31. These show in chat which is nice (though I think still a little broken? mine doesn't show the right icon). I've had the highest title, Holy Knight, since before this latest patch and there still seems to be a problem with the promotion bonus selection (it gives you 3x 5-star hero options but you can't take any of them). Not a big deal. This is neither good nor bad in its current state but the earlier rank rewards certainly seemed to be minor compared to the effort required to obtain them. It would be nice if the titles did something else for you (maybe a higher stamina cap or similar?). This is a minor thing, though.
  32.  
  33. Log-in Bonus
  34. I think this could be improved to be more appealing. Maybe if it was changed to a 30 day cycle over a 10 day cycle, add in some hero summons (5-star after 30 days etc.), a few more summoning stones, remove useless rewards like Warrior's Badges. Maybe add in the unobtainable zodiac gems such as the one that was available in the starting out event. At the moment this isn't really an incentive to log on each day.
  35.  
  36. Dailies
  37. I noticed the Crowning Success rewards were improved in the latest patch and, because these buffs scale based on your expedition progress, they are always useful. This brings me to a point that I think is a problem with a lot of things - scaling. Almost all of the other rewards for the Daily Quests are meaningless when you are further along and become tedious to do each day. Clearing Hard Campaigns, Clearing Bonus Runs (except on silver days, more on that later), upgrading a hero, and upgrading a gear are all things I don't have any desire to do each day but I do them just to fulfill these. Exp Fruit(S) are so minor as to be useless and 10000-20000 silver is next to nothing. The arena coins and refine essence are OK.
  38.  
  39. Maybe if these could scale based on character level (40 = exp fruit (M), 60 = exp fruit (L) for instance) they would be more appealing. The upgrade/recruit dailies are... OK... but perhaps the 3x Hard stages could be replaced with some number of paralogues (5 if you wanted to force the same stamina cost). Most players will be farming paralogues daily for skills instead of hard levels for 1 or 2 hero tokens and the rare hero shard. End of the day(heh), I think good design for daily quests is to reward you for spending time playing the game as you'd normally want to each day which consequently encourages an active userbase. Dailies shouldn't force you to do activities that you don't want to do as this discourages an active userbase. Feeling like I have to do quests each day that are not my usual activities makes me less inclined to play, not more, which is the point of having such rewards.
  40.  
  41. Events
  42. As has already been discussed in the main channels, more events on rotation would help a great deal to improve interest/longetivity of the game. I know you're working on this already, though, so I won't say any more for now, :).
  43.  
  44. Royal Supplies - Seems OK though the spending gold for silver part of this is pointless. At close to level 80 (with the silver scaling with level), it costs 50 gold for 53777 silver. I think this is the worst gold:silver pricing in the entire game and this is for a 2x-per-day event that should be rewarding you for taking part, not offering you overpriced silver.
  45.  
  46. Monthly Bundles - The Summoner Bundle is reasonable (maybe ever so slightly expensive but it's OK). Every other package seems hugely overpriced and are not appealing purchases. This is the same thing that was said in the main channel on the day they were released. Paying the same cost as 77 summon stones for 60 hero's badges? Huh? This lets you upgrade one unit to 4-star. That's nothing for such a cost. Obviously you need ways to make money and that's totally understandable but none of these bundles are even slightly appealing. Other than tricking the occasional new player, I think these packages do nothing but prevent potential income by offering such small rewards for the cost.
  47.  
  48. Promo Packs - Other than the Novice Pack which is fine and has summon stones (common theme here), all the other packs are incredibly overpriced and not worth purchasing. They are again new player traps. As they're once-offs, I think the rewards could be increased by a LOT to make them more appealing. For instance, I really don't see any issue with making the Skills packs become 3x Level 3 (or even level 2) skills for 600 gold (or 1000 gold or something). This might give you a boost for a single hero but you'll still need to pay the usual cost for any future heroes. These packs should be a boost and something that you look forward to being able to afford, not some clear waste of gold.
  49.  
  50. Market
  51. Mostly OK with a few specific comments.
  52.  
  53. Hero Tokens - These are fine and I think both the silver and gold costs are good. They give you some nice ways to build up 5-star heroes (especially Fiona/Jamie/Linna) and also reward you for logging in more often and taking advantage of the free market restocks.
  54.  
  55. Skill Scrolls - Fine also, I think. 360-540k for level 2 skills, 600-900 gold for level 3 skills seems reasonable.
  56.  
  57. Miscellaneous Items - Warrior and Hero badges seem incredibly overpriced. To upgrade a 3-star hero to 4-star requires 300 warrior badges. This is equivalent to something like 5 million silver if you buy them from the market. That's insane. The gold costs are even worse. Similar comments regarding Exp Fruit. 63 gold for 5x Exp Fruit (M) is a huge price for something that only puts a tiny dent on hero levelling. It's something like 27000 Exp Fruit (M) to get a hero to level 50. At 63 gold for 5 that's 34000 gold to get a single hero to level 50 from those fruit. This pricing is so far from reasonable, they just take up dead space in the market slots. Luckily we can get lots of fruit from expos but that again begs the question why they are so expensive in the market? Silver costing is OK and the 450,000 silver for 220 gold is one of the better prices in the game. The new Song items in 1.5 seem too pricey to me also but it's hard to say right now. They might be more reasonable at half the price.
  58.  
  59. Mailbox
  60. Not much to say. Would be nice if we could mail other players but it's not important.
  61.  
  62. Chat
  63. A nice simple start to more social systems in the game. The Spar option is AMAZING, especially being able to fight yourself. It's such a great system for testing team compositions or skills in general without being scared of losing arena attempts or stamina. This is one of my favourite things from the last patch and a really, really, great addition. Would love to see this expanded with some more testing options (e.g. invincible teams to test damage over longer periods or simply having training dummy type targets) but it's already really nice.
  64.  
  65. Summon Tab
  66. The overall summoning rates, rotations, etc. all seem like a reasonable start. It'd be nice to have some more banners with different heroes having improved drop rates but it's not too bad at the moment. My main problem with this is the difficulty in obtaining chances to summon. I discussed this above under Summon Stones but being given only a single summon every 10 days from the log-in bonus seems very low compared to other games.
  67.  
  68. Riftstone Shop
  69. Honestly, I think the pricing here is OK. The problem is not that the pricing is bad but that summoning is so hard that it's too difficult to obtain riftstones. It's 2000 riftstones to get a 5-star hero that's much more easily obtained from arena or 1800 riftstones to get a random 5* hero which is more appealing but still very hard to obtain. 1800 riftstones is 180 summons which is about 48600 gold if you're buying the 100 stone packs (best value). Buying the best value gold (Chestful of Gold(L)) for $110 giving 7500 gold each time will cost you roughly $710 USD to have ONE attempt at a RANDOM 5-star summon. I mean... that's not even close to reasonable.
  70.  
  71. Battle Tab
  72.  
  73. Campaign
  74. I think all of this is fine. Progress is well paced and Hard is challenging enough. The summon stone, gold, gear, hero, and talent rewards are all satisfying and I think they come at times that make sense to help new players progress. No major issues.
  75.  
  76. Expedition
  77. A few small things first to get them out of the way and then on to the big topic.
  78.  
  79. It would be nice if Exp Fruit (L) could be added to the Boot/Bow/Spear expeditions. I understand that these expeditions have extra cores/gems but they are largely useless at the moment (more on this later) and this results in players feeling obligated to only send their teams on the body/hat expeditions to get enough fruit to level up their heroes.
  80.  
  81. Pathing issues on 4-xxx and 5-xxx still cause a lot of random hero deaths from aggro loss which is quite frustrating at higher expeditions and forces a lot of unncessary restarts.
  82.  
  83. Ok, with those done, here is where I think is the largest problem with balance in the game at the moment and it all comes down to one single thing - healers. This has been talked about a lot in the main channel and an attempt was made last patch to make this less of an issue with Even Ground but it was largely ineffective. I did have some success using 2 sages with Even Ground but it still came down to a lot of luck hoping for the ultimate casts to be timed well. In higher 4-xxx or 5-xxx expeditions it's likely impossible to achieve this with how long it would take to kill a healer. In contrast, the nerf to barriers in 2-xxx was really good. The addition of the barrier health bar, barrier decay, and anti-barrier all combine to create fun and reasonable counters to barriers while keeping them as a strong tool in both PvP and PvE. Great job with these. Healers, however, are just silly in expeditions.
  84.  
  85. I know it was said earlier that progress past 5-100 wasn't expected but I don't think that is an excuse for having heals scale as crazily as they do. At 5-143 where I am currently testing, the healers' normal auto-attack orb heal is >70000. That's so high it means that any strategy other than 1 hit kills or 100% healing prevention isn't even worth thinking about and makes EVERY damaging skill useless (with an exception I'll discuss later), especially combined with incredibly high enemy resistance/defense scaling which can reduce even criticals from your heroes to less than 100 damage. Hit for 100, hit for 100, hit for 40, enemy heals for 70000. Yeah, that's not balanced, and it really doesn't feel fun as a player trying to make progress when you come up against these actually impossible barriers. With a team of 10xLB heroes with all of the best gear in the game set up optimally you still couldn't even put a scratch on this. I understand that there might be a desire to prevent high expedition progress so that players don't burn out but having these impassable barriers is worse than letting the average player slowly climb to x-300 and then having to wait for new content. Games should be fun and it's not fun to feel that a game is unfair.
  86.  
  87. So, how are we progressing to x-300? Judgement. Judgement is unique because a) it isn't made useless by enemy defenses, b) it scales with enemy power, c) it has a theoretical infinite cap of damage if you are able to build properly around utilizing it and building up charge at a fast rate. I do think it's too powerful in its current form but I also think it would be a very bad move to nerf it without providing alternate ways forward. As above, it just isn't fun to know there is nothing you can do to make progress. As a side note to this, I think the Judgement tactic has actually been weakened a lot with the latest Block Barrier change. It's now much harder to keep your tank alive without defensive skills and enemy damage will most likely be a new roadblock to progress so this tactic will likely go away in the next patch.
  88.  
  89. What would I suggest as fixes?
  90. a) Battle Fatigue. I originally brought this up in the main channel some weeks ago and I believe Zheng has also mentioned that the idea is being looked at but I still think a system like this is the best answer to many PvE problems AND PvP problems. It removes stalemates, is flavourful, and simply makes sense. The idea is that BOTH sides will weaken as the battle goes on. Their defenses (evade/def/res) will drop (to simulate getting tired) and eventually one team will come out victorious by merit of having a better balance of defense/offence. Theoretically this should mean that after enough time the enemy healers have such a low defense that if your team is strong enough they can kill them with a few quick hits, an armageddon blast, whatever. And, as this affects BOTH sides it certainly wouldn't guarantee inevitable success for the player, especially those players that focus overly on defense. This fatigue could be slow or fast, it doesn't matter too much. The point is that it HAPPENS and that creates inevitability and a win or a loss. And the loss can then be assessed and your team can be modified to try to do better next time. This could also help PvP stalemates and might allow us to have a more fair battle timer of, say, 10-15 minutes.
  91.  
  92. b) Improve Even Ground to have the potential of 100% uptime, perhaps requiring 2 sages and a tactic that only casts if it's not active already. This would also make Boff better than he currently is as a defensive caster as I mentioned in the main channels the other week. I don't think this is overpowered as it's still an expensive cost to dedicate 2 ultimates to stopping healing but it at least gives some hope of slowly progressing past healer stages. Any solution that gives healers even half a second to auto-attack heal doesn't work as they'll instantly heal to full.
  93.  
  94. c) Reduce enemy scaling so that their values aren't as overboard as they are now. This would apply to both enemy defenses (def/res, especially res on healers) and the huge scaling of heals. I mentioned before that autoattack heals are 70000 at x-143. They're close to 650000 at x-290+. That's so far removed from any kind of numbers our heroes can reach. As above, it's not fun to see and it's not fun to play or try to strategize against.
  95.  
  96. d) Never have more than a single healer in expedition stages. I don't like this and think it's the worst of these solutions as it remove flavour and variety but the problem is that healers (even 2 of them) can make each other essentially immune with auto-attacks. If you only have 1 healer then you should be able to focus on it and eventually kill it, giving a chance at completing stages.
  97.  
  98. e) Any other solution that significantly weakens enemy healers. The above are just immediate thoughts off the top of my head but the main point is HEALERS need a huge nerf. It would be tough, tedious, and maybe a bit annoying to have to slowly chip through a stage at 50-100 damage a hit but at least it would be possible. Having impassable barriers due purely to healers is not good.
  99.  
  100. Paralogue
  101. These seem fine. The first clear bonus gold is nice and they're quick and easy stages that have worthwhile rewards at fair drop rates for a reasonable stamina cost. It would be nice if we could set something like "Keep attempting until out of stamina" or "Keep attempting until xxx item drops" to automate using up excess stamina some more. This is what I do most days but it's a bit tedious to just click, wait, click, wait, etc.
  102.  
  103. Bonus Run
  104. These could very much use a revamp and feel meaningless at the moment. The highest Silver run is the best gold:silver ratio in the game so feels reasonably rewarding but the stardust and exp fruit (M, despite the L icon) runs just feel like another tedious daily task to go through. Maybe some quick/easy fixes could be to make the exp fruit stage drop L fruit at higher levels and perhaps a chance at something else like 1, 5, or 10 Hero's Badges (both related to hero progress and some randomness makes it a bit more exciting) and to make the stardust stage have a chance at dropping Refine Essence at the same 1, 5, 10 chances or maybe even Riftstones? Anything to make it feel appealing to run these every day, especially as we only have 5 battle modes and this is an entire mode with little reward.
  105.  
  106. Arena
  107. The def team locking/changes were great and really open up the ability to experiment more in PvE content without feeling like you're always risking your defense. Rewards here are very good and probably the best overall rewards in the game. I think the E->SSS weekly ranking system is nice and allows a large amount of players to feel like they can get well rewarded for participating. The 3 daily refreshes, enemy team previewing, extra points for revenge, and so forth. This is all good stuff. Where arena falls down, I think, is in the ranking.
  108.  
  109. Ranking/Standing
  110. At the moment it's purely a question of how many arena attempts you want to dump gold in to. As long as you're winning most of your battles (which isn't hard with a strong team if you pick weak enemies), you can almost guarantee a #1 spot if you were to buy the maximum number of attempts every day, even if you don't fight a single battle with the top 10 or 20 strongest teams. That doesn't seem like a fair or accurate ranking to me. This incentivizes players (myself included) to avoid challenging any risky opponents and to instead pick on weaker players for guaranteed progress/points. This isn't very fair for these weaker players and doesn't give much of a sense of a true ranking or any ability to catch-up to the top positions without dumping a bunch of money on attempts each week.
  111.  
  112. As with many other gacha games that have PvP, ranking should be handled by some sort of MMR system where you gain more points for defeating higher ranked opponents and they lose points. Hand-in-hand with this, opponents should gain points when they successfully defend against other players. Buying arena attempts is still useful and perhaps even more enticing as it gives you more opportunities to gain points each day but it still means you can't just pick on weak opponents all the way to the #1 spot.
  113.  
  114. I'd write something here about PvP balance but I think the new patch looks hopeful in this regard. I've been able to successfully test defensive teams beating the current typical offence-focused team. This seems very promising. The only note I'll add, which we've discussed before, is to add something like Taunt also taunting shadow rush/light arrow to prevent sages from being instantly killed. This shouldn't be overpowered as you can't have 100% taunt uptime anymore and it'll at least give some strategic options to keep your weak back-line alive.
  115.  
  116. Arena Shop
  117. The cost of 5* hero shards and skills here is OK, I think, but the weapon/armor shards are WAY overpriced. 5 shards are 1000 arena coins and you need 30 to make ONE piece of equipment. That's 6000 arena coins for a single piece of yellow equipment. I'm really curious where these prices came from. For reference, if you maintain a #1 arena spot for the entire week, every single day and at the end (keeping in mind this will cost a lot of gold for arena attempts), and collect all your tier rewards etc. the absolutely maximum coins you can obtain in that week is 4790. That's about 80% of a single piece of equipment. For being the top ranked arena player. For an entire week. Meanwhile you can get about 5 pieces with a maxed 1-xxx expedition over 12 hours or something like 16 pieces with a maxed 4-xxx expedition over 12 hours. Why it would take a week at absolute top tier performance in arena to not even get a single piece is very confusing.
  118.  
  119. Barracks Tab
  120. Most things in here are OK. The new loadouts are great and I like the new layout of the hero sheets. The yellow/orange icons/font can still be hard to see in some situations so some change to this could help but it's not a major issue.
  121.  
  122. Teams - As discussed in other channels, it would be nice if we could have more than 3 teams. As many as possible, really. It would also be great if hero loadouts could be saved with the team (maybe as an option). While loadouts are great, swapping between teams with different purposes that share the same heroes still requires frequent loadout switching which becomes a bit tedious. Overall, though, this is largely OK.
  123.  
  124. Tactics - The new tactics and tactics fixes should help a lot. I'm still having frequent trouble with Presets not saving in 1.4 but not sure if this has been fixed with the latest patch. The more tactics, the better. Anything that gives us more control in managing our teams is a bonus. It would also be great if we could set custom values for some of the tactics e.g. instead of choosing between "targeted by ..." 1, 2, 3, or 4+ enemies, just give us a box where we can type in any number. No idea how easy or hard this would be but it'd be a great change if possible.
  125.  
  126. Gears - Reinforce, upgrade, refine interfaces are all fine. No major issues. Maybe some name or icon above the gear when you go to Change it would be nice (V, ++, H, etc.) so you don't have to click on every individual item to see what they are. Upgrade and refine costs seem reasonably well balanced. It's not too hard to get "OK" refines but a large amount of cost/time to get "perfect" refines. Makes sense to me! Randomness with easily obtainable average stats but difficult or near-impossible optimized stats is generally good balance and encourages a long-term pursuit of perfection (without imbalancing too much against those who settle with average gear).
  127.  
  128. Skills - Mostly OK here as well. I'd like it if the Learned skills could be grouped in to their levels (I, II, III) or have some other way of sorting or removing clutter. My main heroes have most major skills at tier I, II, AND III and it's just a big mess to sort through when changing them. Maybe an interface like what's in the Skill Catalog (with a toggle at the bottom) that defaults to "III" skills (or remembers your last selection) would work?
  129.  
  130. Zodiac Board - The harmonics are nice and feel reasonably well balanced at the moment. Would love to see more but they're good for now. It would be great to have core and gem alternatives added (especially those we've seen that exist already) and it'd also be nice if the gem/core upgrades to Lv20 felt more meaningful/impactful. These upgrades are similar in cost to getting armor to Lv50 so it seems reasonable for them to give something more than what they currently do. At the moment there's not much point going past Lv14 and/or getting the minimum 600 harmonic rating.
  131.  
  132. A small quality of life improvement that would be nice would be if "Change"ing/swapping gems with other characters equipped the gem on the other character where possible. I've lost some highly upgraded gems due to mass salvage and not noticing that a gem was no longer equipped (more on this later).
  133.  
  134. Merge - This is OK for a single combine but can be verrrry time consuming when merging up lots of 1-star units to try to make a 5-star. Every merge takes a number of clicks, waiting for animations, going back and forth between screens, etc. and for a 1* to 5* you have to do this 27 times. It gets tiring and would be great if we could summon a bunch of units and do some sort of mass-merge.
  135.  
  136. Limit Break - Would love to see some more variation in limit breaking, maybe a small buff to hero abilities at LB5 and LB10 (Boff's 20% could go to 25% then 30%, for instance). At the moment they're OK but it doesn't really feel like you have anything to look forward to when limit breaking 5-star heroes.
  137.  
  138. Storage Tab
  139. Gears/Skills/Gems - Would be nice to see some way to more easily filter these, especially the skill scroll levels. No big deal, though. They're OK and rarely used.
  140.  
  141. Hero Tokens - The 10x summon is great but it would be nice if we could choose our own amount or something like "Summon All". The specific 10x can be a bit limiting and is also annoying when merging as this works in multiples of 3 (9, 27, 81) so summoning 10 at a time will almost always leave some leftovers filling up your Barracks. It'd also be nice if this automatically sorted by rarity.
  142.  
  143. Gear Shards - As others have mentioned in the main channels, this should be sorted with the rarest items first and grouped by type. Having 60% of the first page filled by purple shards you never use and can't get rid of seems silly. Same comments as above with the 10x create. Custom amounts or a "Create All" would be much appreciated. Having something like 298 shards and being unable to 10x is not uncommon.
  144.  
  145. Resources - It'd be great if Medium and Large Lootcrates were more rewarding. They don't come often, especially at higher levels. The gold and 5-star shards from Large are nice but we mostly get Medium even at high levels and these drop tiny amounts of silver, useless Lv1 skills, and shards for unneeded heroes. Better hero shard drops, silver scaled off level, rare chances at better drops (riftstones, arena coins, higher tier hero shards, whatever) would all be nice additions. At the moment they just feel like you're digging through a trash bin for some leftovers, not a potentially exciting reward for getting the next level. Would love to see more posts along the lines of, "Yay, look at what I got from my lootcrate!"
  146.  
  147. Camp Tab
  148. Workshop - Unit salvage is fine. The improved Hero Shard salvage rates a couple of patches ago was great and feels fair. Gear Salvage is mostly OK. It would be nice if we didn't have to salvage all the common equipment dropped by merged 1-star units but it's not a big deal as filtering makes this easy enough. Gem salvage. This is my major issue with the workshop at the moment. A 12 hour run of expeditions at high stages will fill up the gem tab with >100 cores and gems that are almost entirely useless at the moment. The "Select All" helps make salvage quicker but it's still 6-7 pages of "Select All" twice a day for some small amount of silver and largely unneeded stardust. It'd be nice if we could do something with all these gems to make them feel more useful. Maybe some sort of merging system that requires a large number of gems (similar to reinforce maybe) to upgrade (instead of the current expensive silver upgrade system) but ends up giving you stronger gems than what are currently available. This would also resolve some of the issues with the Zodiac section of the hero sheet mentioned above. Skill salvage is OK. I'd love some way of identifying which skills cost me resources or are rare and which were(/can be) farmed in paralogues but it's not a big deal.
  149.  
  150. Talent Tree - This feels like it's in a pretty good place. The increase of the general talent caps to 20 made it so that players need to be more selective now which is good (rather than just maxing everything). As with most things, it wouldn't hurt to add more possibilities here but it's fine for the moment. Might be worth making it more accessible or obvious to new players (maybe from "Home") as it is a little hidden away in the Camp tab right now.
  151.  
  152. Skill Catalog - The level filtering in the latest update was great and the quickly accessible Obtainable references are really helpful. No issues here.
  153.  
  154. And that's it! I think. Hahah. I do love the game and its overall style so this isn't meant at all as criticism, just a summary of all of my thoughts after having played for many, many, hours. Hopefully there are a few things here that help guide the game forward. Happy to further discuss anything above, of course, and hope it wasn't too much to read, xD.
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