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ScherBR
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Re: Why bad pull rates are not always a bad thing

Sun Nov 20, 2016 8:28 pm

1 thing to help the newer players more willing and an incentive to spend and stay on the game is make something like suggested here:
viewtopic.php?f=9&t=910
something like first time bonus or bonus pull or whatever helps in case someone gets bad pulls many times in a row.

definitely not increasing the rate itself.
Yeah, the last suggestion was a good one, the Emiko delivery is also a good thing to help players that login everyday and don't want to spend too much.
 
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ScherBR
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Re: Why bad pull rates are not always a bad thing

Sun Nov 20, 2016 8:34 pm

Personally, I have no problem with the draw rates.
I see that bunch of people are complaining about the rates, which made me cringe a lot.
I must say that, even with bad heroes or whatever you got from summons, it will become your foundations.
"How so? I only have 4* potential units, with bad faiths! This is just plain ridiculous!"
We does have a starter Valiant. 5* able, and will help you progress through (Except if you start with a Lucille, then you decided to draw, only to pull more healers. But, hey, teleporting stuffs, AoE disables, poisons, and more seems fun!).
For example, an invested team that consist of Slayer Dante/Fiona, Crusader Leon, Hunter/Marksman Aaron, Hunter Winry, and Inquisitor Lucille, regardless the faith, is still a good composition.
"Whoa, I got a 5* potential! But, I wasted resources on those measly 4*! Regret! Huuuge mistakes!"
Nope, you are not. Even if you won't be using them anymore after you have those 5* to replace them, they are the results of your hard work of not giving up, and the trust you still have.
They are not wasting your time. They are what you have at the earlier stage, and you need them to progress. With a 5*, you can progress even more! (If you know what you're doing).
There are lots of people with works to do. I know. Games like this requires lots of time to be spent in order to be enjoyable, as you'll unlock more contents as you level up.
I also believe that there are those still actively playing even with only 4* squads. And yes, eventually you'll get those 5*.
What I'm trying to say is, even with bad rates, as long as you can enjoy and be grateful to what is being given to you, you'll survive.
I honestly appreciate the devs for creating this game.
It hasn't been such a long time since this game was released, the devs will keep improving it, learning from mistakes, and hands out the right judgement. Not everything is perfectly done. Even amongst perfection, there bounds to be flaws in the eyes of different people.
This is just my personal opinion about people that are complaining about draw rates. Feel free to agree/disagree :D
Thank you for explaining how i feel about the situation in a very poetic way. I almost had a tear in my eyes.  Very good lecture, kuddos to you.
yeah, +1 to that!  :D
 
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ScherBR
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Re: Why bad pull rates are not always a bad thing

Sun Nov 20, 2016 8:39 pm

5* for me is like less than 1%

in fact most of my x10 pulls do not have a single 5*able 3 stars
kyon:
The rate must be suck
If you have a building that give you gem and high pull rate
more fodder, job keys and gold require for each hero come to your tavern
You angry for not getting 5* potential, if they give you what you need you will lack job key and gold when spender will just walk to the shop and turn this game to p2w, if you suggest to solve problem with increase 5* hero summon, you will complain about bad faith and stuff
Also they don't create a bunch of 3* and 4* for no reason
Well, Winry may have lowered (or not) the 5* capable pulls, we will learn about that in the next banner today as it will feature one 4*Max and a 5*Max at the same time.
We
 
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MrLocket
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Re: Why bad pull rates are not always a bad thing

Sun Nov 20, 2016 8:40 pm

4* is not getting outclassed by 5*, they are weaker in comparison but mostly it's just the stat difference. My marksman winry are able to par with most 5* ranger in arena, plus 4* need lesser resources to max up, and on the other hand it's a real pain in the arse to max a 5* if your are not a cashy player. Heck, I even beat a team with 5x 5*. I'm just using 2x 5*, and one of them is the watermelon king. 

Tell me, you don't wanna see at least 3 of berserker, dragoon, ninja, assassin, blood knight keep appearing in your arena battle, right? RIGHT? It makes me feels like I'm always getting parred with arena top 10.

Really, it's just up to the player's playstyle, decision, and a little bit of luck to succeed in this game.
 
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ScherBR
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Re: Why bad pull rates are not always a bad thing

Sun Nov 20, 2016 8:47 pm

4* is not getting outclassed by 5*, they are weaker in comparison but mostly it's just the stat difference. My marksman winry are able to par with most 5* ranger in arena, plus 4* need lesser resources to max up, and on the other hand it's a real pain in the arse to max a 5* if your are not a cashy player. Heck, I even beat a team with 5x 5*. I'm just using 2x 5*, and one of them is the watermelon king. 

Tell me, you don't wanna see at least 3 of berserker, dragoon, ninja, assassin, blood knight keep appearing in your arena battle, right? RIGHT? It makes me feels like I'm always getting parred with arena top 10.

Really, it's just up to the player's playstyle, decision, and a little bit of luck to succeed in this game.
Yeah, I sometimes I fight 4* Leons that are more tanky than most Victoria's 5*. People get really creative with what they have. I always fights full 5* teams, I'm in the top 100 and never spent a cent, not even the early bird package, my win ratio is like 82% now, and I can take some really strong a powered players with only 3 5* on my team, what helped me was getting to start in the CBT, but other players will feel better with time as high level players can't keep the bettering their heroes in the same speed as new players.
 
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YasakaKanako
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Re: Why bad pull rates are not always a bad thing

Sun Nov 20, 2016 9:09 pm

This thread summarized everything in my head, I have no more to say. Low pull rate is fairly common in games with gacha/summon thing so I was kinda surprised to see many are against this

(I'm probably not one to talk since I'm always ok with my pulls though as long as I have some nice-looking heroines regardless of stats haha)
4* is not getting outclassed by 5*, they are weaker in comparison but mostly it's just the stat difference. Plus 4* need lesser resources to max up, and on the other hand it's a real pain in the arse to max a 5* if your are not a cashy player.

Really, it's just up to the player's playstyle, decision, and a little bit of luck to succeed in this game.
!!!! More people need to realize this
 
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MoonEdge
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Re: Why bad pull rates are not always a bad thing

Sun Nov 20, 2016 9:34 pm

While I agree with some points, I would also like to point out a few things:
1) Why is it that people are so pre-occupied with 5*? I would believe this lies with a number of factors
- The SUDDEN spike in difficulty from map 18-3 to 24-3, in all modes, Normal, Heroic, Legendary. (I feel that once you reach these points, the difficulty suddenly becomes scary).
- The very first event quests that we are introduced to include a win X matches in the arena. And in this Arena, with some long unused accounts (seems like they are unused, because otherwise its hard to believe a team of full 5* is still about 1000+ in ranking on the last few ranking days) and full 5* hand our newbies the most disasterous defeats...
- Most veterans here keep telling newbies to level this specific or that specific 5*
As such, newbies might gain the impression that 5* are the best of the lot (which they are, of course), and anything less than 5* are useless.
2) To limit break a 4* to max means that they are comparable to 5* +2. This may be true, but for newbies, especially newbie whales, Arena, and clearing game content is a priority. And to aim for game clearing, which is the most effective? 5*
3) While limit breaking 4* to max is relatively much easier than 5*, how many pulls does it require? The point is that while 4* mlb may be much more useful, some players are having the situation where 4-5 of those 400 gem pulls are not giving even potential 5*, and all the while, might not even give enough potential 4* for limit break to max too.

Just sharing some thoughts, kind of in a rush, so formatting, coherency might be an issue. I'll try n format tomorrow.
 
doinglaundry
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Re: Why bad pull rates are not always a bad thing

Sun Nov 20, 2016 11:55 pm

This has never been an issue. Faith happens.
You can be happy having only 5 5* after 2 months, but Faith happens. So let's just have Faith in devs. They know better.
 
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ZhenX
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Re: Why bad pull rates are not always a bad thing

Mon Nov 21, 2016 12:01 am

5* for me is like less than 1%

in fact most of my x10 pulls do not have a single 5*able 3 stars
kyon:
The rate must be suck
If you have a building that give you gem and high pull rate
more fodder, job keys and gold require for each hero come to your tavern
You angry for not getting 5* potential, if they give you what you need you will lack job key and gold when spender will just walk to the shop and turn this game to p2w, if you suggest to solve problem with increase 5* hero summon, you will complain about bad faith and stuff
Also they don't create a bunch of 3* and 4* for no reason
Well, Winry may have lowered (or not) the 5* capable pulls, we will learn about that in the next banner today as it will feature one 4*Max and a 5*Max at the same time.
We
@Kyon, not like im complaining not getting 5* potentials?

just stating the rates are defintely not 10% like the topic starter stated
 
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ScherBR
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Re: Why bad pull rates are not always a bad thing

Mon Nov 21, 2016 12:20 am

5* for me is like less than 1%

in fact most of my x10 pulls do not have a single 5*able 3 stars
kyon:
The rate must be suck
If you have a building that give you gem and high pull rate
more fodder, job keys and gold require for each hero come to your tavern
You angry for not getting 5* potential, if they give you what you need you will lack job key and gold when spender will just walk to the shop and turn this game to p2w, if you suggest to solve problem with increase 5* hero summon, you will complain about bad faith and stuff
Also they don't create a bunch of 3* and 4* for no reason
Well, Winry may have lowered (or not) the 5* capable pulls, we will learn about that in the next banner today as it will feature one 4*Max and a 5*Max at the same time.
We
@Kyon, not like im complaining not getting 5* potentials?

just stating the rates are defintely not 10% like the topic starter stated
We are about to start a new banner with one 4* and one 5* capable. 
I suggest we keep track of our summons, maybe not exactly here on the official forum, maybe on reddit? Let’s make a huge pool of premium summons so we can have a not biased estimate percentage value?