Wed Nov 23, 2016 9:46 pm
Well, the idea of faith re-troll being end game comes from stats balance.
1) At 3*, having the 'wrong' faith gives only about 100-200 stat difference, which is 'fixable' with the correct equipment (most notably sets, or even just plain +15 equipment), or runes.
2) At 4*, having the 'wrong' faith gives only about 400-600 stat difference, which is 'fixable' with the correct equipment (most notably sets, or even just plain +15 equipment), AND runes.
3) At 5*, having the 'wrong' faith gives about 800+ stat difference, which is not really 'fixable' to any extent. Which is why some players' characters are seemingly more powerful than others.
As such, faith IS an end-game feature, which squeezes that last bit of stats that you need to stack on your favourite hero. Early game, faith effects can be 'fixed', because once equipment reaches +12 or so, the stats boost kind of negates the gain from the faith. Yes, of course, if you have the 'bonus' stats from the faith you'll do much better, but in current meta at least, I would say that aura and skill are more important.
For 3), when you look in terms of percentage, faith gives about 20% (1000/5000 = 20%). Of course, when you include equipment and also runes, it looks like not so much (maybe?), but it is still quite substantial when say a 10,000 atk power attacks and a 9,000 atk power attacks. For champions who bank heavily on their attack power (yes, berserker is the key here), 300% attack power (30,000) vs (27,000) might mean the difference between one-shotting in the arena.
So, I would say that the faith system is end-game mechanics. But, unless you are already having your 5* at mlb, the effects of the faith system is still not so bad that it cannot be compensated for...Still, the having the 'correct' faith makes it much easier, not exactly game-breaking yet. But if the Devs make faith-re-rolling slightly easier, I'll definitely be happy!