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Nightingale
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Re: Suggestion: Variety for 400 Gems pull

Thu Nov 24, 2016 9:04 pm

RNG factor is important for games like this. But more often than not, could land a player in a really depressed state because of the luck needed to pull potential heroes. 

As of now the hero pools is too small. I would like it if they remove 1 and 2 stars "heroes" for the 400 gems pull as the bare minimum. The 1 and 2 stars "heroes" aren't possible to upgrade to 4 or 5 stars nor are they having any job advances. I feel like my gems are a total waste when I'm getting those skeletons and boars when I could use 5k gold to pull one.
I don't quite understand this, you get 1 and 2 star fodders in a 400 gem pull?
 
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jayle
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Re: Suggestion: Variety for 400 Gems pull

Thu Nov 24, 2016 9:53 pm

RNG factor is important for games like this. But more often than not, could land a player in a really depressed state because of the luck needed to pull potential heroes. 

As of now the hero pools is too small. I would like it if they remove 1 and 2 stars "heroes" for the 400 gems pull as the bare minimum. The 1 and 2 stars "heroes" aren't possible to upgrade to 4 or 5 stars nor are they having any job advances. I feel like my gems are a total waste when I'm getting those skeletons and boars when I could use 5k gold to pull one.
I don't quite understand this, you get 1 and 2 star fodders in a 400 gem pull?
Ah my bad. Thanks for pointing out!
I am actually referring to monsters and heroes who are capped at 3 stars max (heroes and monsters with 4 and 5 stars can still be included).
Although 3 stars are fairly useful for progress but they hardly become useful after sometime, much lesser than a 4 stars. If their potential is so limited, I think 40 gems for a unit that has no growth potential is rather wasteful. For a fodder, 40gems is not justifiable I think..
 
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warofexodus
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Re: Suggestion: Variety for 400 Gems pull

Thu Nov 24, 2016 10:57 pm

here is what I can think of after playing the game for a while. just do a mileage system. after X times of 10x draws/single pulls you get some perks. You can break the mileage system into 5 parts (excluding the first timer deal) for example. 

Your first 10x rolls will always be a 10+1 pull with the 1 giving a 5* able hero.

After that the mileage system starts :

50 single pulls and you can get a 3* selector. 
100 single pulls and you can get a 4* selector.
150 single pulls and you can get a 3* arena hero selector (once a month)
250 single pulls and you can get 5* selector
500 single pulls and you can get a valiant/arena hero whatever (once a month).

Every time you pull, the counter goes up by one. Using any of these mileage rewards will reset the counter back to 0. the number of pulls can always be tweaked but it must be in the attainable range otherwise its pointless. this system rewards those who have just started the game and also rewards the whales though caution must be applied as valiants are pretty end game units.

or instead of a selector, you can also give a random 3* hero (that can hit 5*) randomly. most free players will try for the 50 single pulls because it is not impossible to attain it. putting some rng in it will make things...less 'easy'.
 
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Nightingale
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Re: Suggestion: Variety for 400 Gems pull

Fri Nov 25, 2016 10:31 am

RNG factor is important for games like this. But more often than not, could land a player in a really depressed state because of the luck needed to pull potential heroes. 

As of now the hero pools is too small. I would like it if they remove 1 and 2 stars "heroes" for the 400 gems pull as the bare minimum. The 1 and 2 stars "heroes" aren't possible to upgrade to 4 or 5 stars nor are they having any job advances. I feel like my gems are a total waste when I'm getting those skeletons and boars when I could use 5k gold to pull one.
I don't quite understand this, you get 1 and 2 star fodders in a 400 gem pull?
Ah my bad. Thanks for pointing out!
I am actually referring to monsters and heroes who are capped at 3 stars max (heroes and monsters with 4 and 5 stars can still be included).
Although 3 stars are fairly useful for progress but they hardly become useful after sometime, much lesser than a 4 stars. If their potential is so limited, I think 40 gems for a unit that has no growth potential is rather wasteful. For a fodder, 40gems is not justifiable I think..
It sounds too good to be true, I don't think the Developers want us to progress that fast and hit the end of the tunnel so soon though... Luck plays a huge factor in determining our progress, if you take away all the bad luck, all the good stuff will leave the game unbalanced and we will get bored of the game very fast.
 
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jayle
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Re: Suggestion: Variety for 400 Gems pull

Fri Nov 25, 2016 10:51 am

I don't quite understand this, you get 1 and 2 star fodders in a 400 gem pull?
Ah my bad. Thanks for pointing out!
I am actually referring to monsters and heroes who are capped at 3 stars max (heroes and monsters with 4 and 5 stars can still be included).
Although 3 stars are fairly useful for progress but they hardly become useful after sometime, much lesser than a 4 stars. If their potential is so limited, I think 40 gems for a unit that has no growth potential is rather wasteful. For a fodder, 40gems is not justifiable I think..
It sounds too good to be true, I don't think the Developers want us to progress that fast and hit the end of the tunnel so soon though... Luck plays a huge factor in determining our progress, if you take away all the bad luck, all the good stuff will leave the game unbalanced and we will get bored of the game very fast.
The initial idea was just to sieve out heroes and monsters that is capped at 3 stars.

The dev can choose to put in more 3 stars heroes whose max potential can be either 4 or 5 stars, where 4 stars max potential will have a higher acquisition chance. It doesn't necessarily have to be 5 stars to appear in the 400 gems pull.

The outcome of sieving out of cap 3 stars heroes would be the provision of limit breaking 4 stars hero to be at least usable in legendary modes and stand on par with 5 stars potential heroes.

The focus on 4 stars heroes have been decreasing as of late and I think it is quite important to place focus on linear character progression and development since the game is less than a month old.

In the end, I believe the developers want us to try all their heroes and through this, maybe the 4 stars heroes could play a larger role in VF compare to now.
 
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Nightingale
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Re: Suggestion: Variety for 400 Gems pull

Fri Nov 25, 2016 11:07 am


Ah my bad. Thanks for pointing out!
I am actually referring to monsters and heroes who are capped at 3 stars max (heroes and monsters with 4 and 5 stars can still be included).
Although 3 stars are fairly useful for progress but they hardly become useful after sometime, much lesser than a 4 stars. If their potential is so limited, I think 40 gems for a unit that has no growth potential is rather wasteful. For a fodder, 40gems is not justifiable I think..
It sounds too good to be true, I don't think the Developers want us to progress that fast and hit the end of the tunnel so soon though... Luck plays a huge factor in determining our progress, if you take away all the bad luck, all the good stuff will leave the game unbalanced and we will get bored of the game very fast.
The initial idea was just to sieve out heroes and monsters that is capped at 3 stars.

The dev can choose to put in more 3 stars heroes whose max potential can be either 4 or 5 stars, where 4 stars max potential will have a higher acquisition chance. It doesn't necessarily have to be 5 stars to appear in the 400 gems pull.

The outcome of sieving out of cap 3 stars heroes would be the provision of limit breaking 4 stars hero to be at least usable in legendary modes and stand on par with 5 stars potential heroes.

The focus on 4 stars heroes have been decreasing as of late and I think it is quite important to place focus on linear character progression and development since the game is less than a month old.

In the end, I believe the developers want us to try all their heroes and through this, maybe the 4 stars heroes could play a larger role in VF compare to now.
That is still taking away all the bad pulls don't you think? Heroes/Monsters capped at 3* appears in majority of every x10 pull. Take that all away and you'll get increased chances of getting 5* potential heroes which will speed up our growth substantially that the game content cannot keep up. Then the job keys would be the only wall standing between us and the end of the road.
 
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jayle
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Re: Suggestion: Variety for 400 Gems pull

Fri Nov 25, 2016 11:51 am

It sounds too good to be true, I don't think the Developers want us to progress that fast and hit the end of the tunnel so soon though... Luck plays a huge factor in determining our progress, if you take away all the bad luck, all the good stuff will leave the game unbalanced and we will get bored of the game very fast.
The initial idea was just to sieve out heroes and monsters that is capped at 3 stars.

The dev can choose to put in more 3 stars heroes whose max potential can be either 4 or 5 stars, where 4 stars max potential will have a higher acquisition chance. It doesn't necessarily have to be 5 stars to appear in the 400 gems pull.

The outcome of sieving out of cap 3 stars heroes would be the provision of limit breaking 4 stars hero to be at least usable in legendary modes and stand on par with 5 stars potential heroes.

The focus on 4 stars heroes have been decreasing as of late and I think it is quite important to place focus on linear character progression and development since the game is less than a month old.

In the end, I believe the developers want us to try all their heroes and through this, maybe the 4 stars heroes could play a larger role in VF compare to now.
That is still taking away all the bad pulls don't you think? Heroes/Monsters capped at 3* appears in majority of every x10 pull. Take that all away and you'll get increased chances of getting 5* potential heroes which will speed up our growth substantially that the game content cannot keep up. Then the job keys would be the only wall standing between us and the end of the road.
Aside from Job Keys, there are also several other factors that prevent us from hitting the curb:
1. Runes
2. Equipment
3. Faith
4. Gold
5. Fodders
6. Aura's positioning
7. Luck

Hitting end game content isn't as easy as obtaining just the correct characters to keep up with the content. A very good character at the end of the road, can only be that strong after limit breaking +10. Only through enhancements, rune upgrades and setting up of aura positioning will allow you a smooth sailing journey.

Regarding the removal of bad pulls, is not 100% correct. Why do I say so?

On the surface, many people will think the same way as you do because removing "bad pull" = "higher chance of getting good pull", this thought process itself is correct but not 100% because you're only looking one step ahead and not any further. Within this "higher chance of getting good pull" you need to consider the few curbs that I've factored above.
What is consider a good pull? An Athena Vincent or an Ares Vincent? What are the chances to obtain that ideal faith? What are the chances of pulling a 5 star potential in the first place? What are the chances to get the specific job that you want for a class? What are the chances of getting the squad you want for your arena or event dungeons or pve content? 

Bear in mind that during events, Event heroes have increased acquisition chance and that itself is in a way, similar to removing bad pulls but also obstructing your chance of getting a legit good pull. The developers can also use this chance to juggle the factors of getting that ideal character as well.
Last edited by jayle on Fri Nov 25, 2016 5:07 pm, edited 1 time in total.
 
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Nightingale
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Re: Suggestion: Variety for 400 Gems pull

Fri Nov 25, 2016 12:12 pm


The initial idea was just to sieve out heroes and monsters that is capped at 3 stars.

The dev can choose to put in more 3 stars heroes whose max potential can be either 4 or 5 stars, where 4 stars max potential will have a higher acquisition chance. It doesn't necessarily have to be 5 stars to appear in the 400 gems pull.

The outcome of sieving out of cap 3 stars heroes would be the provision of limit breaking 4 stars hero to be at least usable in legendary modes and stand on par with 5 stars potential heroes.

The focus on 4 stars heroes have been decreasing as of late and I think it is quite important to place focus on linear character progression and development since the game is less than a month old.

In the end, I believe the developers want us to try all their heroes and through this, maybe the 4 stars heroes could play a larger role in VF compare to now.
That is still taking away all the bad pulls don't you think? Heroes/Monsters capped at 3* appears in majority of every x10 pull. Take that all away and you'll get increased chances of getting 5* potential heroes which will speed up our growth substantially that the game content cannot keep up. Then the job keys would be the only wall standing between us and the end of the road.
Aside from Job Keys, there are also several other factors that prevent us from hitting the curb:
1. Runes
2. Equipment
3. Faith
4. Gold
5. Fodders
6. Aura's positioning
7. Luck

Hitting end game content isn't as easy as obtaining just the correct characters to keep up with the content. A very good character at the end of the road, can only be that strong after limit breaking +10. Only through enhancements, rune upgrades and setting up of aura positioning will allow you a smooth sailing journey.

Regarding the removal of bad pulls, is not 100% correct. Why do I say so?

On the surface, many people will think the same way as you do because removing "bad pull" = "higher chance of getting good pull", this thought process itself is correct but not 100% because you're only looking one step ahead and not any further. Within this "higher chance of getting good pull" you need to consider the few curbs that I've factored above.
What is consider a good pull? An Athena Vincent or a Ares Vincent? What are the chances to obtain that ideal faith? What are the chances of pulling a 5 star potential in the first place? What are the chances to get the specific job that you want for a class? What are the chances of getting the squad you want for your arena or event dungeons or pve content? 

Bear in mind that during events, Event heroes have increased acquisition chance and that itself is in a way, similar to removing bad pulls but also obstructing your chance of getting a legit good pull. The developers can also use this chance to juggle the factors of getting that ideal character as well.
Alright then point taken, but if you were to take out the 3* capped heroes from the 400 gem pull, how else to easier obtain them other than random encounters or 45k gold summon? Where would they go? Or just remove them from 400 gem pull and leave it at that? What about those random 2-4*, 3-5* Hero tickets, do they also apply as well?
 
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jayle
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Re: Suggestion: Variety for 400 Gems pull

Fri Nov 25, 2016 3:38 pm

That is still taking away all the bad pulls don't you think? Heroes/Monsters capped at 3* appears in majority of every x10 pull. Take that all away and you'll get increased chances of getting 5* potential heroes which will speed up our growth substantially that the game content cannot keep up. Then the job keys would be the only wall standing between us and the end of the road.
Aside from Job Keys, there are also several other factors that prevent us from hitting the curb:
1. Runes
2. Equipment
3. Faith
4. Gold
5. Fodders
6. Aura's positioning
7. Luck

Hitting end game content isn't as easy as obtaining just the correct characters to keep up with the content. A very good character at the end of the road, can only be that strong after limit breaking +10. Only through enhancements, rune upgrades and setting up of aura positioning will allow you a smooth sailing journey.

Regarding the removal of bad pulls, is not 100% correct. Why do I say so?

On the surface, many people will think the same way as you do because removing "bad pull" = "higher chance of getting good pull", this thought process itself is correct but not 100% because you're only looking one step ahead and not any further. Within this "higher chance of getting good pull" you need to consider the few curbs that I've factored above.
What is consider a good pull? An Athena Vincent or a Ares Vincent? What are the chances to obtain that ideal faith? What are the chances of pulling a 5 star potential in the first place? What are the chances to get the specific job that you want for a class? What are the chances of getting the squad you want for your arena or event dungeons or pve content? 

Bear in mind that during events, Event heroes have increased acquisition chance and that itself is in a way, similar to removing bad pulls but also obstructing your chance of getting a legit good pull. The developers can also use this chance to juggle the factors of getting that ideal character as well.
Alright then point taken, but if you were to take out the 3* capped heroes from the 400 gem pull, how else to easier obtain them other than random encounters or 45k gold summon? Where would they go? Or just remove them from 400 gem pull and leave it at that? What about those random 2-4*, 3-5* Hero tickets, do they also apply as well?
That's a good point that you've brought up. 
In order to not let those normal fodder or 3 stars capped heroes or monster go to waste or disappear, they can still be acquire through quests summoning ticket, gold summoning and normal dungeons drop and tickets sold in market. The reason why the removal of max 3 stars only applies to 400 gems is because for every 1 3 star capped heroes, it's almost the same as wasting 40 gems which I think is too much even for a fodder. 40 Gems is like 2 days worth of daily quest.

Gems are precious resources, so personally I think they should be worth more than what you could get from Gold and normal drop you see. 
 
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Nightingale
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Re: Suggestion: Variety for 400 Gems pull

Fri Nov 25, 2016 4:08 pm

Aside from Job Keys, there are also several other factors that prevent us from hitting the curb:
1. Runes
2. Equipment
3. Faith
4. Gold
5. Fodders
6. Aura's positioning
7. Luck

Hitting end game content isn't as easy as obtaining just the correct characters to keep up with the content. A very good character at the end of the road, can only be that strong after limit breaking +10. Only through enhancements, rune upgrades and setting up of aura positioning will allow you a smooth sailing journey.

Regarding the removal of bad pulls, is not 100% correct. Why do I say so?

On the surface, many people will think the same way as you do because removing "bad pull" = "higher chance of getting good pull", this thought process itself is correct but not 100% because you're only looking one step ahead and not any further. Within this "higher chance of getting good pull" you need to consider the few curbs that I've factored above.
What is consider a good pull? An Athena Vincent or a Ares Vincent? What are the chances to obtain that ideal faith? What are the chances of pulling a 5 star potential in the first place? What are the chances to get the specific job that you want for a class? What are the chances of getting the squad you want for your arena or event dungeons or pve content? 

Bear in mind that during events, Event heroes have increased acquisition chance and that itself is in a way, similar to removing bad pulls but also obstructing your chance of getting a legit good pull. The developers can also use this chance to juggle the factors of getting that ideal character as well.
Alright then point taken, but if you were to take out the 3* capped heroes from the 400 gem pull, how else to easier obtain them other than random encounters or 45k gold summon? Where would they go? Or just remove them from 400 gem pull and leave it at that? What about those random 2-4*, 3-5* Hero tickets, do they also apply as well?
That's a good point that you've brought up. 
In order to not let those normal fodder or 3 stars capped heroes or monster go to waste or disappear, they can still be acquire through quests summoning ticket, gold summoning and normal dungeons drop and tickets sold in market. The reason why the removal of max 3 stars only applies to 400 gems is because for every 1 3 star capped heroes, it's almost the same as wasting 40 gems which I think is too much even for a fodder. 40 Gems is like 2 days worth of daily quest.

Gems are precious resources, so personally I think they should be worth more than what you could get from Gold and normal drop you see. 
- deleted -
Last edited by Nightingale on Tue Dec 06, 2016 10:19 am, edited 1 time in total.