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Cassiel
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Re: Valiants Revamp 2.0

Sat May 06, 2017 11:36 pm

I think the devs should scope down what kind of comments or opinions they want from players. So we can avoid having clash of opinions on the forum. There will never be a concurrence or consensus among all forumites.

I would like to limit my opinion only to the concept for revamping coz the devs will have to finalize the conclusion on their own at the end.

I would like to raise 2 issues about revamping concept as follows:

1) Uniqueness: I agree with many that valiants should have uniqueness and their skills should standout from non-valiants.

2) Skill Change/Retain vs Usefulness: Some skills are useful. Some skills are not useful. Devs used to hold contest for suggesting new skills/auras. I think the devs should have on their mind the vague idea for the skills/auras of all existing heroes and future heroes. Valiants must have the skills/auras that make players feel like picking them in their teams.

For example, 2 in 1 cleanse and debuff for Holy Defender Darrion seems good in pve BUT will majority of players choose new Holy Defender Darrion over Holy Defender Faye?? I believe many will answer right away that, with the same 5 turns debuff, they would prefer whole party shield for more survivability than to cleanse party from status ailments that may not be harmful enough to kill the team (picturing high floors of twin towers).

My opinion on this issue would be some existing skills are not useful even with faster skill cool down, players will still choose other heroes over valiants, while some existing skills are already useful but there are other non-valiants that can handle similar tasks or have another skill that is more useful so players will still choose other heroes too. Like i mention earlier in this post, look at your whole plan or road map for heroes' skills/auras and make valiants stand tall above all of them. Replace useless skills with good skills so players want to use. Keep good skills and see if some valiants, despite having good skills, are not the first or second option for players and thats where it needs to be revamped.

It will not be an easy task for revamping but do your best. This will not be the last revamp I'm sure :)
 
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rvm1975
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Re: Valiants Revamp 2.0

Sun May 07, 2017 2:45 am

Another idea to make the valiants really unique is to add 2nd active skill to them.
 
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chigoel
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Re: Valiants Revamp 2.0

Sun May 07, 2017 2:49 am

1. I think removing the old skillset (yeah yeah I know it's meant to be a revamp) is a mistake, as existing players may have chosen a particular path due to a particular trait of a skill. Here, Darrion is previewed with Taunt removed, and this may affect players who spent a lot of effort to raise them to 5*. I highly suggest not touching existing skills, or at least just tweak their % to be better.

2. Valiants should be unique and desirable to have in the party. You can do this in one of many ways that doesn't make them overpowered unlike some of the ridiculous suggestions I've read so far.

2a. For example, Valiants can have one extra aura direction compared to non-Valiants. This means a 5* Valiant will point in all 4 directions, and a 3* Valiant will point in 2 directions. This doesn't make Valiants overpowered, but it makes them much more versatile to be usable in more squad formations and squad positions. It is rare to be able to utilize all 4 arrow directions at the same time, because forming a cross-shape has the disadvantage of not linking the auras of the other party members up.

2b. Many Valiants have long skill cooldowns. Give them a second skill on a separate cooldown. Many existing monsters/bosses already have 2 skills on separate cooldowns. Instead of revamping  the existing one, give Valiants a second skill on a shorter cooldown. Since these skills are on a shorter cooldown, they should be slightly weaker than skills on existing non-Valiant heroes. This again allows Valiants to be more versatile and fit into more squads by having 2 usable skills, without being overpowered.

A point I want to stress is that making Valiants useful doesn't necessarily mean giving them skills and abilities that no other hero in the game have. Instead, make Valiants useful by making them more versatile.
i like this idea of having 2nd weaker skill, it makes them kind of unique too
If arena become a problem, maybe dev can limit the valiant you can bring in arena squad (only 2 for example).
i hope this revamp will have more impact, so i can do something with my 4 kiera lol
#makevaliantgreatagain
 
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MiloDinosaur
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Re: Valiants Revamp 2.0

Sun May 07, 2017 8:31 pm

Hi guys!

Great ideas everybody! We will certainly let the developers hear your thoughts!  A few responses to everyone while we progress...

Active skills:
We can currently have a maximum of 3 effects
Examples: Damage, Taunt, Swap
                  Debuff, Skill delay, Damage
                  Attack up, Stealth, Swap

We are still in the era of 1 active and 1 passive skill as well, so the concept of a secondary skill is not yet available. It may come in the future as Valiant Force develops into an extraordinary game. I believe when that comes, every hero will get a revamp and a secondary active skill!

4th direction aura: Great suggestion! The developers have actually thought of this a while back, but it's still on hold as we continue to balance the current state of the game.
We are currently unable to incorporate 4 effects into one skill, hence the removal of Taunt from Darrion HD as a concept. Keep the feedback coming!

Love from MiloD! 
 
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uratex16
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Re: Valiants Revamp 2.0

Sun May 07, 2017 10:29 pm

So you add something useful while taking away something useful as well?

For HD just use Genez suggestion. Just make the DEF increase a party buff. Or Faye would just be more useful as a "Holy Defender". Lol
 
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freydom
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Re: Valiants Revamp 2.0

Mon May 08, 2017 5:31 am

Hi guys!

Great ideas everybody! We will certainly let the developers hear your thoughts!  A few responses to everyone while we progress...

Active skills:
We can currently have a maximum of 3 effects
Examples: Damage, Taunt, Swap
                  Debuff, Skill delay, Damage
                  Attack up, Stealth, Swap

We are still in the era of 1 active and 1 passive skill as well, so the concept of a secondary skill is not yet available. It may come in the future as Valiant Force develops into an extraordinary game. I believe when that comes, every hero will get a revamp and a secondary active skill!

4th direction aura: Great suggestion! The developers have actually thought of this a while back, but it's still on hold as we continue to balance the current state of the game.
We are currently unable to incorporate 4 effects into one skill, hence the removal of Taunt from Darrion HD as a concept. Keep the feedback coming!

Love from MiloD! 
Hey MiloDinosaur, 

Thank you for your response, we really appreciate acknowledgements to our suggestions :)


In the paragraphs below, I have 2 main suggestions:

(A) New Skill sets called "Bonds" : dependent on specific job class or unit match up that allows valiant to change their skill and aura effect set when activated. 

(B) Valiant specific weapons



Since it has been clarified that there are some limitations as to how the skills can be changed, here are my thoughts:



1) Original Skills of Valiants should not change much, (as an exception, only when certain jobs are not used at all (royal huntsman))
Reasoning: most players built those same valiants with the intent to use those same skills. Imagine if someone build a darrion HD for its taunt and removing negative effects skill combination for pve. now it can no longer taunt which makes it less useful for story and event. such changes can upset a bulk of players.


2) Since we are looking at a maximum of 3 effects, assuming if we use existing format, that will limit the changes to damage output, Area of damage, skill cool down. 
With summoners in play now and a few event heroes capable of dishing out tonnes of damage (ronan), to make valiant viable again, you will most likely need to increase their damage output, increase area of damage, decrease skill cool down. But there will be no end to power creep. Even so, I believe most players are looking forward to improvements in these areas marginally.


3) Since each valiant has a job role and their skill sets are limited to their jobs, technically developers have few old skill combination to play around with to keep in line with their job abilities. 
To circumvent this problem, one can consider to create brand new skills, such as back in the days when ronan first appeared with magic missiles. Problem with this is again, might be a start of another power creep. 


In few other threads, I believe there are many other players who hold the thoughts that certain elements of the game are lacking, such as character development. 
While it is more straightforward to think of revamping skills solely for their utility, I believe that a more comprehensive outcome can be achieved even while changing their skill sets. 


For example: In its current state, the valiants and hero units in general all operate on the rectangle grid as mercenaries. They are just put together solely for their independent skills that might match up well with others. I do think that this is still a beautiful part of the game, except that just as how it feels cold to lump units together for no other reason than their aura utility to complement each other, this cold feeling dissipates out towards the overall delivery of the game story. ( you do not take advantage of how units when paired together can have additional relationships that translate to strengths which can add a new layer of fun and meaning for pairing different units together, while achieving new strategic gameplay goals.)


To simplify the point above, what I am suggesting is that, if 3 effects are the maximum at the moment, I believe that can and should be respected, but why not consider a different set of 3 skills for each valiant when they are paired with another class or any other specific hero. 


Just to illustrate my point further: 
Assuming Leon BK and Darrion HD keep their original skills. A new addition could be a new branch of dependent skills known as "bonds" where the description can be something like:
{
Bonds: ( 2 turn CD)
Code of the Holy Knights
When Leon / A defender class hero is within Darrion's aura: 
Bond Skill:(player has option to choose to activate this skill if player activate bond, overwrites unit existing skill)
Darrion pulls enemy to empty tile in front of caster.
Shield all defender class heroes within Darrion Aura with 100%
Darrion Hp and reflects 30% of damage for 2 turns.
Bond Aura effect(overwrite existing aura): Aura activated when Bonds is activated
Attacks of Units within Darrion Aura will heal for 25% of damage dealt.
}



The above is just an example of how when different specific units are paired together, new skills can be available. I typed out the skills in a hurry, so not much thought have been put into the exact impact of those skills. Simply an example to illustrate the potential of my point. 



This way, not only will players try to mix up Valiants with other specific units, if those same valiants and units have a plot link or character development links, this will be more emphasized through gameplay and players will be able to connect better with their characters rather than just treat them as mercenaries. Just to quote an example, a reason a game such as fire emblem is so popular is due to the fact that while they have a decent strategic gameplay system, they do not neglect or downplay the ties between the units and amplify them within the gameplay itself. Then the lore and the world of Arathos can be more exemplified that way. 

The intent of bringing up FE is not to suggest VF should be like FE, but just that gameplay can also be an area to maximize character relationships. Its like killing two birds with one stone. 


4) Lastly, if valiants must be enhanced differently other than their skills: can consider also valiant specific weapon bonus or more rune slots or additional skill rune slot for valiants. 
Although the 4th point to me is too skewed for P2W alr since those valiant weapons will likely need players to pay for them. Alternatively, you can make the valiant weapons something that players have to go through another slew of plot and dungeon/ event to craft the item. I think players could appreciate some epic crafting quest instead of relying on RNG for drop or accumulating of new currencies to buy equips the entire time. lol.


Cheers,
Frey
 
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MiloDinosaur
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Re: Valiants Revamp 2.0

Mon May 08, 2017 11:00 am

Hi guys, do check out our concepts for Freya!

Kudos to the suggestions as well Frey! Very insightful!
 
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Live4pooL
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Re: Valiants Revamp 2.0

Mon May 08, 2017 12:14 pm

brand new skill plz...
 
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rylou13
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Re: Valiants Revamp 2.0

Mon May 08, 2017 12:40 pm

so much love for freya!  :D
 
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kazamai
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Re: Valiants Revamp 2.0

Mon May 08, 2017 12:48 pm

Freya Dragoon (All skills at level 30)
New Dragonfang: (6CD)
Leaps onto an empty tile, dealing damage around it equal to 160% of Hero's ATK (8 tile AOE radius)
Stuns Enemies, disabling those affected for 2 turn(s).
Refresh this hero

New Overpowering Strikes:
When Hero attacks, Trigger Everyone in aura to Stun an enemy for 1 turn(s).
Increase ATK of Everyone in Aura by 15% of Hero's ATK for 2 turn(s).
Question plz, regarding the bolt part. there's no %?  100% trigger?