- Joined
- Feb 15, 2018
- Messages
- 14
- Reaction score
- 45
- Points
- 13
Hello friends, it is Bear. I had written about 5 pages then decided that was too much; let me hit on the important notes instead.
Note: I have a very narrow view from the top 1%, please comment below anything I whiffed on.
Brief History Lesson
The bulk of this patch is excellent and makes me excited for what’s to come. The daily changes, however, remind me of some terrible updates we’ve had in the past that were reverted and ultimately lead (in most cases) to a better game. These include, but are not limited to:
I can go on but the point is this; we have seen horrible changes in the past, we will see more in the future. While I sincerely hope we see faster turn around and adjustments than we had before, it’s our responsibility to submit feedback and suggest realistic fixes to the perceived problems.
Expectation and Reality
What I expected from this update:
When I log in I get X(2?) tickets to skip X dailies of my choice and then cut 20-25 minutes from my daily grind. Wow! Amazing!
What I got from this update:
I have lost access to Holodeck, Accursed Experiments, a few million coins and filler content. As it stands now my choices are to either endlessly grind (1) tier of Prize Fights or grind rifts.
What the Daily Passes do right:
1) Holodeck Hazards now yields giga EXP amounts beyond just the boss and can be done multiple times a day.
2) You can instantly complete any daily once you’ve cleared that tier before.
3) Daily passes are free and we can choose to splurge or to stockpile them when a less desired event is active (glaring in your directions Ben, Parasol). Note: stockpiling tickets is near impossible with a limit of 4, but *some* stockpiling can be done.
4) A boon in most regards for the casual/early game player.
On to where these changes fall flat:
Coins have always been the most restrictive currency in this game and over the years lead to multiple new streams being introduced to obtain them. Between the “challenge” mode Medici fights added to Weekdays, Origin stories, Master modes, Accolades, Prize Fight reward overhauls and optional albeit very lucrative slog that was daily events we recently were approaching a comfortable spot with potential income.
While these changes aim to curb the drudgery of grinding up to 224 trivial fights a week, the way it does so is very heavy handed. I feel it skirts around the deeper issues I’ve previously touched on that led to the top percentage submitting themselves to this unhealthy grind.
At most we are only clearing 21 Master-tier events a week. This means at maximum of 953,400 coins a week (not factoring in any gold moves sold) where previously one could make 2,647,240 coins a week (again, not factoring in sold skills). This leads to a deficit of approximately 1.7 million coins (the cost of taking a skill from 13 > 15 or 30%~ of a diamond fighter) each week.
Ultimately the potential loss leads to a situation where those aiming to play “competitively” have less means of catching up to those already ahead.
Where’s the beef?
The randomness and cost of skills in nearly all aspects is where I feel this game and its economy currently fails the hardest and is one of the biggest reasons the limits applied to dailies stings so bad. To paraphrase a player on discord: “Flat stats prevent me from investing into moves so I choose to not do dailies at all, they feel pointless.” This game is a gacha, sure! However, being unable to effectively play because (1) skill refuses to roll well or even drop after literal years of searching is disheartening beyond reason.
Further example
For this patch I stockpiled skill relics. Of the 1,100 relics I opened on patch day, only 20 of them were what I deemed usable. Of those 20, only 2 were skills I was in need of. The rest were backup/potential rerolls should better skills fail to roll as needed for competitive play.
Rather than first addressing some core issues such as:
For the immediate future (within the next 2 weeks) I would like to see:
For the time being? Bear (ha) with it and be civil. Improvements will come and granted how solid the framework of the actual skip feature is I would wager additional patches dial us in just right until the entire picture is ultimately realized.
TL;DR
Daily rework needs more time in the oven, skills and their associated flaws remain the core issue to be fixed IMO.
Note: I have a very narrow view from the top 1%, please comment below anything I whiffed on.
Brief History Lesson
The bulk of this patch is excellent and makes me excited for what’s to come. The daily changes, however, remind me of some terrible updates we’ve had in the past that were reverted and ultimately lead (in most cases) to a better game. These include, but are not limited to:
- Character Relics becoming 50% chance to drop their namesake fighter instead of being guaranteed. Akin to how <new fighter theme> Premier Relics worked on the soft-launches of Fukua, Annie and Umbrella.
- Tier 3 blockbuster logic being reverted to firing off the frame they were fully charged, even if it was on AI tag in (See: Ritual Sacrifice MA)
- Armor Rating Catalyst, Grab hit-procs, Auto Immune, Sacrosanct, etc rift mods
- Enemy FS scaling while the exp/points granted did not
I can go on but the point is this; we have seen horrible changes in the past, we will see more in the future. While I sincerely hope we see faster turn around and adjustments than we had before, it’s our responsibility to submit feedback and suggest realistic fixes to the perceived problems.
Expectation and Reality
What I expected from this update:
When I log in I get X(2?) tickets to skip X dailies of my choice and then cut 20-25 minutes from my daily grind. Wow! Amazing!
What I got from this update:
I have lost access to Holodeck, Accursed Experiments, a few million coins and filler content. As it stands now my choices are to either endlessly grind (1) tier of Prize Fights or grind rifts.
What the Daily Passes do right:
1) Holodeck Hazards now yields giga EXP amounts beyond just the boss and can be done multiple times a day.
2) You can instantly complete any daily once you’ve cleared that tier before.
3) Daily passes are free and we can choose to splurge or to stockpile them when a less desired event is active (glaring in your directions Ben, Parasol). Note: stockpiling tickets is near impossible with a limit of 4, but *some* stockpiling can be done.
4) A boon in most regards for the casual/early game player.
On to where these changes fall flat:
Coins have always been the most restrictive currency in this game and over the years lead to multiple new streams being introduced to obtain them. Between the “challenge” mode Medici fights added to Weekdays, Origin stories, Master modes, Accolades, Prize Fight reward overhauls and optional albeit very lucrative slog that was daily events we recently were approaching a comfortable spot with potential income.
While these changes aim to curb the drudgery of grinding up to 224 trivial fights a week, the way it does so is very heavy handed. I feel it skirts around the deeper issues I’ve previously touched on that led to the top percentage submitting themselves to this unhealthy grind.
At most we are only clearing 21 Master-tier events a week. This means at maximum of 953,400 coins a week (not factoring in any gold moves sold) where previously one could make 2,647,240 coins a week (again, not factoring in sold skills). This leads to a deficit of approximately 1.7 million coins (the cost of taking a skill from 13 > 15 or 30%~ of a diamond fighter) each week.
Ultimately the potential loss leads to a situation where those aiming to play “competitively” have less means of catching up to those already ahead.
Where’s the beef?
The randomness and cost of skills in nearly all aspects is where I feel this game and its economy currently fails the hardest and is one of the biggest reasons the limits applied to dailies stings so bad. To paraphrase a player on discord: “Flat stats prevent me from investing into moves so I choose to not do dailies at all, they feel pointless.” This game is a gacha, sure! However, being unable to effectively play because (1) skill refuses to roll well or even drop after literal years of searching is disheartening beyond reason.
Further example
For this patch I stockpiled skill relics. Of the 1,100 relics I opened on patch day, only 20 of them were what I deemed usable. Of those 20, only 2 were skills I was in need of. The rest were backup/potential rerolls should better skills fail to roll as needed for competitive play.
Rather than first addressing some core issues such as:
- Not being able to target what skills drop
- Raw/flat HP and ATK values, Crit Resistance, Elemental Penalty still existing
- Being unable to adjust/reroll stat lines
- Absurd cost relative to the pay off of maxing gold-tier skills
- Walled off Holodeck Hazards and Accursed Experiments.
- Lopped off 60% of the door prize coins that propped up an abysmal move-hunting daily system.
- Shunted ability to EITHER pay into moves after they finally dropped OR invest in guaranteed value (but still prohibitively expensive) Diamond fighters.
For the immediate future (within the next 2 weeks) I would like to see:
- At least (1) free entry into Holodeck Hazards with the option to pay for additional Holodecks via tickets.
- Accursed Experiments either being free to enter OR refunding its ticket cost upon 100% completion for the week
- No ticket cost to manually play any daily fight, regardless of difficulty, and tickets being used to instantly clear any previously cleared difficulty, up to 2 times a day.
For the time being? Bear (ha) with it and be civil. Improvements will come and granted how solid the framework of the actual skip feature is I would wager additional patches dial us in just right until the entire picture is ultimately realized.
TL;DR
Daily rework needs more time in the oven, skills and their associated flaws remain the core issue to be fixed IMO.
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