- Joined
- Feb 15, 2018
- Messages
- 14
- Reaction score
- 45
- Points
- 13
Ignoring need for a dedicated loadout/template system to make skills easier to swap around and screenshotting of defense loadouts as I believe that is already in the development team's mind; shall we instead take a moment to discuss the actual upgrade system of skills as it stands?
RECAP
Currently the amount of RNG involved in setting up an optimized loadout feel unnecessarily archaic. As it stands you need to first get lucky on a daily or a relic/skill pack opening to even get a useful skill (the amount of burst/taunts/fleshstep-like skills I sell monthly pains me), you then need to hope it rolls at least 2 (ideally 3) usable stat lines while dodging flat HP and ATK values and finally we get to pray that the actual upgrades roll properly or at least into a salvageable state. We couple this with the cost of upgrading the skill past lvl 12 (2 million coins for the final 3 levels) which while most times isn't necessary, the 2 seconds shaved off a SM's cooldown or the effect upgrade on some BB/SM feels mandatory, especially in high-tier play. Gaining a 3rd stack of precision or gaining an additional 15% chance to proc/dispel/debuff is often game changing.
Possible improvements
1. Rescale all effects and cooldowns to cap at Lvl 12 (possibly even 10 if we're being generous). This allows the average player to access the full potential of their fighter's kit without breaking the bank and allows them to further invest into more variants to utilize these skills they've worked to level up.
2. With the above in mind: consider allowing players to allocate the last 3 (5 if we cap at Lvl 10) upgrades into a stat line of their choice. This would more than justify allowing skills to remain at 2.9 million coins (the final 2-2.3m being Lvls 12/10 to 15) and personally I think would alleviate a lot of the frustration in overcapping second and tertiary stats.
3. Allow players to select skills to either omit entirely or prioritize the drop rate of; at least for the treasure/boss nodes in a fighter's daily event/character specific PF milestone rewards, if not everywhere a skill can be obtained.
4. More agency over stat lines on a skill itself. I would suggest this be accomplished via consumables you can obtain in limited quantities when completing weekly missions/events, perhaps with larger quantities as an upper milestone reward on monthly fights. They could allow you to reroll (1) stat line on a skill to another random stat per consumable used or perhaps allow the user to merge the stat lines from an ideal rolled but generally undesired skill to a different skill of the same rarity, of their choosing (3/3 Center Stage's stats being merged into a Battle Opera for example)
This could allow gradual progression toward optimization of a fighter's bonus stat pool while not completely discounting the RNG of getting a god-tier roll from a daily. Such consumable(s) would ideally be limited stock, if at all available within the cash shop.
TL;DR
Current means of obtaining and upgrading skills feels real bad. Less RNG, more value for the time we put into upgrading our skills please.
RECAP
Currently the amount of RNG involved in setting up an optimized loadout feel unnecessarily archaic. As it stands you need to first get lucky on a daily or a relic/skill pack opening to even get a useful skill (the amount of burst/taunts/fleshstep-like skills I sell monthly pains me), you then need to hope it rolls at least 2 (ideally 3) usable stat lines while dodging flat HP and ATK values and finally we get to pray that the actual upgrades roll properly or at least into a salvageable state. We couple this with the cost of upgrading the skill past lvl 12 (2 million coins for the final 3 levels) which while most times isn't necessary, the 2 seconds shaved off a SM's cooldown or the effect upgrade on some BB/SM feels mandatory, especially in high-tier play. Gaining a 3rd stack of precision or gaining an additional 15% chance to proc/dispel/debuff is often game changing.
Possible improvements
1. Rescale all effects and cooldowns to cap at Lvl 12 (possibly even 10 if we're being generous). This allows the average player to access the full potential of their fighter's kit without breaking the bank and allows them to further invest into more variants to utilize these skills they've worked to level up.
2. With the above in mind: consider allowing players to allocate the last 3 (5 if we cap at Lvl 10) upgrades into a stat line of their choice. This would more than justify allowing skills to remain at 2.9 million coins (the final 2-2.3m being Lvls 12/10 to 15) and personally I think would alleviate a lot of the frustration in overcapping second and tertiary stats.
3. Allow players to select skills to either omit entirely or prioritize the drop rate of; at least for the treasure/boss nodes in a fighter's daily event/character specific PF milestone rewards, if not everywhere a skill can be obtained.
4. More agency over stat lines on a skill itself. I would suggest this be accomplished via consumables you can obtain in limited quantities when completing weekly missions/events, perhaps with larger quantities as an upper milestone reward on monthly fights. They could allow you to reroll (1) stat line on a skill to another random stat per consumable used or perhaps allow the user to merge the stat lines from an ideal rolled but generally undesired skill to a different skill of the same rarity, of their choosing (3/3 Center Stage's stats being merged into a Battle Opera for example)
This could allow gradual progression toward optimization of a fighter's bonus stat pool while not completely discounting the RNG of getting a god-tier roll from a daily. Such consumable(s) would ideally be limited stock, if at all available within the cash shop.
TL;DR
Current means of obtaining and upgrading skills feels real bad. Less RNG, more value for the time we put into upgrading our skills please.