#Stat potential change

1 messages · Page 1 of 1 (latest)

marble relic
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I do like this idea, but at the same time I have 1.6M takedowns on one of my units, so that would give me 320 potential rerolls, which could be a bit concerning...

spiral remnant
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Yea nah gonna ruin the entire point of Stat rerolling

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spiral remnant
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spiral remnant
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spiral remnant
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Like u can overnight inf 5 cha-ins

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And u wud have 20 100% rerolls

worldly badge
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it still proves my point, if farming allat then u should still have better chances

spiral remnant
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This wud ruin the value of a unit with godly stats tho...... when trading comes in

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If it's that easy

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What even is the point of stats

sand grove
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put a cap of 20k takedowns

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4 rerolls

spiral remnant
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Still lol realistically people wud rather roll on dummy units evo it and transfer it

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I've honestly never used Stat reroll with 100%

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Even if its gonna be 4 no one is gonna roll with 100%

loud plume
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im letting u cook

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this is a very good idea

loud plume
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# sand grove put a cap of 20k takedowns

that sounds good too, but i made a change to my original idea -- conserving the stat potential should only work with super stat chips (harder to get and can only roll 1 stat at a time), that would make it more fair now

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spiral remnant
spiral remnant
regal crest
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If we add your suggestion bro it would means more macaro for takedown Hell nah

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regal crest
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Imagine just if we can trade after, the unit with the stat with your suggestion the stat trade Will be bad

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Like aa the triple s is really hard to get and top tiers in trade but with this suggestion the value of the godly stat Will be 6 reroll or less

spiral remnant
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If u want it to be a system where super Stat chips and Stat chips have different takedown table, I feel like that very unlikely coz it is very unnecessary and tedious for the devs

worldly badge
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this is probably like 10 lines of coding maybe? idk anything about that tho

spiral remnant
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The system is already good rn as it is,takedowns rnt that hard to grind, and no one actually rolls on 100% potential unless they r evolving smthin. So it's very unnecessary

spiral remnant
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Whats the point

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Ppl use super chips after they first use the normal Stat chips

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So the takedown get reset after using the normal chip

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Sooo they have to grind all over again if they want to use the super chip

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Which I feel like is a unnecessary add

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So why bother add this lol

spiral remnant
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even with 100% potential the godly chances are 0.25%

urban merlin
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Maybe if i could reroll in game instead of going back to the lobby everytime

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It wouldnt be that annoying

spiral remnant
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Roll on other units and transfer it to the gogeta 🙏

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But im fine with the 4 reroll cap

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Adding infinite takedown potential wud ruin stats but 4 seems balanced

fervent perch
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ngl i hate the fact i can have like 10k takedowns and waste like 5k takedowns just because i went over the limit
i think over 5k the rates should be slighty buffed ig or something

spiral remnant
spiral remnant
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anything over that js makes stats pointless

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basically they should nerf stat transfer and “buff” stat rerolling with super chips. I mean not everyone should have good stats, yet still getting Z+ is easy af and godly is not even that rare

spiral remnant
spiral remnant
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And due to the stat transfer always leading to success, the demand for godlies will be very good in trading and the fact that ur units are not deleted after u transfer stats

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U can ask ur idea to be added,but dont ask them nerf a successful system js bcuz u want an idea with like barely any use to be added

worldly badge
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aight ima give you the reason, i js want a buff on super stat chips so they arent useless at all, atleast I barely ever use them and give some exclusivity to other stats than only Godly

spiral remnant
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They r useful to me and any players who lack a specific stat and roll on a dummy

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for example if smone needs a Z dmg, they wud super stat reroll on a unit untill they actually get it