#Infinite Mode Rework
1 messages · Page 1 of 1 (latest)
The gems gained from infinite, which is one of the main factors that make it feel rewarding, just aren’t worth it to most players for the amount of time spent in the mode. For early game players, their units may not be able to succeed with the more challenging maps, and have many more ways to obtain gems (milestones, bounties, AFK, etc). For late game, gems aren’t really needed because some of the best units in the game (yhwach, baiken, Dante/vergil, boo, etc) are obtained through other ways, and most late game players would have enough of the banner units already. This puts infinite mode as a mediocre mode compared to worldlines and bounties, more consistent modes that reward more gems in less time spent.
How do we fix this issue?
I don’t think the gems need to be altered. There are objectively better ways to obtain gems, so giving infinite mode a gem buff would be unnecessary and would cause gem inflation. Instead, I think the better way to help would be for the mode to potentially drop its own item/familiar at a certain wave (percentage) as well as periodically giving items like essence stones, exp, and unit food. I believe this can solve the major issue that infinite mode is just “not worth it”. Early game players can do the mode for rewards to level them up, mid game players can use it for items they need to get for a good unit, and late game players can grind for the new familiar as well as catch up on any items they lack.
Tell me what you think and may alter about this
bump @south kelp is this bump approved
honestly you should put this in the other suggestions channel (i also think this is the wrong channel for these type of suggestions)
yea bump
which one is that?