#Trials Rework

2 messages · Page 1 of 1 (latest)

ember adder
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At this point I think the best way to rework Trials would just be to have pigments drop with every trials completion or Bahamut Chest, and then your scales count for upgrading the pigments.

Healing pigments are still crap and 7 months into the year we've gotten a whole 1 ASSUMING you could make it to 1,600+ with only good aligned champions and maybe some Dungeon Master rerolling.

Tanking pigments? I think we got 1. DPS pigements? 1 or 2 assuming you could do DURGE with only DPS to 1600 (I couldn't but I can get about 90% of the Tier 4s completed after that event I was just a wee bit not there at that point since I haven't played for a year yet even now)

At the rate things are going if they don't do something those pigments are basically useless. I mean god forbid you want DPS pigments on DURGE for highly restrictive variants, and DPS on someone else. It'll never matter cause you'll never get 6 stacks and going from 1e550-5e550 doesn't do anything. I have SOME at least because I bought the season pass...

But DPS Support would become more valuable beacuse you'd have 2 stacking DPS pigments. I plan to put all my healing pigments on Omin cause he's pretty much the only unit I have that legitimately heals about the whole formation reasonably since I don't use Orkira to try and trigger BUDS Buggy.

The DPS pigment would be a huge boost, It's a 1e4 boost for having 6 DPS pigments. about an e6 boost to have a DPS pigment to level 20. e40 boost for having 6 at level 20 if my calculator is working. This only applies to the formation.

Might need some base potency nerfs or caps to max level or something, but if you want people to be able to boost their power, and have the roles matter more, and hell if you guys were ok with stepping away from the canonical 4 pigments and create gold find, debuff, etc...

This would be the most effective way in my opinion to go about it instead of dumping everything into 10 champs then doing a dismantle to put on next 10 champs.

ember adder
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I don't see a problem with granting pigments or a chest with the bahamut pigment drop rate for every trial you have completed thus far or every bahamut chest your account has opened thus far. Sure there's 5 chests a week, 260 pigements a year roughly if you've been doing trials since day 1 you likely have 700+ pigments if it's been out for 3 years, Which averages to 7 pigments on each champ across 100 champs, we have 130 champs and some champs can have all 4, so that means some of the champs would have something along the lines of 24 pigments they could have on, some only 18, some only 6.

You'd still need 1.200 for every champ to have full pigments averaging 2 of those roles per champs, and if there were like what 7 different pigments, you'd be unlikely to have 100 of each.

Plus you could then use the upcomming alchemy system to take 3 pigments and convert them or 2 pigments and convert them.

Let's say there's 25 debuff champs, You'd need 72 to have 1 in each if we did have a debuff the bonus could be like 50% more damage dealt to all enemies that are debuffed, and maybe you could level it to legendary level 10 or 15.

You could likely get all the potency at the end of it to be like the current e360 buff at level 20 for everything, and keep costs down.

My concern is that if you have like blessing like legendary increases, you'd have a harder time balancing and it would really screw everything up with briv gem farms so you'd have to close out the buffs, and then toggle them back on when you stop gem farming.

In my opinion this would be ultimately the best compromising, and tanking pigments with buffs would allow for higher orders of magnitude health and healing which MIGHT somewhat help once we get past area level 2,000.

Also all the systems would almost stay the same and it would remove item card bloat.

All tanks get 1shot eventually and "Getting hit" mechanics are broken because of it without Mira + Egbert + Gale.