#Collections Feedback

1 messages · Page 1 of 1 (latest)

merry sage
#

What are your thoughts on the latest release, Collections? We would love to hear genuine and insightful feedback from all of you!

📝 To send your feedback, please put it in ⁠#1176744720559505539, tag @hexed field and include your UID and Server ID.

Here's an example:

"I believe that collections are xxxxxxx."
UID: xxxxxxx
Server ID: xxx
Tag @hexed field

⏰ The feedback submission period is from now until <t:1701734340:f>

🎁 Reward
💎 1,000 Diamonds x 20

✨** Note**
Each player can only take part in once, and you can always edit your feedback before the end of the event.
You can also give a reaction to other player's feedback to show your support.
Reward will be sent on Dec. 22,2023.
Thank you in advance for taking the time to share your thoughts with us.

#

Please only post feedback for Collections in this channel. All other conversation should be posted in the main #collections channel.

cedar grail
#

I believe for $15 it should at least be 30 days and possibly need more f2p sources of staffs. Otherwise it is an interesting addition to the game.
UID: 152818247
Server ID: 1068
@luna.li @merry sage

median vessel
#

In general, I think that the collection system can be good for the future of the game. Right now, however, I think that the implementation is messy and has the potential to cause harm to the game if it's left like this. One aspect is of course the cooldown for removing collections. Experimenting with gear and such is a core part of the game for people who like to play CR and NC, and this 100 diamond cost really adds up across 30 heroes. As an example already: I had to remove collection from Emilia because the Mehira collection breaks Soul Hound, but I have to put her collection back on before TS starts... I think that there should be no cost or cooldown whatsoever to this feature.

Another aspect is just how many layers of RNG there are. RNG to get staffs (from mystic starzone chest, the only confirmed free source of them as of right now), then RNG to get good totems, then RNG those totems will indeed work, and then RNG you dont lose your collection run. This is just not fun and I'm not convinced that anyone enjoys spending their L totems only to lose the run due to bad luck or (honestly) even skill issue. This system needs to be reworked.

Finally, there is the issue of the gameplay. There's nothing inherently wrong with it, but the rogue like nature of it and tiny tiny pool of heroes means that the gameplay gets stale very quickly and we have to do this 7x every week. There's no progression to the gameplay element so it really feels like doing the same thing over and over and over. Could probably use a minor redesign.

UID: 150227750
Server ID: S1046
Tag @hexed field

ripe pagoda
#

-After we have 5 heroes, there should be a higher chance of being offered an upgrade for a hero instead of just being offered three new heroes. Currently you can lose a run very early because you just keep getting elite/legendary heroes instead of being able to upgrade some of your heroes to ascended.

-We get too many upgrade events on early floors, and not enough at later floors. Being able to reroll a stat doesn't matter when we don't have any high tier stats yet, and upgrading 3 stats into one of a higher tier doesn't work when we don't even have 3 stats of one tier yet.

-The trap tiles that give/take away invisibility are pointless. If your run is going well, they won't make you lose. If your run is going badly, you'd still lose even without those tiles. Traps should be replaced with more fights and upgrades.

-Miracle Worker and Farewell gift are way better than every other legendary totem. Other totems should have higher chances than 5-10%, currently they feel like they have almost no impact.

-The chance of finding skill level +1 is way too low. I've done 20 runs between two accounts and have yet to find it once, even when using totems that double the chance of finding it. For many collections, this upgrade is required for the collection to be worth using.

-There needs to be more ways to obtain arcane staffs without spending real money.

-Let us view the stats/upgrades on people collections in Cursed Realm/Nightmare Corridor replays

UID: 3722825
Server ID: 36
@hexed field

mellow saffron
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"collections are definitely a very interesting feature that i think is going to go very far for all sorts of players. I am only in the mid game right now (lvl 220-240) and i am really excited to see what the community is able to do with this stuff. the builds i've seen so far from this community is incredible and in my own testing it is not incredibly difficult to get a pretty good collection. i think that the different abilities that we are able to earn are at first a little daunting because they are a little confusing on what they do but they are easy to figure out and how to use them effectively with use of the information given. i think that this is a very good change that is going to be very beneficial for newer and long time players. i am excited to see how some people are able to make custom collections for specific heroes."
UID: 154450405
Server ID: s1082
@hexed field

vivid sinew
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I love the new collection cause they are pretty much RNG stat wise so you cant whale in it as much
UID: 131646214
Server ID: 881
@luna.li

stark flower
#

Ghoulish Gallery gameplay:

  • you shouldn't be able to trigger a "fuse 3 stats of the same tier to make a stat of a greater tier" if you don't have 3 stats of one tier. if you literally can't use the event function it shouldn't be offered
  • traps are pointless. They're just blank tiles. the gameplay is trivially easy, enough to the point where the fluctuations in invisibility have essentially no effect, since you aren't losing fights in the first place. please remove the trap tile and instead offer only hero upgrade, stat upgrade events, or fights.
  • the gameplay itself is interesting in small bursts but will become very stale very quickly. Spice up gameplay by cycling out hero pools weekly or better yet pare down the playtime into a more afk-friendly system

Totems:

  • Miracle worker is far and away the best totem and it's not close. The rest of the totems feel like an afterthought, aside from Farewell Gift which is powerful but not quite as powerful as Miracle Worker.
  • Sturdy Shield, Piercing Blade, Valiant Attack, and Energy Riptide are all very weak. I'd prefer if they were removed from the pool entirely. If that's not possible, then at least buff them so that they have a chance to increase the power level of your stats in the way that the Blessing totems and the 10% upgrade totems do.
  • Add more ways to gain Arcane Staffs through natural AFK gameplay. Adding them to Mystic Starzone is a good first step, but they should be available in a variety of other places. Add an FoS that adds Staffs to AFK rewards. Add them to more stores (Lab, Chally, Barracks, Dream, Rift Shop, Guild Shop) and various reward chests so that they feel integrated with the game.

Misc:

  • Get rid of the cooldown timer and cost to circumvent the cooldown timer. We know you're going to do it eventually, just get on with it.
  • Buff the rate of +1 Skill Up. Double it at least.
  • The packs aren't high value enough for mid-spenders to buy.

UID: 149826596
Server ID: 1043
Tag @hexed field

pale bane
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I love the new collections UID: 139891621
Server ID: S956
@luna.li

stiff apex
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"The collection system in and off itself isn't bad, but unrefined.
It lacks the AFK factor, because players have to bless RNG for every collection 'run' to be good for one hero to have a decent collection to equip them with.
For a game with hundreds of heroes ... this gets aggravating.
The 24h cooldown on swapping out a collection seems overkill, because you are able to swap out the existing artifacts whenever you like too, so it doesn't really make sense to have a cooldown that high. (maybe 30 - 60 min would suffice)
Engraving the collection is a neat idea, but with a rougelite system that depends so heavily on RNG, you could play this mode for hours upon hours with maybe no real improvement whatsoever, which might lead to people quitting it.
I'd rather suggest collecting the engraving stones and being able to upgrade them once you have multiple of them and when upgraded they can have a slight min and max roll range where it can land in. (e. g. ATK% from 2.5 - 3.0%)
The rooms with swapping, splitting, etc. of the runes should be combined into one. I haven't played the mode much, but it happened to me a couple of times already where I literally had no use for the room."

UID: 108592617
Server ID: S722
@hexed field

celest fossil
#

Best designed system so far. Very well thought out. Would like a way to change stats rather than have to start from scratch. Perhaps a way to redo a run with the same collection for a certain amount of gems would also be very nice.

Losing the fight and getting a lower level collection when using many legendary totems cause of bad rng with heroes you get is extremely unpleasant and can make people quit. Some way to pay gems to get more tries when that happens for example could solve this issue.

Lastly the swapping of collections with vanilla artifacts is a big issue when copying formations. I already had to swap many times because some heroes need vanilla artifacts like thoran needing a team with heroes equipping call. Having no gem cost penalty when swapping to a vanilla artifact or allowing heroes to toggle between artifact and collection would solve this.

UID: 13480741
Server ID: 131
@hexed field

lone ridge
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Artifacts:

  • Skill level stat is hard to get, even with totems there is no guarantee that you will receive +2 skill level. Make a pity to guarantee us the skill level as it already hard enough to get the skill level with the perfect stats.
  • Having a fixed number of artifacts or let us exchange stats between old and new artifacts, it will be a pain to grind again for the new op artifacts.
  • Remove 24h timer and hero requirement to unlock artifact. It is lame and unnecessary. Limit testing plus make the dura artifacts useless, or we need to wait to change between them. Pretty poor QoL.
  • Increase the number of Arcane Staffs to get totems or reduce the rng to get the stats we need.
  • Fix totems, only a half that are good currently
    Dungeon run:
  • Let us upgrade our heroes and complete our roster instead of introducing elite heroes after elite heroes. It could ruin a good run which is annoying.
  • Low number of chances to upgrade the stats in the later stage, while high number of chances to upgrade it in the early stage while we have 0 stat. Let us fully upgrade hero in the early stage and bring the upgrade feature to the later part.
  • Remove the trap, it is useless. Save us some time.

UID : 140893025
Server ID : 965
@hexed field

quartz sky
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It would be more F2P if it has some cheaper way to get the stick, lower it to 100 or add more to it. Add more F2P ways to get them. Expect some p2w mechanics, this event is good and the collection ability is not so broken, just add more ways to get +1.
Server ID: S918.
UiD:135763319

#

@hexed field

delicate urchin
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The game mode is fun for now though I can imagine it being tedious in the long run like labyrinth, the idea of the collections seems fun but it's still too early for me to form my opinion on it. I think the erosion/buff stats that was introduced alongside it is pretty confusing, I hope you can formally list heroes that benefits from erosion. Also pls remove the diamond tax from unequipping/equiping the collections.

UID: 152338352
Server ID: S1064
@hexed field

swift shale
#

Hello, Belinda, i love you!🫶
UID: 138972545
Server ID: 948
Tag @hexed field

ionic basin
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Great system overall, it's a nice plus to the game even it makes a it a bit more complex than it already was.

-Would be nice if it was explained a bit more than it currently is but will probably be in the future.
-Cooldown for removing collections is a bit too big, paying diamonds to try stuff makes it expensive really quick.
-Would be nice to get the rate of +1 Skill up by a bit.
-Make it more f2p friendly, the diamond spending is already high enough daily so buying staffs makes it almost impossible to get a possitive income of diamonds.

UID: 118158675
Server ID: 777
@hexed field

median ledge
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The gameplay is good and a nice incentive to learn about team comps etc but the rng for rune drops are way too heavy, no one wants to grind for 3 correct totems for a month (or more) just to use in 1 run and not get a M+ rune on your artifact. This level of disappointment for players could easily drive people out of the game from never getting any kind of payback for their efforts (every summoning method has a pity as an example to avoid this).
A potential good fix for this is to allow the new artifacts to be modified after creation, could have a cooldown and diamond cost to prevent constant changing, and create a new shop that bases around buying runes to swap onto existing artifacts (for example, 1 M+ rune exists per X time period and can be refreshed to try find one you want with diamonds).
This would also give more of an incentive to spend $ as currently there's no incentive to spend money since you're not guaranteed to get anything useful especially after adding a ton of essentially useless stats to bulk up the artifacts and block out good stats (erosion, buffer etc and every Full X stat).
The odds of getting the useful ones with totems is just 'increased by 100%' but that could be from 0.5% to 1% which is still awful but as far as I'm aware there's no way to even know what those chances are.

Overall, it has potential to be great but the runes need to be something achievable and possible to aim for like beast RC is rather than just being a theoretical possibility that no one will ever obtain.

UID: 122436538
Server ID: 806
Tag @hexed field

terse estuary
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Interesting concept, poor execution. Too much power linked to too much RNG is not a fun concept, specially in such a time and diamond consuming mode of game (on a game that was supposed to be AFK). There's potential for the concept, but RNG needs to be toned down, balance across totems needs to be better and the mode itself should maybe be a little more intuitive, considering how earrly the system comes on for new players.

UID: 42974495
Server: 377
@hexed field

teal salmon
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Honestly, this new feature is just plain frustrating. Not only is there RNG nonsense in getting the totems, but the runs themselves add another layer of randomness, leaving you clueless about the stats that'll end up in the collection. And seriously, a whole separate mode for acquiring resources? It's way too time-consuming. I much prefer the Beasts and Poe system, where you get resources from events and just "draw" them.

It's infuriating how this mess makes the formation function in campaigns and towers so inconsistent – you can't even copy the exact collection!

And to top it off, why in the world is there a cooldown when swapping collections? It's absolutely nonsensical.

In conclusion, if this feature doesn't get its act together soon, I can see a lot of players calling it quits.

UID: 16659193
Server ID: 161
@hexed field

onyx hatch
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The game mode is fun, but the balancing feels terrible. The stages are too short to scale, and often you're forced to pick up new heros when you have your set team comp which then dilutes the pool of upgradable heros than can be picked from, increasing the risk that you get dead upgrade choices later in the run. I suggest that upgrades to heros be offered after battles, either always or at a chance. Another possible fix is to allow runners to drop units, and all new choices should include at least 1 upgrade
UID: 152645730
Server ID: 1066
@hexed field

grave agate
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I hate the fact that we have to do 7 attempts every week, and also the 24 hour waiting period between switching Collections. Make this new powercreep afk like engraving and furniture pls. We play this game because it's supposed to be afk.

UID: 48838319
Server ID: 1
@hexed field

bitter socket
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Rune rng fucking sucks

#

@hexed field

sonic crane
#

Very RNG, too much effort to put in UID 151999620 ServerID: 1061

north sail
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Poor f2p rewards and i always need to grind each day to upgrade my characters and almost never get what i really need.
It takes centuries to get enough hero essence for a single character.
But at least heros are pretty so i go for it over n over again

UID: 148517924
Server ID: S1032
Tag @hexed field

autumn plover
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Legendary totems are too impactful & long to obtain, also the 24h timer to switch collection is a huge issue since it locks you from the versatility regular artefacts are, certain effects and stats are just needed for some strats and campaign clears for example.
UID : 149077715
Server ID : 1036
@hexed field

hazy sigil
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I believe that collections are huge time sink, and ruin the QoL of copy formations. I don't want to spend more than 5 minutes a day on this game. This is a feature I will not be using without a "Auto Complete" function that requires no effort from me. I agree with all of the other negative comments about this new feature also. I understand this is a business, so I don't really care that it is a huge money grab, but making it take more than 30 seconds isn't what I am looking for in an AFK game. If significant changes aren't made to make this less of a time sink while retaining the copy formation functionality I aniticipate I will be done playing in a month because this makes the game too much of a chore.
UID: 74175882
Server ID: 542
Tag @hexed field

quasi iron
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Hello, after the update players have been quitting and quite a lot who have money. In my guild some quit, others retired from competing.

Why is this? The danger of rng systems is while some players obtain perfect artifacts for their favourite hero, others are severely discouraged. While the hope of hitting the jackpot might entice free players, afk is a slow game, you need to win the jackpot dozens of times and this kind of thinking will quickly become considered as delusional. Instead its basically adding rng to whether you keep players who already continue playing.

So why does cursed realm work? While damage in cursed realm varies quite extremely, you know that within 100 hits you almost certainly hit close to your peak damage. The actual rng is only six teams that either flops or peaks in damage. Some players still cannot hit their peak and become frustrated.

Even if a player obtains an unfortunate rank of 5.1%, they still receive rewards which are only slightly reduced.

Now consider the new collection system, how likely is it to reroll a m+ ability for each of seven slots and how many attempts are there per week compared to cursed realm? After many hours and spending, you could get absolutely nothing. This is like a black hole in an afk player heart.

If you had 1m dollars and wanted to spend to become the number one player in a game, because you dont want to wait for resources, would you play a game that demands active repetition where rng could delay you indefinitely? So id like to give some suggestions for free:

ID 46444820
Server 394

@luna.li

halcyon moat
#

Wayyyy too much RNG. Collections has potential as the original artifact system had become outdated and too many heroes to slot in the 8 spots for artifacts. But in every corner of collections, there's a wall of rng you need to overcome whether it's stat rolling %'s, or wanting the stat you want... Why am I getting MP for a ranger which hits physical damage?

Also the 24h cooldown HAS to go, for the sake of the community's sanity.

UID: 107840580
Server: 718
@luna.li

turbid belfry
#

I really think this new mode is a bit too strongly dependent on RNG, especially when compared to other modes/power creep methods. It's also more time consuming than I'd like for a game that typically takes me 5 minutes a day and I should be one, while also being overly convoluted & confusing for no reason.

I've been playing since the release summer, and this is definitely the most challenging to understand, let alone to explain, gamemode to date I think. I don't see why it has to be so complicated and have so many random stats and bonuses that I don't know how to properly get, like +1 levels & +2 levels.

I don't at all mind new whale features and have even enjoyed pretty much all of the previous power creep mechanics. This one however just feels far too detrimental for the F2P & light spending playerbase. 3000 Gems for a 10x summon, while is on par with normal summoning mechanics, is just a bit much for something that gives you almost guaranteed no reward translation at all until you've spent up to the guaranteed epic roll to get that +1 Level totem. That's not even to mention the fact that there's a 24 HOUR LOCKOUT on collections, unless you spend MORE diamonds, which is absurd???

To build off that final point, copy formations will now be even more obnoxious or difficult to do for anything because now it becomes an issue of "Well, did this guy use all 10 collections? If so, what heroes are they on? Are they leveled up? Are they even worth using if not leveled up? Will I be punished now for swapping collections to these heroes, since I now will no longer have them on my arena/challenger heroes for 24 HOURS unless I spend more diamonds?", which quite literally translates to zero fun and a definite headache or outright ignoration of the entire mechanic because of the time sink just to swap them, and the diamond sink to fix them afterwards if it becomes a problem due to PvP leaderboards.

UID 17763641
Server 172
@hexed field

jovial reef
#

UID: 30256553
Server: S275

I would also like to add that it’s time to retire Arcane Lab. Give us full sweep, we have enough to do now. It shouldn’t cost diamonds to remove and swap these. They should be freely exchangeable.

@luna.li

oak wharf
#

I personally having fun with this new game mode, what i'm thinking is that after a while, this might become boring and tiring at the same time, RNG being out of control and becoming RNG hell trap, and also the collection cooldown rule is kinda unfair.
what i propose is:

  1. Continuously revamp the game once a while, like different hero pool, different event, etc.

  2. Add option to just sweep the game but it comes with consequence, let's say gives less RNG of gaining good attributes, less stat or anything.

  3. Add option to run the gallery with existing Collection, just to re-roll some props(not all), of course it might come with more consequences, maybe it will use 2 or 3 attempts for a single run, or additional charge, etc. this will make the grind less RNG hell trap.

  4. The fun of this game mode is you are forced to use random formation, but its not fun if you have not enough ascended hero. We need ability to choose specific hero, maybe 1 or 2 that will be guaranteed to appear on hero choice event every set pity (maybe 2 or 3), or other method is the ability to reroll the hero choices, or ability to trade the hero buy and sell hero could be good options too.

  5. Re-equip collection Cooldown is annoying, maybe we can make it start counting on equipping instead, so we can just wait 24H just to swap, not 24h waiting and without Collection equipped.

UID: 4561259
Server ID: 44
Tag @hexed field

teal trellis
#

I like them, I enjoy that I can give them to my heroes and give them new skills, the only things that I don't like it's that there's 2 much RNG and that I can only swap them once every 24 hours.

I believe selecting the perks from a pool of 3 instead of "this is what you got" would help to reduce the bad luck.

UID: 138668178
Server ID: S945
Tag @hexed field

indigo grove
#

Way too RNG
UID: 126944208
Server ID: S837
Tag @Luna

obtuse knot
#

Don't be surprised if you receive death threats in the future for coming up with such a feature that gives spenders middle finger because the difference between luck and not having luck is this unbearable.
@hexed field

pseudo agate
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It takes more time to do one run than all other daily activities combined and by a large margin. The RNG factor is annoying, but not a deal breaker for me. If it is not significantly shortened, I will prob just ignore it or have to stop playing. I don't have the time to spend 30 minutes a day on an "AFK" game. The Diamond cost to remove them is basically a slap to the face and a complete embarrassment to have been implemented.

UID: 110164525
Server ID: S732
@hexed field

wary cobalt
#

Please refer to attached image.
UID: 57938298
Server ID: S463
Tag @hexed field

vague hollow
#

Utter shit. The fact that you

  1. Need to wait or pay diamonds when you unequip your collection and you wanna use it again

  2. You need the character to get the collection

  3. There's no other ways to get staff besides 1 for 300 diamonds for 3 days for f2p

  4. Too rng, the fact that you need to gacha a bizzare totem to increase your odds of another gacha is absurd

  5. Too long, game isn't afk anymore

UID:156517047
Server ID:1100
Tag @hexed field

gloomy willow
#

A very nice addition to the game though i believe we need more f2p stuff
UID: 155657387
SID: S1092
@luna.li

somber sorrel
#

Please refer to attached image.
UID: 138892716
Server ID: S947
Tag @hexed field

lunar jasper
#

Gholish Gallery Gameplay
Surprisingly happy with this! It feels like a great improvement/iteration over the Arcane Labyrinth gameplay; randomised stages with randomised units and randomised bonus effects. Being able to/forced to use off-meta units in a setting where they can actually be strong enough to be relevant is really refreshing.

Collection Artifacts
Thematically, these artifacts are really cool, though it kinda washes away the impact of the units they are lifted from. Being able to attach key effects from other heroes is fun, and a mechanic that adds a lot of variance and flexibility to builds and lineups, I see a lot of potential in this.

Randomised Stats
This however, is single-handedly turning this otherwise interesting and enjoyable new feature from a fun thing, to an absolute garbage-tier mechanic. I genuinely hate the idea of this concept so much that for the first time since I started playing this game many years ago, playing it practically every day, and still enjoying it to this day, I am considering quitting the game.

This feature is taking the game down a design decision path that is a complete and utter mismatch with every other power-creep feature in the game; diverging heavily from the more deterministic and quantifiable upgrade path, where everything has clear goals, clear effects and clear resource costs, into the opposite horrible grind of chance and luck on a completely different scale from everything else.

Replace this with something else. Reward us with a new type of upgrade materials that is used to slowly upgrade and improve these new artifacts down a set pre-determined path, giving each of them niches on par with other artifacts, or something, but please get rid of this randomised nonsense.

Please.

UID: 115982298
ServerID: S767
@hexed field

teal zephyr
#

pretty good stuff, I find it pretty great especially since I just restarted. Items give a pretty good boost in Campaign and Labyrinth
UID: 156789385
SID: S1102
tag @hexed field

mellow pendant
#

The 24h cooldown on swapping and the whole rng fest that collections are make the system feel terrible.
The minigame is fun imo but mabye let us keep the stats as items so we can farm them over time and once we got enough good ones we can slot them into a collection? That would alleviate the rngness of the system a bit and make it more bearable.
Also give us a way to retroactively activate the second skill on collections that are complete cause even with god rng on stats you can get fudged by not getting the skill up
UID: 140970873
Server: 966
Tag @hexed field

barren nebula
#

I love how I can keep going randomly into this and learning about/testing more interesting combinations of heroes. It’s been really nice being able to play heroes I haven’t been able to try out yet! I also like that the trial is long enough to get a good feel for the progression of the characters as I can upgrade their tier, but short enough that I can rinse and repeat.

UID: 154716195
Server ID: 1084
@hexed field

marsh shard
#

Too rng, very frustrating, find something else to make money. If you want so badly the rng thing, maybe you can give the possibility to don't make the artifacts instant, but collect stats everytime and when you want you can merge everything you find useful to make your personal artifacts
UID: 109722657
Server ID: 729
@luna.li

arctic surge
#

I believe that this new mode is better comparing the normal artifacts, but there are so many abilities and without good runes you can't get them very often and the complexity is on mid-hard level since it takes a lot of time to make a good relic for 1 hero. (8/10)
UID: 153981775
Server ID: 1078
@hexed field

main patio
#

I believe that collections is a nice idea but also a time sink at the same time. However I do like that you have time to complete the collections before it refreshes. I don’t understand the time limit between switching collection artifacts when other artifacts are easily switched. Especially needing diamonds to shorten the time, there are a lot more important areas to spend diamonds in than switching artifacts between heroes. Either making the fee some gold or smaller amount of diamonds. An even better idea would be not have a switching time limit and fee at all. The store price, I’m not entirely sure if one arcane staff that’s used in summoning for the collections is worth 300 diamonds. In my opinion, when I saw it I instantly knew I was never going to use my diamonds for it.
UID: 156671464
Server ID: 8695 Tag @hexed field

wispy viper
#
  1. I don't know what is going on with this collections. The instructions on how to use these collections aren't very clear. I had to go out my way to research how this new collection system works.
  2. Too time consuming. Maybe introduce some sort of auto battle feature.
  3. RNG. I used to play Epic Seven and the reason I stopped playing it was because of the gear stat RNG. The way the collections is set up with RNG stats is giving me the same vibe atm.

UID: 146184160
Server ID: S1012

@hexed field

muted fossil
#

"I believe that collections could be better
1- remove the 24h timer or allow us to reduce it to zero with the field of Stars constellations.
2- infuse the artifact system with this collection system except the older artifacts can be leveled further without resetting or having duplicates and the level ups are not RNG everyone would get the same upgrade
UID: 75334744
Server ID: 548
Tag @hexed field

somber mica
#

Too much rng, remove 24h timer and 100 diamonds to switch, Increase the number of attempts and reduce rng
UID: 7588295
Server: 74
Tag @hexed field

chilly marten
#

@hexed field

At the minimum remove the diamond cost to swap collections within 24 hours. Total dick move and we all know it and have been demanding for change. This is coming from someone that really enjoys running the dungeon and everything else about collections.

Also please make the paid subscriptions monthly, biweekly is imo, too much.

Maybe charge 500 or even 1000 diamonds for an extra run per week.

UID: 155852706
Server ID: 1094

merry sage
#

Collections Feedback

lunar bane
#

At a certain level, we should not be getting new heroes but mainly upgrades for our current heroes. Being on level 7/8 and getting multiple new heroes rather than upgraded heroes feels awful

UID: 152891702
Server ID: 1068
@luna.li

inland minnow
#

I believe the collection system could benefit from having a system similar to the Artefact system. Handling multiples of each collection is gonna become a big mess soon if we keep farming new ones, so maybe we could get only the individual ones and we could do runs to level up each of the collections individually (with option to skip of course for instant reward). RNG could still be present by giving us a few stat slots with lower chances of getting better stats, totems being used to give better chances of higher rarity stats.

This is important because players will keep farming new collections for years, eventually they will have dozens of good individual collections that will severely hamper their ability to find the one they want.

By widening the range of collections levels (say, from 1-100) and slowing the rate it levels up, you could insert it better into the progression aspect of the concept of the afk aspect. Like the Artefacts themselves, collections could probably gain more equip slots with the level ups. As a bonus monetisation method, players could buy both Arcane Staffs and more Exploration attempts with money.
UID: 156136827
Server ID: 1096
@hexed field

jovial vine
#

i love the new collections
UID: 156515119
Server ID: 1100
Tag: @hexed field

orchid perch
#

I believe that collections are pretty cool, still confused how they work
Uid: 151978726
server id: 1061
@hexed field

ionic mist
#

I believe put RNG things can kill a game
UID: 23851361
Server ID: 229
@hexed field

fervent dagger
#

In general i think this new feature is really good since its not that pay to win but I think it should be more "AFK" and less RNG and play time. The runs are pretty easy, which is good, and the collections you get are pretty useful.

UID: 152460936
Server ID: S1065
@hexed field

tender elm
#

I'm still a little confused on how the collections work however it helped boost my CMBR and progress further. It does add an additional thing to do which can be positive in the sense of more content however negative considering this game is called "AFK" arena.
UID: 155687407
Server ID: S1093
Tag: @hexed field

tepid shard
#

Ghoulish Gallery gameplay:

  • you shouldn't be able to trigger a "fuse 3 stats of the same tier to make a stat of a greater tier" if you don't have 3 stats of one tier. if you literally can't use the event function it shouldn't be offered
  • traps are pointless. They're just blank tiles. the gameplay is trivially easy, enough to the point where the fluctuations in invisibility have essentially no effect, since you aren't losing fights in the first place. please remove the trap tile and instead offer only hero upgrade, stat upgrade events, or fights.
  • the gameplay itself is interesting in small bursts but will become very stale very quickly. Spice up gameplay by cycling out hero pools weekly or better yet pare down the playtime into a more afk-friendly system

Totems:

  • Miracle worker is far and away the best totem and it's not close. The rest of the totems feel like an afterthought, aside from Farewell Gift which is powerful but not quite as powerful as Miracle Worker.
  • Sturdy Shield, Piercing Blade, Valiant Attack, and Energy Riptide are all very weak. I'd prefer if they were removed from the pool entirely. If that's not possible, then at least buff them so that they have a chance to increase the power level of your stats in the way that the Blessing totems and the 10% upgrade totems do.
  • Add more ways to gain Arcane Staffs through natural AFK gameplay. Adding them to Mystic Starzone is a good first step, but they should be available in a variety of other places. Add an FoS that adds Staffs to AFK rewards. Add them to more stores (Lab, Chally, Barracks, Dream, Rift Shop, Guild Shop) and various reward chests so that they feel integrated with the game.

Misc:

  • Get rid of the cooldown timer and cost to circumvent the cooldown timer. We know you're going to do it eventually, just get on with it.
  • Buff the rate of +1 Skill Up. Double it at least.
  • The packs aren't high value enough for mid-spenders to buy.

UID: 152747242
Server ID: S1067
Tag @hexed field

civic ermine
#

Random to random, starting for totem pull, then random exploration team, random building heroes, random drop, random fusing and random reroling......
-Totems: Overall good, some totems are lacking behind it may benefit from %adjustments.
Gold crafted totems should require 15 purple not 25.
-Gameplay: Fun but repetitive in long time
Invisibility trap should be removed.
Fusing, swap, copy and reroling post need to be on fixed floors.
Reroling post shouldn't reroll same stat, add 2x reroling charge.
Fusing post shouldn't appear if there is nothing to fuse.
-Artifacts: It happened to me today with miracle worker to got 2 times mytic MP stat... Very good but it was on ranger artifact making artifact worthless and gold totem wasted. This shouldn't be allowed, we need some stats blacklisted on artifacts MP only for Support and Sorcerey, PP only for warrior and Celerity, Armour only on Tank.
-skills
This new artefacts are basically borrowed power but when equipped on "owner" they should give specific skill/stats.
Example Orthos artefact when equipped on him should give special stats and skill only for him. Lilith are parroting for few years that they need make older heroes useful but with this update they are becoming more and more useless.
-Cost swap..... Why? It should be free.
-Campaign, tower and Twisted realm copy formation is hindered with new artefact system. Now we got a option to don't swap artefact but why on the world we need to adjust manually every time.... Just add new slot for new system without touching old one.

UID: 89058221
Server ID: 617
Tag @hexed field

ashen hatch
#
  • Provide the option to upgrade or swap a hero from your squad of 5 out, offering elite tier hero’s past level 3 is pointless.
  • Combine option should be a general feature for 3 or more of the same type, you know players only want the best, the system dropping you common and rare on higher levels is again useless can mean a completely wasted run and gaining COPY on late stages is meaningless if you get a MERGE in time to combine them.
  • Sale Value increases with result quality, 100gem fixed rate regardless of ability rarity really?!
  • Ability stones should be removable allowing the players to collect higher rarity abilities to add to a relic of there choosing.
    *Allow you to continue levelling a relic beyond level 10
  • Additional ways to earn Arcane Staffs for totems draws is a must!
    *Hero stat preview when equipping artefacts, locking them with a 24hr cool down blind, limits experimentation, at least let us preview the stat change before we commit.

UID: 4901929
Server ID: 48
Tag: @hexed field

mellow pulsar
#

Please completely remove the 24h cooldown for switching collections. Given the current breadth the game has reached, you should be moving away from these pure annoyances and not towards more of them. When you are adjusting collections, also remove the waiting time for unlocking inn rooms and training pets, please. Thanks.

UID: 136699683
Server: S927
@luna.li

somber falcon
#

This game mode is exhausting.
It is complex and difficult to understand, which makes it extremely inaccessible for new players and casual players.
Once you do understand how the game mode works, you understand that there are specific totems that are significantly better than others, but those totems are difficult to get and take 24k diamonds each to guarantee, and you need 3 such totems per run. This is far too expensive for the current player income, even for those who rank highly in CR NC TS.
The exploration time and rng will be addressed in future updates, but it’s just an exhaustjng grind with no guarantee that our time is worth anything.
There are too many time-consuming features in this game and it’s becoming a chore to keep up with them. It isn’t sustainable to do everything every day, and it feels even worse when time spent rewards us with a collection that is entirely useless. Why even allow MP/PP to be acquired on collections for classes that don’t use those stats?! Just replace MP/PP with a generic Penetration and do the same with MR/PR.
Long story short, the game has become too complex and time-consuming to be fun anymore.

UID: 136669189
Server: S927
@luna.li

upper sphinx
#

Ux:
Animations are slow and annoying, forcing users to turn on Game Accelerator x6 in the settings. We shouldn't have to turn on such a setting for smooth gameplay.

Gameplay:

  • There aren't enough upgrade events in the later floors.
  • +1 skill up is too rare.
  • We need more natural ways to obtain Arcane Staffs, they're too scarce
  • Being able to blacklist a small amount of skills per run would be nice
  • Would be nice if we could fuse collections to replace/increase stats or something

UID: 118734347
Server ID: 784
@hexed field

orchid perch
#

Confusing and very unsure if i'm not gonna break my heroes, when using artifacts
UID: 146392175
Server ID: S1014
@hexed field

astral carbon
#

I like the gameplay as I'm considered very active player. My problem is with resources. The only way currently to get collections pull thingy is 300 dia from shop which is very expensive. Another thing is the collection is way too much rng otherwise it will be a great addition to the game.

UID: 117041920
Server ID: 773
@hexed field

storm solar
#

Very interesting, reminds me of riven mods from warframe. I do however either we could run a collection we already have and be able to change nodes on already existing collections however. Maybe with some redundancy so it's not broken when doing this.

The bizarre totems need a huge buff! They seem basically useless except for Miracle Worker and Farewell Gift. Definitely not worth spending money on Arcane Staffs because of this currently.

UID: 140942916
Server ID: 966

#

@hexed field

reef light
#

I like the Rng factors of the Game however the RNG is to random, i know it sounds stupid but i feel like the RNG should be based off the units ur trying to build, however i really enjoy the concept of it ID:156850142 S1103 @hexed field

frail slate
#

"Time consuming game mode where you won't even get something that impactful for your account == bad (I rather spend 1 hour of my day playing TR for the resources instead of relying on my luck at Ghoulish);
Wharever you do if your not in a good relationship with the RNG gods you won't go anywhere with collections == bad;
Got lucky and have few good collections, now let's see the results. Oh nvm I have to wait 24 hours to test them == bad;
Before selecting a specific collection I have to own a certain hero for it == bad (for real I have to stargaze that x hero only for that? What even is the lore behind it?);
I can only equip certain collection on one hero at a time == bad;
There's many totems but we really only going to use 2 of them == bad;
I can skip the battles at Ghoulish == good;
Cool dungeon concept game mode == good;
I can use the collections everywhere == good"
UID: 149837670
Server ID: S1043
@hexed field

wooden basin
#

I love the new collection cause they are pretty much RNG stat wise so you cant whale in it as much
UID: 154953265
Server ID: S1086
@hexed field

abstract nest
#

Artifacts are very confusing system, i have no clue how to make use of it
Game mode itself is fun and interesting
UID: 154068344
Server ID: 1
@hexed field

torpid patio
#

So, feedback doesn't necessarily mean constructive criticism, because I have none for you, so hopefully this is alright. Anyway: I despise everything about this system. It's terrible for the game and completely at odds with the design philosophy we've seen prior. It's lazy design from the ground up, and it's not salvageable with any amount of updates. I'm actually hesitant to point out any individual flaw as to not give the impression that the remaining flaws aren't just as bad - they are, so I won't. I seriously suggest you fire every single person responsible for this. At the very least, they should be removed from any and all influence over your design structure going forward. I'm not exaggerating. Love, tewi. (Give diamonds please)
UID: 139858673
Server ID: S956
Tag @Luna

austere crypt
#

I like the new collections system, the randomness does sort of make it seem less desirable sometimes. It offers way to many new heros, I have failed maxing it out a few times due to it only offering new heros and no upgrades causing me to lose most all of stage 10 which is the most important in terms of getting good upgrades for your final item.
Some of the stuff feels very useless, like getting a duplicate in the early stages when you only have greens. The trap is completely worthless and serves no purpose at all other then to be a frustrating waste of a click maybe make it a risk reward tile where you can either upgrade or downgrade a skill based on rng. Get rid or buff some of the skills that have no real use. Like leach with shields being available makes it a worthless stat

For new players needing certain champs to unlock some of these also really sucks, I can only even attempt to make 5 of the 10 types because I do not have the required heros to unlock the different types.
UID: 156129320
Server ID: 1096
Tag @hexed field

jovial sluice
#

Downgrade the rarity of +1 skill to L and make the mythic skillup be +2. This majorly reduces the rng of getting usable collections and actually allows players to enjoy the new powercreep. Since the wishlist is limited to 1 per week, that's only 1 +2 guaranteed collection per week, which wouldn't break the game given inherent rng in things like stats and changes in meta. Not to mention there will be more collections in the future that would need more skillups anyways.

UID: 37323943
Server ID: s325
@hexed field

flint pier
#

I really enjoy the new collections system. It opens up a better way to get more immediate powerups for newer players as well as existing powerups for more advanced and veteran players. The things that could make it better is by getting rid of the traps, they don’t really have a point in this. Otherwise it’s fun to play since you get to experiment with some heroes that you would have trouble normally getting and is very interactive. The rng system for me has been good, but for others not the best. Maybe put in one or two more totems so it could balance it out.

UID: 156686144
Server ID: S1101
Tag: @hexed field

hardy rover
#

I like the gamemode but what the skills do is still a but confusing but since its more RNG based and everyone has the same amount of weekly tries it'll be much friendlier to f2p players

UID: 154041654
Server ID: S1078
@hexed field

unreal anvil
#

So here I am giving out feedback for a feature that seems pretty interesting, though a bit annoying, unless you are on good terms with the RNG gods, which lately has not been my case.
Total randomness? Yes. Out of the 6 runs I had so far, barely got 2 or 3 worthy collections.
If you are lucky enough, you will have at least 3 fully upgraded heroes by the time you hit the 7th floor, which is rarely my case, I have failed 2 runs.
You need to own certain heroes to have access to all collections. I mean, that should not be a problem, you have Star Gaze (oh wait, it's BS).
I can only equip one collection per hero? Really? I can have the same artifact on 4 different heroes, why not collections too?
The 24h waiting time after removal it's just.. no.
Stats should be collection related. I am running a Ranger collection. Why give me MP? Twice!
All in all, it's a pretty concept that needs some polishing and I can't wait to see what other surprises we will get in it. 7/10 in my opinion.
UID: 152955319
Server ID: S1069
@luna.li

winter garden
#

i think collections are cool. the game mode is fun and people are being little whiny babies about it. i just hope theres a way to get the currency for totems consistently in the future
UID: 140123096
Server ID: S958
@luna.li

orchid perch
#

The concepts are great. It adds a new type of gambling element that is very friendly to free to play members.
The collections don't seem to be much better or worse if built decent verses the artifacts as its competitor.
I would like to see more done with the traps to enhance the difficulty a bit with maybe adding a boss with an enhanced reward choice to pick from. Beating it could add more invisibility, upgrade to an enchantment, or even a team buff.
The strategy to beating this event is mainly to power up 1 hero as fast as possible to max and work around that character. I would t mind trying to make it so it's not the meta and have to work more on spreading out the upgrades. Also people wouldn't mind spending gems to redo an attempt on a battle that was made on a floor.
Also a secret floor would be cool for faction bonus cause that's harder to accomplish is focusing on one with the rng at play.
UID: 156494938
Server: 1099
@luna.li

tired crypt
#

Please, delete this I hate that this game is all based from luck. I wanna return to "afk" play and more retribution that stay in game and being frustrating

UID: 128837752
Server ID: S855

@luna.li

unborn badge
#

Not the best system. Too RNG based.

UID: 156060994
Server ID: 1094
@luna.li

manic horizon
#

Concept is cool but RNG could be improved upon. With how many heroes in the game having to do that many runs for a copy for everyone is tedious. All in all I enjoy the game mode but makes progression feel even more stretched out.

UID: 156708117
Server ID: S1101
@hexed field

terse rapids
#

@hexed field
UID: 155163803
SID: S1088

The new game mode feels like a chore mostly due to the highly RNG-dependent system and a lack of incremental gains (all or nothing built collections). I'm ignoring the feature for fear of burning out on AFK Arena but that's slowly being eclipsed by the fear of missing out since new content will no doubt be balanced around the vastly more powerful collections. The fact that attempts disappear if not used intensifies the feeling of lost reward. Collections feel hopeless to perfect and a detriment to ignore. Being permanently suspended between both undesirable outcomes evokes negative emotion when I am reminded of the feature and makes me more reluctant to engage with AFK Arena.

Here are some of my suggestions to improve (at least my) user experience:

  1. Make collection attempts an entrance item akin to arena tickets rather then having unused attempts dissapear. This will lessen the feeling of missing out when I do not have the time or will to engage with the content.
  2. Add an auto-play feature. The content isn't difficult nor is it unique or fun, there is no need to manually grind each run.
  3. Add difficulty levels which increase reward at the cost of more attempts and a higher chance of failure.
  4. Severely reduce the randomness of rewards and encounted events within the Gallery.
  5. Simply remove the Ghoulish Gallery. Obviously Lilith Games won't do that after investing so much development into the feature, and after players spent money on the feature, but I thought I'd give it a shot. Honestly I feel like there's very little potential in me ever enjoying this content. If I want to play darkest dungeon I have it on steam.
smoky solar
#

Well, collections sure is confusing to many peoples because to make a good collections, we need to think about each heroes and match them with a proper available stats. In addition, the stats that poped up during the run not 100% fullfill our desired stats. Eventhough totems could cover up some of the undesireable stats, its so expensive to get a legend totems. So, i think it need an improvement, for instance, make another way to obtain arcane staff for a good value besides buying it on shop and event, or monthly pass. Also adding more stats like ACC, Haste, Dodge, etc would be preferably in my opinion.

UID: 146295453
Server ID: 1013
@luna.li

tulip basin
#

"I believe that collections are tedious but really interesting."
UID: 73868240
Server ID: 540
Tag @hexed field

lusty oracle
#

It’s good having so much fun but the RNG is really pain

UID: 156806057
Server ID: S1102
@luna.li

brisk loom
#

I would propose altering the system significantly. I don't believe minor tweaks to the current system will be enough to make it popular, or at least none I have thought of.

My suggestion is to implement totems for all possible rolls and tiers. Each run would allow players to add to or upgrade the existing stats on a collection. To add new stats would require the corresponding blue totems. To upgrade them would require the corresponding purple totem. Upgrading those would require yellow, then red.

This would
a) completely eliminate RNG from the actual runs (you'd still have RNG on totem pulls)
b) make the process incremental, which is more thematic with every other system in the game (pets, tree, etc)
c) add clear whaling incentives, since whales would have more runs to add more stats with more quickly, and have more of the higher tier totems to add better stats

The current system feels bad to spend money on, since you're not guaranteed any good outcome. It's advantageous to be a spender for more runs and totems, but it doesn't feel good, which absolutely matters for people's willingness to whale. I believe people would be more willing to spend for better chances at concrete improvements.

I am sure others have thought of this or very similar systems before me, since it is among the simplest possible systems. If anyone is a fan of this concept, feel free to suggest it as well or ping me with your feedback.

UID: 151759471
Server ID: S1059
@hexed field

next lotus
#

The Collections, at first, seems very chaotic. It takes a lot of time to actually understand the whole mechanics behind it. However, that's not the worst case, as it's possible to get to know the mode better with time. The worst thing is RNG. It takes a lot ot effort, time and totems to get at least one decent Collection. It's even tougher for free-to-play players with their Arcane Staff shortage.
UID: 12565611
Server ID: 121
@hexed field

unique glacier
#

the collections are cool but its hard to understand which ones go with what type of characters like tank or warrior. also the collection u might get could be bad if u didnt have good totem i guess.
UID: 153164776
Server Id: S1071
@luna.li

hollow fern
#

Collections are quite interesting but so grindy that I can't stand it
UID: 156900117
Server ID: S1103
Tag: @hexed field

void idol
#

I like this collection system but what I don't like is that when I explore, sometimes what I get doesn't match the relic I'm using. And sometimes when I use a Full Legendary relic, the hero I'm going to use for battle rarely gets a level increase and only ends up getting another new hero. only up to level 8 7 and sometimes level 10 but lost at every boss I hope this system is optimized honestly I really like this game Love you afk arena
UID:144632677
Server Id:S998
Tag : @hexed field

covert dock
#

It's a disaster. You need the most blessed of the blessed RNGs to get good collections. The new stats are casually explained and you can't know what works for who without specifically reaching out to player support. The mode is as tedious and unnerving as it gets.
Remove the RNG. Make the collections upgradeable.
Separate the gallery into a new (weekly) mode into the arcane labyrinth and let us use Dura's tears there. Give us some staffs/diamonds in there as rewards at the end.

UID: 149471677
Server ID: 1040
Tag @hexed field

glacial moon
#

I have been playing this game since 03/2019 and I must say this is the worst possible system you could have come up with. One of the things that initally engaged me in playing afk arena was the LACK of rng stats, everything was FIXED. This system adds layers upon layers upon layers of rng to a game that claims to be afk in its nature. It is awful. I can live with double Awakaned heroes being released, I can live with the constant hero power creep, I can even tolerate the other elephant in the room, aka mystic starzone. I haven't opened the collection for over a week, this is how bad I think it is. However the damage has been done, the best you can do now is damage control.:

  1. Completely remove Green/Blue tier stats. It will cut down the rng MASSIVELY
  2. There shouldnt be separate Magic Pierce and Physical Pierce, it should just be pierce and that could go either way depending on the hero, using the collection item
  3. Instead of getting stats along our runs, we should get attack/defense tokens of corresponding tier/quality. When the run ends, we should be able to open said tokens and choose whatever stat we want/need from each token. We should be able to combine said tokens into higher quality. 5 Purple attack tokens into 1 Orange Attack tokens, 5 Orange Attack tokens into 1 Red Attack token and etc. This is another step that will cut down the rng MASSIVELY
    UID: 5355459
    Server ID: 52
    Tag @hexed field
humble panther
#

"Collections are an interesting idea that I think can solve a lot of power scaling problems. I think how you get them is really painful, and how you manage them is also pretty painful. With some events requiring 6 teams, and considering how hard it is to get good collections people have to manage through at least 30 different things wtihout being able to filter or see them. The randomness of talents is also pretty painful, my worst run was when I used 3 of my yellow stones, and i got to level 6 of the gallery due to bad rolls. If we could salvage a talent from a collection then that would be great, you can even tie the talent to the type of collection to make it a bit harder and offer less chances per week.
UID: 148378074
Server ID: 1030
Tag @Luna