#Boss strike Modifiers and turning boss strike into the true premier PVE experience

1 messages · Page 1 of 1 (latest)

loud summit
#

Boss strike serves as the premier PVE experience in battle nations, requiring players to fight multiwaves of a selected factions enemy type to earn points for their guild to earn rewards consisting of resources, nanopods and BS exclusive units. Currently I believe the gameplay of strike is rather stale, there are only 10 pre-set formations per strike, and most of the decision making happens before the strike to determine what units would be best, and what formations you should be running. For the premier PVE experience the gameplay should be more indepth and encourage players to think + make their own decisions to help better their chances of earning more rewards, which is why i propose: Boss Strike modifiers and difficulty

Part 1: Difficulty scaling

Currently boss strike scales based off your level and what rewards tier your guild is at, I think this system should remain but add in a difficulty selector:
Each player can select their own difficulty; Recruit, Commando, and Veteran. Each difficulty will change enemy stats by a percentage amount, feature different formations, and increase/decrease point gain.
Recruit can be the baseline difficulty, the one were used to seeing in a typical boss strike. Commando can be slightly tougher with increase point rewards, this can be for players with stronger troops and want an increase challenge + point rewards for the challenge. Veteran can be for the high end players, the ones with all R6 troops, the crazy promo/BS units/Boss drops, they should feel rewarded + challenged with the troops they have. The increased point totals per tier is to incentive higher level players to use the higher difficulties instead of coasting at an easy difficulty.

Part 2: The Modifier system

In addition to these new difficulties, an optional OR madrona implemented Modifier system can be added, for players seeking to truly push themselves and their formations. Modifiers would change how you assemble formations and how enemies in the strike work, this can help alot with replayability and strategy: "How can I use the tools at my disposal to earn more points?"

Optional route:
Have the full list of modifiers available to the player, and allow them to toggle what modifiers they want per run. Each additional modifier would increase points gained by a percent (5-15% depending on the difficulty of the modifier) and make every run of the strike unique to each player. A runs difficulty can be tuned to each players preference of how they like to play the game, and allows min-maxing of points in a more engaging way

Madrona implemented route:
0 / 2/ 4 Modifiers (depending on difficulty) will be chosen from the full pool and will be in-place for the entire strike. These would be non-optional and force the players into adapting based on each modifier. This simplifies the process for every player and allows for consistent strategies being made before the strike for each guild.

Cont. Below ⬇️

#

Part 3: My Ideas for modifiers

Here are some modifier ideas Ive come up with, if you like the suggestion and have ideas of your own I will add them here:

Nanopod Buyers Remorse: No nanopod units
BlobGhostyShock Haunted: Specific enemies will leave behind an afterimage when killed, it will continue to attack until the wave is over. It cannot be interacted with
Silver_Wolves_Enforcer The Elite: Elite faction enemies will begin to spawn
Ancient_Sentinel Impending Doom: A random boss will appear on Wave 3 (nerfed version of course)
T10_Boar_mk2 Final boss: The strike leader will join the last wave (Shrow, Dorian, etc)
🔥 Weapon mods: Enemies will inflict extra of a certain elemental damage (Fire, Freeze, Poison, etc)
🫧 Burst: Specific enemies will inflict full board damage to your units upon death
🌵 Spiky: Specific enemies will have a thorns effect (Damage reflection)
❄️ Environmentalist: A environmental damage type will be imposed on the strike (Quake, Cold, etc)
Recon_Vehicle Flat Tires: Infantry only
BossEyeStare Blind Eye: 1-3 Random enemies will start the wave shrouded, only being revealed after they act
Juggernaut Juggernaut: A random enemy will be chosen each wave, they are immune to all status effects and gain +25% resistance to all damage

#

2 Examples of the difficulty UI made by @cinder hazel and @storm flax

#

Example of the modifier screen by @cinder hazel

cinder hazel
#

+1. W suggestion, amazing graphics

peak dagger
loud summit
#

Yeah, i really want them to add more PVE content into the game, Endless is the perfect thing to add for casual players to engage with when they want to try new units

fickle dagger
#

This reminds me a lot of Contingency Contract risks from AK, excellent idea imo

ruby vault
# loud summit # Part 3: My Ideas for modifiers Here are some modifier ideas Ive come up with, ...

Feedback:

  1. Blind eye renamed to Fog of War
  2. Environmentalist be split into two different modifiers, Biting Cold and Unstable Ground for cold weather/quake respectively
  3. What's stopping people from just cheesing with wimps as per usual and getting effectively free extra points gained?

Many of the "random" stuff needs to be considered more carefully. Fog of war is fine as it adds an element of uncertainty but still can be accounted for. But stuff like weapon mods or juggernaut could stack up and make an already annoying unit become an unlikable god that no unit could possibly handle.

#

It's one thing to communicate the information to the player, but it's another thing entirely to account for niche scenarios.

#

My suggestion is to, at minimum, exempt some units from being a valid target for things like juggernaut or weapon mods, just to make sure they don't become a borderline invincible one shot machine

loud summit
ruby vault
#

In terms of time wasted yeah, but wimps are still essentially free

loud summit
#

what’s wrong with that

ruby vault
#

R6 wimps already don't last very long for making points, but you're still increasing the rewards for essentially nothing. The meager amount they get being doubled or more without any additional cost is going to make it more worthwhile, without changing the objective of just spamming wimps and getting meager amounts of points

#

Whether or not they last long enough to clear is irrelevant - if you're increasing the reward, it becomes more worthwhile

#

They were already free points, now they're just MORE free points

#

All it costs is time and wimps, which many players have plenty of both.

loud summit
#

It’s not really included in this post but encounter design in this game is quite bad, higher difficulties would feature tougher formations and stronger enemies (wimps already struggle to clear just 1 wave solo, and can’t clear it at ALL if flying enemies exist). It sounds like the problem exists with the design of wimps being so strong and so producible rather than the system i’m presenting

#

if someone can push extra points out of higher difficulties let them. the only way to solve players milking points out of a strike is to either limit how many battles they can do or cap out strikes at a certain tier

#

The idea behind difficulties and modifiers is to give space for dominant units like Legendary animals and other powerful units to exist and be challenged

ruby vault
#

I understand, and honestly I agree. I do want some serious meaty challenges for the top of the line units who wanna get pushed to the limit.

#

And you're on the money: wimps are the root of the problem

#

I just don't know if there's any solution better than forbidding you from fielding wimps for the challenge runs

loud summit
#

only solution i can think of is unit bans on higher difficulties

#

its funny cause i see wimps as a problem yet I dont want them changed

ruby vault
#

See I'm exactly the same way because I want there to be a high investment high impact expendable unit, and wimps are quite literally that to an absurd degree

#

Then again, they are high impact for their cost, but they also aren't totally without weakness - considering that even 350 HP can be burned down by just a few good attacks, and they have no resistances and a vulnerability to fire

#

And unless they get a lucky crit, they probably won't one shot all the biggest and baddest stuff on the field

#

You know what, yeah. Wimps are fine as is, even for boss strike grinding

peak dagger
#

Unit bans are ridiculous

#

Maybe if that is a choice you can make that also increases the reward

#

Wimps should not be nerfed. They are a core staple to the game

#

instead other units can be brought up

loud summit
#

I DONT THINK UNIT BANS SHOULD ACTUALLY HAPPEN 😭

#

I was just responding to the only solution i could think of to Chums statements from above, but i dont think wimps need nerfs or should be changed at all

#

Im onboard the buff everything before we see any nerfs train

peak dagger
#

This community hates stat nerfs man lol

loud summit
#

i just think it’s a terrible idea when so many things in this game are terrible

#

If we got a huge wave of buffs for bad units along with some rebalancing nerfs for the crazy units like AS frags and Lgnd Animals i wouldn’t be upset

turbid veldt
#

Tbf I doubt anyone is asking for nerfs with no buffs

#

If I wanted nerfs I'd only want the super stupid units to get nerfed and like 80% of the units to get buffed

#

I genuinely think the only base game units that even need nerfs are AS frags, phalanx, and PArty

#

Everything else is probably fine or needs a buff

ruby vault
#

Mostly buffs

#

There's a LOT of really trash units that need love

drowsy pawn
ruby vault
#

No, buff the bad ones so they're at least reasonably in the ballpark of good, like the good ones

narrow needle
#

buff 85-90% of units, leave 9-14% as is, nerf like maybe 1%

drowsy pawn
#

hell nah

narrow needle
# drowsy pawn nerf the good ones buff the bad ones its a balance change

it's primarily a PvE game, so buffs > nerfs, typically, and good units are fine as is.

This is especially true for BN where the good/great units seem to be what the PvE content is balanced around. By nerfing them, it'd mean the game is balanced around stuff no one has access to.

Its only the units that do everything and do it well without any real weakness (LSW, Plasma artillery, Sentinel Frags) that should be nerfed in some way to give them a weakness

drowsy pawn
narrow needle
# drowsy pawn not when the good units are all nanos

the good units aren't all nanos resource_skull2x

Wimp, Chucker, Soldier, Allied Raider Cannoneer, Buoy, Pelican, Baby Grouper, Raptor Class Battleship, Heavier Tank, Peacekeepers... a decent amount of non-nano units are good

nano units are often better, but aside from outliers, not enough for it to be super noticeable, at least not at the current level cap, and some are also worse, or still bad.

#

also just didn't address my point at all

#

In PvE games, balancing isn't about making everything even like it is in PvP games (supposedly, they pretty much all tend to be terrible at it); it's about bringing everything to a level where it has a clear niche and is reasonably and reliably usable within that niche (even if something better exists).

The biggest issues with balance in Battle Nations are:

The general but not complete lack of niches/compelxity turning it into primarily a numbers game

and Z2 basically just increasing all the numbers for units it wanted to sell and the PvE content we were up against. like look at naval units and bosses as a great example, a lot of them cover their own counters one way or another. You could also look at the brutal raiders, just big, nearly or completely unavoidable numbers (naval has a similar issue)

ruby vault
#

Bigger stats are not a strategy.

narrow needle
#

yep

ruby vault
#

And it's lame if they're supposed to be

narrow needle
#

and that is why so many powercreep games like Battle Nations and many gachas fail

stats just get bigger and bigger and enemy stats follow suit, there's only so much "look its the same stuff as before but with a different skin and bigger numbers" people can take before they give up and go somewhere else

It's also why I like suggestions like the one in this thread or make ones like https://discord.com/channels/463817609130016788/1441854571067740384 and https://discord.com/channels/463817609130016788/1391962442103521330

Battle Nations needs niches, and it needs complexity

#

buffing old and bad/mediocre units can at least help bring in new players, given those units are what they'd have access to

turbid veldt
#

Name some?

narrow needle
#

also, bring up an actual counterargument

turbid veldt
#

You’re not wrong there are a lot of good nano units, but 85% is crazy

turbid veldt
loud summit
#

it’s always that

narrow needle
turbid veldt
#

I honestly don’t get this

#

Sure some nano units I have gripes with, but I’d rather they just buff the F2P version?

#

Like rn it’s brimstone vs rocket truck

#

Brimstone is fine, rocket truck is just plain bad

narrow needle
#

also rocket truck vs Heavy Recon, which are comparable, but Heavy Recon unlocks so much earlier, which means it has a comparably free healing cost for the same damage and similar tankiness

turbid veldt
#

Honestly I think it’s probably not even worth responding to them if their argument is just “nano bad” xd

narrow needle
#

It's not, but I'm also bored atm

turbid veldt
#

Fair enough xd

loud summit
#

also, what about the nano units that ARENT good?

narrow needle
#

which is a point I also brought up

loud summit
#

nobody ever wants to talk about those, just the “all nano units are op 😢 “

turbid veldt
narrow needle
# drowsy pawn 85 percent are

My standards for what is good are probably lower than Hikari's, so I'll get the percentages. I'll also only be including ones currently playable

Barracks: 21 nano, 8-11 good: 38-52%

Animal Trainer: 5(6) nano, 1-2(2-3) good: 20-40% (34-50%)

Raider Training Camp: 2 nano, 1 good: 50%

Vehicle Factory: 15 nano, 8-9 good: 54-60%

Dry Dock: 3 nano, 2 good: 66%

Fish Hatchery: 1 nano, 1 good: 100%, the only one above a 70% and its because there's only one of them

Frontier Recruitment HQ: 3 nano, 0-1 good: 0-34%

Mercenary Vault: 4 nano, 1 good: 25%

overall: 54(55) nano units, 22-28 (23-29) good: 41-52% (42-53%)

no where near 85% of nano units are good, like 1/2 of them are

again, keep in mind: my standards for what a "good" unit is are not just lower than Hikari's, but most of the communities as well, so this number could very well be lower

#

so generously 1/2 of currently playable nano units are good

#

this number drops if we get rid of everything with a better f2p unit

and drops even further if we get rid of everything with any better option at current level cap

drowsy pawn
torpid monolith
#

Part 1 is more complicated than necessary. You can just use the encounters for the different levels as difficulty scaling. Fight lower level waves for fewer BS points. Keeps your early army in play in late game. Or fight higher level ones if you want a challenge.

Part 2 kinda already happened with some of the later BS's. If you allow players to choose their own modifiers rather than letting it be dev determined like back then, people will find the few easiest ones and grind those exclusively. Something about players optimizing the fun out of a game.

Part 3 has some good ideas. Probably rather low priority though. Probably some might be added once existing ones have been implemented

loud summit
# torpid monolith Part 1 is more complicated than necessary. You can just use the encounters for t...
  1. Disagree about pt 1, encounters aren’t more difficult the later in waves you go currently. The hardest encounter we can POSSIBLY get at our level is the rebel one that features a B10, because it can just instant one shot anything on the field with no counter play. This is a Wave 1 formation. Higher difficulties would provide harder encounters entirely, it’s meant to be chosen by players who can push those difficulties

  2. If players want to optimize it let them. I’ve said it many times vefore but BS should not be the way we scale how good a guild actually is. It’s entirely PVE and has no interaction with other guilds besides a leaderboard that offers no reward besides bragging rights. BS should be a PVE focused event, that’s FUN vefore competitive. Letting players play at their own pace + choosing exactly what type of encounters they want to fight, modifiers included

torpid monolith
loud summit
#

Oh i see, well that’s basically what the difficulties would do, but you choose

#

i see what you’re saying the with complications though

torpid monolith
#

And allows you to run your early game units

loud summit
#

Idk if i explained it in the post but its supposed to run off the level bracket system

#

but i guess that + my difficulty idea does over complicate things

torpid monolith
loud summit
#

so you want any level to be able to choose any bracket?

#

or are you saying you want them enforced per level

turbid veldt
#

Probably best would be to enforce but you can choose higher level brackets

#

Like 30 could pick 35 or 45, but not 25

#

Picking down might defeat the point of the challenge since you probably want the base level to be easy

loud summit
#

That’s why with my difficulties i only scaled it upwards, the base game difficulty is already easy enough with on level units

#

Honestly I’d just like to see them keep the level brackets and have each difficulty has a set of encounters per level. yeah theres more encounters but there should be for a mode you’re running hundreds of times

peak dagger
#

Yeah making things easier opens up a can of worms I'd rather not be opened

#

Should not be able to downscale the boss strike level

torpid monolith
# loud summit so you want any level to be able to choose any bracket?

Imma answer this in two ways. The first way is that the easiest implementation is to only allow scaling up. It most directly addresses what your post was originally about and is easily implemented without complications. Even the most extreme tryhards in the Big 4 will surely find it a challenge to fight ranked up megas using heaviers.

However, I think the ability to scale down should also be implemented as a long-term goal. This is not a problem right now, but in the higher levels, it can often feel like the grind is harder than if you had just stayed at a lower level. Taking massed units like wimps and heavier tanks against plasma tanks and artillery felt pretty stupid. It can feel like you have out-leveled your units and out-leveled your usefulness to your guild. This is tough to balance to ensure that high level players can contribute more than lower level ones and an error could ruin the balancing. Allowing downscaling addresses this issue. It is a different issue than what your post was about and like Sulf said, it opens a can of worms. Here is the can of worms and why this is a long term goal with a lot of complications: you'd have to place restrictions such that players can only place down units that were available at that level. This in of itself isn't too difficult, but the hard part comes from promo units, naval, TF2 units, and other level capped units. They are available early, but placing them in downscaled battles would mean that you'd have to de-rank them for those battles. This can become complex as you start to think about removing abilities as well. But having the ability to downscale levels addresses multiple issues:

#

-Ensures that no balancing mistake can allow lower level players to out grind higher level ones given the same effort
-Ensures that players who are super behind on their development, like that level 49 player we saw the other day stuck with light tanks, can still participate meaningfully
-Allows us to use the army we have built up over much time and effort more effectively
-Allows us to indulge in nostalgia by using units we have long abandoned

turbid veldt
#

This change makes it not just a time sink anymore

#

You can (and are kinda expected to) run full armies with this system

turbid veldt
#

Because you have difficulty scaling upwards with multipliers you can afford to make the base fights easy

torpid monolith
turbid veldt
#

But because of modifiers it heavily disincentives spamming attacks like in a BS

torpid monolith
#

I suppose you could adjust the modifiers such that this is the case, but chances are, the point maximizing number of modifiers is such that your units will still die

turbid veldt
#

Oh 100%

torpid monolith
#

So you will eventually end up spamming anyways, running into the issue that low level spam is more lucrative than high level spam

#

Unless you really lean super heavily into making the base, unmodified wave that easy

turbid veldt
#

I’d assume in a difficulty scaling system you’d make ways to prevent people from spamming

#

Maybe limited attacks, or like a “highest 10 fights counts” system

#

If you can spam it completely destroys the system since you can just choose to not interact

torpid monolith
turbid veldt
#

Grinding yes, spammy no xd

#

Like lets say the “top 10 attacks count”

torpid monolith
turbid veldt
#

You could keep grinding to try to find a higher score

torpid monolith
#

I can agree to that, I just find it ironic lol

turbid veldt
#

Or mess with modifiers to change things

#

Eh

#

Spamming = repetitive, grinding doesn’t have to always be repetitive

#

In BN grinding is repetitive, but in some other games it’s not

torpid monolith
#

I suppose

turbid veldt
#

Like in AK grinding IS isn’t repetitive

#

Or grinding a roguelike

torpid monolith
#

If this system comes with a "Top 10 attacks" system like you said, I am 100% for it

#

Makes things more strategic

turbid veldt
#

I’d assume it comes with some kind of “Anti-spam” system yeah

torpid monolith
#

But man the people with 200 supers might be a little upset that spamming isn't a thing anymore

turbid veldt
#

Oolkki has also said he hates how BS is “how long you have” so I don’t think he’ll disagree

torpid monolith
#

And probably the people with 100 heaviers as well 🤣

turbid veldt
#

I don’t care tbh xd

#

I like this way better than current BS

torpid monolith
#

I mean, at that point, it isn't really BS anymore and is more like a whole new game mode lol

turbid veldt
#

It is yeah

#

But that’s the point, I like this new gamemode more than BS

torpid monolith
#

I agree

turbid veldt
#

As much as everyone is hyped for BS, nobody can deny it’s outdated asf

torpid monolith
#

Yeah, as BS sim demonstrated, my ADHD will not let me focus on the grind lol

turbid veldt
#

Oof xd

torpid monolith
#

IDK how our top scorers do it

turbid veldt
#

I just hope they add more gamemodes

#

BN really needs it

loud summit
#

like you only gain points from your 10 best attacks?

turbid veldt
#

Your best 10 count for points yeah

#

But if you got a new one it would replace the old #10 attack

loud summit
#

wait that’s actually peak thinkingcat

turbid veldt
#

Can't wimp spam but you can keep trying to get a better score

#

If you want more variety you could make it so each modifier/formation type could only award points once on the top 10 list

turbid veldt
#

Glad you think so :3

charred phoenix
#

I really like this post and idea, only reason I’d be cautious is because of the difficulty modifiers

#

I’m sure you discussed this already, but if the Z2 way came back where promo units were insane, this would make the whales benefit even more

loud summit
#

my idea for how units should be balanced is:

  • Boss Drops
  • Boss Strike units
  • Units in training facilities and promos
#

in that order

turbid veldt
charred phoenix
#

I know

#

And I love this idea

#

I’m just cautious

turbid veldt
#

If it's F2P doable and most units are balanced it's a good idea

#

It's definitely an "after balancing" idea though

charred phoenix
charred phoenix
loud summit
turbid veldt
#

Madrona hasn't shown to not care about balance so I'm not too worried yet

charred phoenix
#

Hence the opposite order

loud summit
#

wait youre saying thats how they are currently?

#

pepeDumb im lost

charred phoenix
#

No?

turbid veldt
charred phoenix
#

Maybe I’m misunderstanding what you said

turbid veldt
charred phoenix
#

I think I’m misunderstanding what you said

#

The order of things that should be balanced first should be

Promos
BS
Training

#

Promos imo need the most changes and should be handled first

turbid veldt
#

They can just balance everything tbh

charred phoenix
#

Does that make sense or should I clarify

charred phoenix
#

Im just saying that’s the order id like to see things balanced in. I’d hope the devs balance everything

#

By the way I did misunderstand you @loud summit

loud summit
#

ohh i wasnt saying the order of balance, i was saying the level that those units should be. Personally I think Boss drops should be the best since theyre F2P friendly, Boss strikes are also F2P friendly, and Training units/Promos should be below them

charred phoenix
#

Agree with you heavy on that, mb for the confusion

loud summit
#

BS units all need a buff except the boar

#

most of them are crap

turbid veldt
#

And many training units are already in the game and really need the buffs

charred phoenix
#

I think brining balanced promos with boss strikes would bring some hype

turbid veldt
#

There are quite a few actually

loud summit
#

I still think special agent should be introduced right now

charred phoenix
#

I also wouldn’t mind if some of them cost resources instead of nanos

#

But I think we’re diverging from the main point of this post a tad bit

turbid veldt
#

Yeah it’s a whole other discussion xd

charred phoenix
#

Allat to say: Good post, I fw it heavy

#

It does depend on how madrona balances things, but AFAIK there are nothing but good signs so far

loud summit
#

sounds like i need to make another suggestion lt_morgan

charred phoenix
#

Let me know when you do 👀

loud summit
bronze pendant
#

Not gonna read the comments but love the UI and Idea

#

Also slap it on the Endless Survival Wave Mode

loud summit
#

@fiery axle

agile crown
agile crown
turbid veldt
peak dagger
#

I certainly agree with a limited pity system

agile crown
turbid veldt
agile crown
#

sad part is that the 1/100 might actually be pretty accurate at this point 😭

loud summit
#

since BS is so hot i’m bumping this

ruby vault
#

We should probably see how the strike as is goes before we revamp it

#

Just saying

loud summit
#

No i actually want this implemented right now

#

chop chop madrona, lots of work to do

frail viper
#

LASO boss strike would go crazy

wet condor
#

Chat I got an idea

#

If you guys know Arknights you’ll probably know what I’m talking about

#

Ok so, basically in Arknights, we have a yearly event called “contingency contracts” where the premise of it is basically selecting multiple modifiers that makes the game play harder but give more rewards the harder it gets

#

And we could make where it gives event currency and it can be used to buy stuff in the event shop

#

Be it buildings, coins, units, resources, or even skins

#

On the side note, if they dev want to and can, make sick soundtracks for these events

turbid veldt
#

Allow players to pick as many modifiers as they want so if they find some absurd way to clear 8 modifiers they’re rewarded, also make it so only the top 10 fights count for points to reduce the grindy aspect

#

Also imo T10 should be 10x fights with no multipliers, that should be the baseline to get to T10

loud summit
#

Because discussion of BS level brackets is happening, im bringing this up clueless

loud summit
#

always

magic sleet
loud summit
#

BUMP OF THE CENTURY

sharp zenith
#

Add a number of waves modifier if that hasnt come up yet

obtuse stream
#

man i want this

#

this is like

#

Halo but with skulls

winter flax
#

Fortunately Alex has already expressed frustration at not being able to do something like firemod for this strike

magic sleet
#

I like the grind aspect to the game it just has to be more satisfying imo

loud summit
#

I think it needs to stay, but monotony is not the way to go about it

winter flax
#

Too much dopamine is also bad

#

Need a good balance of work to reward

magic sleet
ashen gazelle
#

Nah

loud summit
#

UP VOTE ME

sharp zenith
#

cant

magic sleet
#

Needs to happen

#

I like the structure of current boss strikes but there needs to be more of a way to choose your experience as not all players are equal at the same level

loud summit
#

VOTE FOR A BETTER BOSS STRIKE!!

#

YOUR VOTE MATTERS

ruby vault
#

No

fiery axle
#

No

loud summit
proud marten
#

optional modifiers and difficulty selection? 🔥

loud summit
#

Satisfactory BlobGoshGolly

ruby vault
#

Who is reacting to my posts from months ago?

loud summit
ruby vault
#

Yes my.

magic sleet
#

Endless survival with modifiers for boss strike ThinkingCat

magic sleet
#

How we feeling still about this?

jovial delta
#

I like endless bs the best tbh

#

it reduces the impact of a few top of the line units a player have and rewards a big unit pool that was prepared

#

a ranged frag being burnt on a single fight but having it give lets say, 50-100k over 8 waves is both a boon because it gives more points in fewer point and also because it hard caps the impact of limited outlier units

loud summit
narrow needle
#

Ideally, we eventually get this, the modifier thing, and endless in some form

loud summit
#

and better battle maps

#

then we’ll finally have the holy trinity of peak nations

vagrant kiln
#

Everyone must now solve an integral every fight

agile crown
#

The answers could be in the next event doc and it wouldn't even matter Sadge

loud summit
cinder hazel
#

Ratio

magic sleet
#

This would be good and pretty easy to implement. Everyone should be able to at least play the strike at the difficulty they like while rewarding the harder lineups being cleared

weary oak
#

I'd be swinging at the hardest lineups possible tbh

magic sleet
#

So long as the point increase each difficulty spike is good enough to encourage players to play on the hardest difficulty they can handle thats what matters

tiny rivet
#

im excited

#

i dont know post is "exactly" whats going to be in last BS

#

but with andrews questions about PVP the other day, i do think they are open/opening their mind to "community" balance

#

and this is a pretty unanimously agreed upon suggestion

magic sleet
#

This plus pvp battle tiers will be peak

tiny rivet
#

that too

#

i'm glad that they have the mindset of "pvp will be a evolving state" as metas change overtime based on balance changes, or even undiscovered stuff

#

gotta be able to roll with the punches