#Illuvial elixir. Burn duplicate illuvials to boost base stats

1 messages · Page 1 of 1 (latest)

cursive raptor
#

TLDR: What if we could burn an illuvial and get some sort of potion or elixir that you can give to the same type of illuvial to boost its base stats? Similar to a feature in pokemon i believe. This gives more utility to low stat illuvials, and adds another deflationary aspect to the illuvials.

It got leaked in a recent AMA that all illuvials aren't the same, and they will have a variety of stats that will make some better than others.
What if we could burn an illuvial and get some sort of potion or elixir that you can give to the same type of illuvial to boost its base stats?
This would give another deflationary aspect to the illuvials, and would mean that low stat illuvials have value to those with a small amount of ETH looking to buy cheap ones, and those with a large amount of ETH looking to max out their illuvials.
The better the stats on the illuvial you breakdown/burn, the stronger the potion will be.
If you burn a ramphy, the potion can only be given to ramphy, not a ramphyre.
I think it would be best if the elixirs give a small boost, meaning you need a lot of potions to max out an illuvials stats. I would say around 9-10 potions to max stats on average, depending on how good it was to begin with.
It takes 9 stage 1's to make a stage 3, I think it should required around 9 again to max the stats. Depending on how this works, it could potentially mean you would need approximately 81 stage 1 illuvials to create a completely maxxed out stage 3 (assuming that fusing 3 maxed out illuvials, would give you 1 maxed out illuvial of the following stage).
It would create an even more extended end game because it's not just about getting a stage 3. And this just really amps up the rarity of genesis sets and illuvials in general. I think this is how you get rampy's going for 5-6 figures 10+ years after game launch. And it wouldn't even be 'unfair' because they're be so many new illuvials out by then.

🍔 Illuvium_Logo

azure gorge
#

It’s an amazing proposition IMO! It’s should just be more and more expensive to boost stats. So that perfect is still is insane

vestal dirge
#

I agree with both of your points and I think this is a phenomenal idea

fiery light
#

I love this idea!!

modern wing
#

I want a sort of modified grape press to get the good juices out

cursive raptor
#

Illuvial elixir. Burn duplicate illuvials to boost base stats

queen magnet
proven garden
#

Downside: Random stats on illuvials make them unique. If we allow to alter the stats then there will exist many ramphyres converging on the highest stats allowed in game which makes them less unique. Also it will make capturing a high stat ramphyre less special (since many will already have a ‘perfect’ version)

prisma dawn
#

Diminishing returns on stat increases for sure. Another burn mechanic for steroids for your illuvials is a cool idea to explore

analog matrix
#

While I like the concept, I have two thoughts against this idea. First, the idea that Illuvials cannot go extinct requires a 3 burn mechanic. (worst case there will only be 1 or 2 of an illuvial left). Burning 1 illuvial for an elixir would break this. Second, I assume when fusing 3 illuvials the evolution will have stats within a range determined by what you fuse. Example, 1 perfect Rhamphite and 2 low stat Rhamphites would give you a chance of having a perfect Rhamphyre. If so, then its possible that 6 low stat Rhamphys helped make a perfect Rhamphyre. But of course, thats a RNG game which I think would end up having the same impact as potions with diminishing returns.

#

A possible alternative might be that after max level a Stage 3 there is some mechanic to reroll stats. It drops back to level 1 and its stats are rerolled (high probably of each stat being improved but not guaranteed). Process could be repeated multiple times (with diminishing probability).

cursive raptor
paper briar
#

Why? I’d rather have people pay tons more in shard and travel fees to keep trying there luck at capturing better illuvials.

cursive raptor
mellow prism
#

Having effectively a pity system mechanic is imo a pretty good idea, I like Adrians rebirth system kinda like disgaea games and also see value in just burning illuvial's. If we just burn illuvial's I'd think it's fair to cap at roughly 80-90% max potential stat points. Otw there could be your good ole pokemon style ev system wherein here rather than getting points based solely on what creatures you fought and defeated you can burn specific illuvial's to get the specific stat boost that you want instead. Or something along those lines

#

sacrifice Atlas to get a health up elixir, rhamphy for a special atk up elixir. Maybe adjust the quantity or quality of the elixir based on the specific illuvials overall stat points and what tier they are.

cursive raptor
queen magnet
#

After playing the new pokemon I think we really need to implement something like this. Would be great to burn some illuvials in order to increase the stats of an illuvial slightly can also be randomized an depending on luck.
Just need to make sure perfect stats can not be upgraded. But maybe to 75 % max.

Like this catching the same illuvial for 100 times could still be interesting.

abstract helm
abstract helm
azure gorge
#

We should also be mindful about the fact that Illuvials are needed to play games, too much burn will decrease experience for new players

inner oxide
# cursive raptor TLDR: What if we could burn an illuvial and get some sort of potion or elixir th...

TL;DR You don't want incredibly scarce products if these products allow players to play the core mechanics of a game. from an investment perspective scarcity an increased values sounds great. I think that it has a negative impact on the gameplay though.

Currently I think max stats are overrated.
burning low-stat illuvials like crazy is in my opinion completely unnecessary as the Ascendent arena has normalized stats.
max stat illuvials = bad stat illuvials in ascendent arena.

Where do stats actually matter:
Encounters:
During encounters, your illuvials will use their unique stats to fight.
However, you should be able to brute-force encounters by leveling up your illuvials to incredibly high levels.
I expect that, similar to Pokemon where a 0-IV with 255 Def./SP.Def. EV charmander lvl 100 can beat lvl 14 staryu's in one shot without problems, max level Illuvials will similarly be able to crush others when they get max level but have shit-innate stats.

Leviathan Arena:
High stats are only important to increase your win rate in the leviathan arena, this arena mode is supposed to be played by the richest of the community, or those that have so much experience that they can close the gap between individual Illuvial values.

Illuvials are used for key gameplay:
Burning illuvials sounds great, but all players require stage ones for ascendent arena and encounters.
Right now there already is a reason to buy low stat illuvials, as you can burn them cheaply for skin-products. Furthermore, new players will aim to buy low-value illuvials because they can play the core-gameplay with them for low entry prices.
Ramping up the price by burning all the "bad" illuvial will most likely reduce the potential player base of Illuvium because you increase the price of entry.

Imo: Holo Rhamphys are supposed to be the illuvials that go for 3-4 figures because of their insane rarity. Not all Rhamphys.

cursive raptor
# inner oxide TL;DR You don't want incredibly scarce products if these products allow players ...

Thanks for such a detailed reply, I appreciate you putting this much time and thought into my idea 😌 I agree with pretty much everything you said, however just for the sake of playing devil's advocate..
With what you said about you don't want something to be scarce if it's what allows players to play the core mechanics of the game, one could argue that a ramphyre isn't essential to play the core mechanics. They're are plenty of T0's always available to capture, and there is always a current set of T1's - T5's available to capture.

I also think that to prevent making the illuvials to scarce, it could be made VERY difficult to execute this process. I'll just refer to it as 'blending' to save time. So maybe in order to blend two illuvials you need to have a research blueprint from IZ that allows you to blend the specific illuvial. On top of that, it may also require a lot of other ingredients such as plants, ore, and essence. These might be used to create gadgets/chambers in order to blend the illuvial. These items could also be destroyed upon use/blend, meaning you have to craft them again if you want to blend again. More powrfull illuvials would require bigger/better crafted items in order to blend, meaning more time/money spent on the players behalf.
I think if you made the process a solid week-ish of game time in order to blend an Illuvial once, it would reduce this issue of illuvials being to scarce. While also not forgetting the fact there are always new illuvials to capture, and having scarce genisis sets wouldn't be the worse thing, and imo would be a great way to reward early players without being to detrimental to new players. Sorry for not orginasing this response as well as yours, but I'd be curious to know your thoughts on this 😁🍔Illuvium_LogoAtlas_Love

cursive raptor
cursive raptor
inner oxide
# cursive raptor Thanks for such a detailed reply, I appreciate you putting this much time and th...

With the bonding curve in place, while catching illuvials is always an option, the level of the illuvials will go up and thereby the difficulty to capture them. No, rhamphy or rhamphyre is not "necessary" for core gameplay, but through the overworld streams, we saw that T0 illuvials get absolutely destroyed by T3 and T4s. So your deck would be weak, and you would not be able to easily acquire the Inferno composite that may just be the meta that is popular at that time. Not being able to reproduce popular meta may make the avarage player feel unhappy.

Hypothetical player experience: "omg i either have to catch one after 100 runs or buy one for 500$... i quit. This is a scam"

After you said that you wanted "blending" to be a big task that takes up to a week, im not sure what the feature would add to the game.

Because either

  1. You go on a run, gather materials, illuvials and aim to blend one illuvial after a week of work
    Or
  2. You just catch illuvials for a week and find a max stat illuvial along with a bunch of other stuff.

I think it is a fun idea, to be able to build the strongest team with max-stats through a lot of effort without a bunch of RNG. But burning illuvials may not be the way to go.

My idea for increasing stats would be:
I would like a pokemon-Ami type of game to be made. In this game, Time + Power of friendship + good Food may increase the stats of your illuvials over time. I think that could be a cool way to reward long-term players and it would create a bond with the illuvials which would reduce the availability and thereby the intent at selling... so also reducing trading and fees for revenue... and while writing i realised these two things and also that it could be botted so it definitely isnt the best idea 😄

idle prism
# cursive raptor TLDR: What if we could burn an illuvial and get some sort of potion or elixir th...

I just wanted to point out some implications that arise from this idea, I haven't decided whether or not I like it yet.

Adding a way to directly increase the stats of your Illuvial bypasses any kind of control the team has as game designers in making very well statted Illuvials rare. Assuming multiple stats are random, the aggregate total of all Illuvial stats could be expected to look something like a standard distribution curve, with very few Illuvials having a terrible total stats roll, and very few having an amazing total stats roll.

The implication of that is that finding an Illuvial with amazing total stats is a really positive experience, and there aren't very many of them.

Adding an elixir that lets you burn an Illuvial to boost another Illuvial, to me, means that you will be removing the negative (and cheaper) possible Illuvials from the curve, and drastically skewing towards Illuvials with amazing total stats. It makes the experience of catching an Illuvial with great stats less special, as there's not much permanence to an Illuvials stats, it could always get better.

If a system like this were to exist, I'd prefer it to be limited to a SINGLE stat on a given Illuvial. This would limit the total amount that could be burned, it would limit the maximum possible power of a given Illuvial. It would leave the design team's ability to balance intact, without bypassing it entirely. The analogy that's coming to mind is replacing stats in Diablo 3 at the mystic. You can choose 1 stat to reroll, so a meh drop could still be very good, but you can't completely max out your item unless it was nigh on perfect to begin with. In a similar way, there wouldn't be hordes of absolutely perfect Illuvials floating around, reducing how special a perfect or near perfect Illuvial should be.

I'd also want to see how Illuvial stat distribution and burn rate plays out before asking the team to make any changes (including skins, as those are an existing burn mechanism).

#

Overall, a pretty interesting idea though! I don't mind people having a bit more agency over their Illuvial's stats as a concept.

idle prism
#

Since I'm here writing a block of text anyways, it could be possible for the material to boost a single specific stat to NOT be an Illuvial. Burning is good for people who have the rare assets, it's not good for people showing up later, and that's something to consider. Too much burning, and we have the Axie problem, where buying something is prohibitively expensive, and that can lock new players out. Keeping things accessible is going to be a balancing act already, so if burn rates are looking appropriate within the current paradigm, some combination of other materials could be used to create boosts.

I do like the idea of finding an Illuvial that's just missing that one stat to be great in your team and making it your own.

queen magnet
# idle prism Since I'm here writing a block of text anyways, it could be possible for the mat...

Really think this is a great addition to the idea.
It's clear that you should not be able to max everything.

+One stat seems not much but it can significantly increase the benefit of your beloved Illuvial. So many people will do it.

+Personally as a player I would be much more engaged with using Illuvials for upgrading. Especially as I think the other raw materials we will need for other stuff which are important and raw material farming will be less fun then catching illuvials (might change with fighting harvestables). But the uncommon illuvials will not be needed anymore once obtaining all/most of them. So you will need to skip many engagements with illuvials because you don't need them this could get frustrating in the endgame.

-we should not forget if there is not so much need for illuvials once you have them with some decent stats it's likely that people will catch less illuvials they have and will spend more time scanning for the illuvials left. So this means less Illuvials.

-you could always start Illuvium and catch cheap Illuvials from the current generation but maybe never finish the total collection in the illuvidex as the burn rate was high during the season. But could be that this is either way the case as some Illuvials will be impossible to get in 5 years.

cursive raptor
abstract helm