#increase the time to buy and position in Gauntlet Arena
1 messages · Page 1 of 1 (latest)
I will get used to it!
But it's not good for new player and as a viewer of a stream it sucks because you often can't see what options the player would have had.
I think a few seconds more wouldn't be wrong!
I would certainly use more time. But as it is I find that it’s a trade off game. Use the time to reposition or use the time to search the shop.
I am very experienced in autobattlers, with thousands of hours of playtime, yet I still tend to run out of time. I feel there isn’t enough time to reroll and reposition effectively; you have to choose which one to focus on, which feels frustrating, especially coming from TFT, where we are used to having more time.
A few extra seconds would make a much better time window, and at the end it would only result in like 2minute (if even that much +~10 extra secs per round) added to the total Gameplay time for that game
I haven't played the testnet version yet but I assumed they changed this. Sad to hear they didn't it's really needed
How about longer periods of time when you play a bot-match? 1v7 bots should allow you to take more time. Then you can practice slowly and then move on to PVP when you are more used to the augments etc.
i agree... even just 5 secs more would mean a lot.
the seconds from where it locks your positioning and starts a countdown is basically anyways lost time, add those couple secs aswell.
i like the fast pacing, but now i feel it's too fast.
The most important thing now is that we get new players and in my opinion the short time is a big obstacle for people who try! It's a different experience if you lose a game because of wrong decisions or because you didn't have enough time! Maybe we can do it like in chess where we can set different times in the clock! In any case there should be the possibility to play it slower, also against real people!
Who doesn't want more time?
For me its to fast too, even if I am more an pve, team Player, I like Gauntlet very much. But When the board get more full, I just feel stressed. Maybe young and professional Player like it. For new and average player maybe to fast, idk.
I am 44 years old and have never played an autobattler before think about it! If I didn't have the illuvials, I wouldn't have put myself through this stress! Now i like it a lot, but way too fast!!! Augments mostly stay over😁
I fully agree with all of you guys, is something that I mentioned internally a few months back. Please try to get more opinions on this post and if everyone coincides (which seems the case) I will do my best to get this implemented asap.
no brainer, YES
A big part of the problem is that the game is buggy when you try to do multiple things in a round. Like shop refresh are not instant, units appear on your bench with a delay and then you have to reposition.
The only thing I would say is the augment selection time should not expire way before the end of the preparation phase
Even as a good player i definitely often find myself short on time, especially when i got to roll
I cant even image for a new player how that must feel. Big 👍
it's to much time for me for 1st part of game. when you go into income(gold) - 3rd-12th rounds you just do nothing.
for rounds 12-20 - most of time you doing 3-4 rolls, or lvl-up but you not roll out all your economy, so time is fine, sometimes still much time you have.
for late game - yes, seems need more time to change positions, roll, think about opponent.
So, for me - less time before round 10, same time from 10-20 and a bit more after round 20.
Even with this time 25-35 rounds take 40 mins, it's to much for 1 game
As me TFT player "choose Augment" and "reroll" and "positining "is one of Big skill's of game playing.
right now, Fix reroll bug and announce to all Augment first.
Too soon talking about this right now for me.
SOOOOOOOO
What do you think of PLAYER'S SKILL kind of like this game?
like 60sec each round enough time to everybody.
ONLY luckey drow guy will win.Coz No player's skill in game
Japanese TFT pro-player say 30sec in TFT is great balance.
so, I say too early ILV to change now.
I like it when you don't have time, it gives you a little pleasant stress.
I agree, but the total game play time is still long and will be extended further.
Instead, I think the total game time needs to be reduced by increasing the MP gained per round.
I'm not good at aiming, so please increase the range of the weapon by 10 times.I've never heard of a story like this in an FPS.
people use cheet code
I don't dislike the fairly fast round times compared to TFT or auto chess.
The tempo is good and I personally like it.
I think how we play within the very short round time is also part of the game's appeal.
And english is problem.Should discuss Multilingual support.
Not time.
I can play TFT in japanese any kind of languages.
I wouldn't be against a small increase. Though you're supposed to feel under pressure when making decisions.
In TFT you have 30 seconds per round.
In Gauntlet, you have 30 seconds after round 6, 35 seconds after round 10 and 40 seconds after round 23. We have more time in Gauntlet than they do in TFT.
Only the very first 5 rounds are faster than in TFT (because you don't really do a lot in those rounds).
And in Gauntlet we don't even have Scouting yet. In TFT you spend precious time looking at other players' boards.
The problem is not really the time, but rather the laggy shop and clunky unit swapping, especially when you have to move the camera just to find the sweet spot to be able to properly place a unit, now that takes 5 seconds alone.
We initially started with 30 seconds too, raised it to 40 - it's still not enough. At this point I honestly believe that even raising it to 50 will not be enough, especially for newer players. So instead, we'll first focus on fixing the issues mentioned above and see how it feels after.
Also, internally, the people testing the game, which have easily reached 300+ gauntlet games by now, have no issues with the time anymore.
Managing your time, being fast and decisive is also a skill that is important to have in an auto-battler. If we just raise the time until everyone has enough time to re-roll 100 credits every round, then that skill dissipates.
Basically the same reason professional chess uses a clock (and a really tight one).
Yes, the time is brutal for new players - as it is in TFT and Underlords as well. Auto-battlers are not easy for new players. For new players to learn the mode and reach some speed, we will eventually have a proper tutorial and a place where you can practice with no time pressure.
So yeah, I'd rather not increase the time yet, let's give the game some time(hehe), let's all reach 100+ Gauntlet Games and then let's re-look into this.
Maybe we need 2 additional seconds round 3 because it's the first PVP round and we have to choose an augment but besides that I love the current pace of the game
I think a major point, besides clunkiness, is that the round time keeps ticking down while choosing augments. sometimes you come out of an augment selection round with 5sec left to do your turn. 😵💫
For augment rounds yeah we can definitely pump it up by 10 seconds.
But for the usual rounds, we are already being a lot more generous than TFT or Underlords
I believe increasing the timer during augment rounds would be a significant improvement, but I don't think it will be enough on its own.
Here are my thoughts:
While it’s useful to reference TFT as a starting point, we need to recognize that our game is far more complex. In my view, there are three key areas where we add complexity:
- We use a grid system instead of hexes.
- Our synergy system is more intricate.
- Players know their next opponent in advance, allowing them to adapt their placement—this alone can be very time-consuming, even with quality-of-life improvements to placement.
Now that we’ve tested the current timers, we should reassess using our game as the benchmark rather than continuing to use TFT for comparisons. Based on this thread and broader feedback, it’s clear that the majority of players, across all skill levels, are asking for a bit more time.
Of course, part of the challenge and fun is thinking on your feet, but there's a fine line between quick decision-making and turning the game into an APM-stress fest.
Additionally, we have to account for the onboarding of new players. Dismissing this by saying that veteran players with 300+ games don’t have issues anymore isn’t enough. We can't afford to ignore the new player experience. Heck, even some pro players have mentioned that they need more time in Gauntlet!
Given how simple it would be to increase the round timers, I don’t see a compelling reason not to test it out.
We will bring this conversation internally. But please keep the feedback coming as your opinion has the power to move mountains.
Thank you ❤️ 
I think you're right that a lot of things feel slower and clunkier than in TFT, and hopefully, that gets fixed. However, one of the main issues, in my opinion, is unit placement. TFT has a much simpler battle board, making it easier to position your units. From my experience, I'd estimate it takes 2 to 5 times longer to place units in Illuvium. It's much harder to do your positioning with a grid instead of hexes, it is easy to misclick, and some unit hitboxes are larger than the marked areas on the board.
The statement about 300+ hour players having no issues with the time feels a bit strange. Is it based on a very small sample size? How skilled are these players? Do they fully understand everything necessary to maximize their chances of winning?
Taking myself as an example, I believe I’m one of the players here with the highest achievements in TFT. I've been ranked #1, competed in three world qualifiers, and placed 2nd in Superbrawl. I’ve also performed pretty good in Gauntlet, where I achieved the highest score in the qualifiers for the first open tournament and finished 2nd in the finals. I agree that limiting time can increase the skill ceiling, but at the moment, there are times when there's not enough time to place units properly, which reduces the potential for skill expression. If this is my experience, imagine how new players must feel. We still don't have enough players, so it's important to focus on onboarding and making the game enjoyable for them also.
Another point that has been mentioned is that the timer keeps ticking down during augment rounds. This is also the case in TFT, but here, people seem to dislike it, while in TFT, it’s not really a talking point. To me, this is an indicator that there isn’t enough overall time in Illuvium.
A solution could be to fix all the clunky aspects, like unit swapping, and then add an extra 5 seconds or so to augment rounds to test it out. However, if the game intends to use a grid instead of hexes, and if scouting will be introduced later, Illuvium will need more overall time in my opinion.
Could we please get a count down sound effect when its nearly end of time choosing augments, I have got caught out a few times reading augments. A sound effect would quickly let me know i gotta be quick to choose one.
In TFT you don't have any 'rogue' units anymore. In gauntlet you do. This makes that every other round you might need to readjust your whole position in gauntlet, where you don't or a lot less you need to do this in TFT. Also in TFT there is a limited amount of places where you can place your units, in gauntlet there is so much more micro adjustments in the positioning. And I haven't even talked about trying to roll too in a round. Imo we definitely need more time per round
Oh nvm you already had the same respons as me
This is a discussion in which both sides are right! I understand that the high tempo is part of the game. But on the other hand, we don't have many players yet, and the pace is certainly no help in getting some! You could increase the time now and turn it down again later when we have a player base!
Another thing to consider is that illuvium is supposed to be a web3 game. This also suggests to me that the average age of an illuvial holder is perhaps a little higher than the average tft player! But I don't know that. I just know I'm 40+ and for me personally it would be nice to have more time to think about it! I can certainly never keep up with a 17 year old player in terms of speed! But if we could buy some additional time, maybe the advantage is on my side!? So it's not an easy topic, i know!
@rugged niche "Also, internally, the people testing the game, which have easily reached 300+ gauntlet games by now, have no issues with the time anymore. " -> But the (biggest) issue Arena/Gauntlet has is with attracting and retaining players. By the time someone gets to 300 games they are obviously okay with whatever UI issues exist, you don't need to serve them (I mean you can serve them, but right now nothing serves them better than attracting and retaining new players).
It's hard to attract/retain players when the 2 modes are in an unfinished state. Alot of expectations on season 3
gotta say with the polishing of the recent patch it feels like we have a lot more time at our hands. great direction. loving the changes and improvements
I do like that there is a non-arbitrary timer, but I think adding another 5-10 seconds per round would be more fun for new and veteran players. Not enough time to make the most tactical decisions currently, it always feels like I have not quite enough time to make the best move my brain could have come up with. Very fun as is though