#My Thoughts on Yesterday's Tournament

1 messages · Page 1 of 1 (latest)

fathom swallow
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I just wanted to share a few thoughts about yesterday's tournament.

First of all, thank you for the large prize pool @fossil laurel @graceful pine , the wonderful atmosphere, and the amazing website @daring glade . I run a business and unfortunately can’t play as much as I’d like, but the game itself is truly amazing. Seeing over 100 participants was truly impressive, and that’s what made the prize pool so worthwhile. The Illuvial market hasn't been this active in a long time. This event proved wrong everyone who claimed that Leviathan doesn’t have enough players.

  1. Now, the downsides.
    It's a shame that after so long, we finally decided to hold a Leviathan tournament — but in that time, we lost many worthy players who had been waiting for the chance to use their Illuvials competitively. This tournament finally gave us clear proof that many people are ready and eager to play this mode.

  2. I can’t dedicate much time to playing due to my business responsibilities, but I was excited to take part in the tournament.
    I even took some lessons to improve my skills — but it wasn’t nearly enough. I knew I wouldn’t place high, I just wanted to play with my own Illuvials. I can’t express how disappointed I was when I started off lucky — I pulled two fully maxed level 60 and stats lynx and a level 60 Chu-ka with full stats — and still lost to four Tier 0 Illuvials at level 10–18, with barely any stats, if any at all.

Sure, maybe they got lucky with augmentations, and I'm not a pro player, but what has been done to Leviathan and the nerfing of stats and level impact completely killed my desire to play. I still earned a respectable 5th place — and again, I only wanted to play casually — but then I watched in horror what happened next.

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Players with no Illuvials, no levels, and no real strong stats were dominating the group stage. Some made it to finals with just two mid-statted level 60 Illuvials. Players who had full level 60 squads and top-tier collections got knocked out in seconds by opponents with weaker stats and barely leveled characters.

It was painful to watch.

Don’t tell me “it’s about skill” — many of those players have played hundreds of matches. I personally feel bad for everyone who worked so hard to build high-stat decks, hired scholars to grind XP, maxed to level 60 — and yesterday we saw that it meant absolutely nothing.

We’ve warned about this before — the stat and level impact in Leviathan has been nerfed way too much. In the end, those with luck and the right few units won, while those who grinded and invested got nothing in return.

Right now, I don’t enjoy this mode. It brings no satisfaction — only frustration. Any player can spend $20, pick 5 Illuvials with circle 2–3 stats(not circle 5) and 5-20 levels, and beat someone who invested hundreds of dollars into fuse.

From what I’ve seen, I don’t understand how this mode is supposed to support the economy. Why should anyone grind or collect high stats anymore? Everything we were told Leviathan would be — has been broken by this last tournament.

This game is supposed to be about collecting rare Illuvials — and when you get one, it should feel powerful and valuable.

What I wanted to see at the end of the tournament:
I wanted to see skill plus powerful decks shine. Instead, I saw skill plus luck, and that’s all — just broken expectations. (or guys in the top without any iluvials , really?) I truly wanted a future where we hunt, fuse, and build strong Illuvials, and rent them to pro players or play himself

But now? Renting and delegation don’t matter.
You just need $10–50 and a bit of luck.

(I remember fusing three 5t 3s for $700 each…)

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This mode was supposed to be the heart of the economy, the race for levels and stats. Now it’s just Ranked 1.5. In this current form, it won’t survive — only prize money keeps it afloat. But no one will invest hundreds or thousands into this. It was supposed to inspire whales, orgs, and investors to build and level up the best stats worldwide.

Yes, you might say “this will matter later in MMO Light” — but we don’t want an MMO, I wanted to play Leviathan, or find pros to delegate my Illuvials to — and when my skill wasn’t enough, I wanted my Illuvials’ levels and stats to matter and help with my mistakes in skill

Right now, if a new player comes and buys a strong deck, hoping for some stat-based advantage, they’ll just get stomped.
So then why catch, buy, upgrade?
I don’t see how this mode generates real revenue.

My suggestion:
Rework the stat and level bonuses.
They shouldn’t scale linearly — the gaps should be much more meaningful.

Example:

+25% power if the Illuvial is level 50 (or 15%)

+25% bonus for having circle 4 good stats (or 15%)

+25% more at level 60 (or 15%)

+25% for all circle 5 stats maxed (or 20%) coz find full stats or fuse is very hard

I want to watch a final match that feels like Real Madrid vs Barcelona — where we know how much effort and investment went into the tactics and the players (Illuvials) — not Real Madrid getting crushed by randoms from McDonald’s who got lucky.

This is just my personal opinion and observations from the tournament — which I actually enjoyed, and I sincerely thank you all for organizing it. 🙏

daring glade
crude narwhal
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Thanks @fathom swallow for the feedback

versed lichen
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Thank for the feedback @fathom swallow!

left sapphire
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Thank you for making this feedback Axeless, I agree very much with your statemates.

The tournament was a big success in terms of getting proof that there is a big interest in the Leviathan mode and the concept is working for sure. It makes it so much more fun to play with your own Illuvials. I also want to give a big shoutout and thanks to Rich for organizing it and it was amazing to be part of it, also enjoyed the atmosphere in the chat throughout the whole event.

I think it is a very valid point that stats should play a bigger role than what we saw in the tournament, and I think there are mainly two reasons for that.

  1. The Gauntlet game mode as it has turned out in its current form, relies a lot on random/luck, and augments/weapons play a big role in the gameplay. Which I think can work fairly well for playing “normal gauntlet” and I personally think it’s fun to play, and will also appeal to new players, both to play casually and for ranked games, and it makes the games feel less "repetitive", especially with the different regions thrown into the mix. However I think this mode will be difficult to make the main Leviathan mode for the arena, but can definitely work better and be fun, with some more balancing, but I would rather focus on making the two other ”original modes” work for Leviathan.
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  • Survival would be perfect for Leviathan, and we could make a really fun mode with that.The concept works well for wanting to collect and improve your team to be able to progress to a higher number of waves. This would be easier to balance around Illuvial stats playing a bigger role. (if you look at a game like Diablo4, one of the important elements is “the pit”, where you try to push your character to the highest level, and this is by many seen as the endgame content, and is highly competitive).

  • Ascendant mode where you play 1v1 could also work better for a Leviathan mode. It was the original idea that this would be where you would battle against others with your collection to see who has the strongest team. It obviously needs some reworking/rethinking, but I think it could be super fun with a 1v1 quick game mode.

  1. Gauntlet Leviathan still needs some better balance, Winnie has previously made a few feedbacks that many have added comments to, with some of the issues that need to be looked at. (like damage scale better than mitigation, and augments can sometimes “superchange” some of the “scaling” so it becomes too powerful).

Your point about linearly scaling is also very valid… it takes a lot of effort to level one Illuvial from 50 to 60 compared to what you actually gain in extra power. (this is the reason why I personally has leveled most of my strong Illuvials to 50, and only a few of them to 60),

To be fair.. the people who did advance to the final, and ended at top, also have pretty good collections. I think with a different format like “sit and go” where you get to play more games, it will probably end up even out the “luck factor” a bit more, and I would like to think the super collections would end at top a little bit more than what we saw. (but still needs more balancing for sure).

dusky token
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@fathom swallow , hi. Thank you for sharing your detailed perspective!

@crude narwhal , good evening, my friend.
I might be wrong, but I believe this Leviathan tournament was initially planned as more of a test — to see how everything functions, identify bugs, observe the meta, spot any imbalances, and gather feedback.

Let me clarify something:
What is the development team’s actual view on the impact of levels and stats?
Now that the tournament is over, we can draw some conclusions.
Is the team leaning toward increasing the impact of levels and stats?
Or decreasing their influence?
Or perhaps keeping things as they are?

With all due respect to you and the team, my friend —
This is something I’m genuinely curious about, and I hope you’ll be able to share a detailed response.

dusky token
graceful pine
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It’s a tricky one to get right.

We do want people without perfect stats to still have a chance, if they have the skill. Also, as more is learned about the game, the more important stats become.

It might be we toned them down too much too soon.

Keep in mind having a lot of people join is a product of stats not being an instant win.

That said, we want to reward those who grind for stats as well so we will obviously review it internally.

dusky token
# dusky token <@699691336823079070> , hi. Thank you for sharing your detailed perspective! <@...

Players often say that the Ascendant mode is a better fit for Leviathan than Gauntlet.

I’ve thought about this a lot. I might be wrong, but I believe Ascendant would actually present more difficulties and issues in practice.
Just to be clear — like you, I also believe that all modes should eventually support Leviathan. But in my opinion, Gauntlet is actually the better fit for it.

Why?

  1. Imagine a situation where a new player gets matched against someone like Squaak.
    That player won’t play — they’ll just instantly hit the “leave game” button.
    Their chance to earn rating is basically zero. That’s not really gameplay.
    And if you introduce penalties for quitting early? Then it just gets slightly different — they’ll simply go eat dinner for 30 minutes while Squaak destroys them.

In Gauntlet, you at least have a chance to place 4th even without a strong deck — if there’s a strong whale on your team.
In Ascendant (1v1), you have no such chance.

  1. Ascendant doesn’t stimulate trading on the Illuvidex as much.
    In Gauntlet, players are more likely to spend money to access 200+ Illuvials.
    In Ascendant, the demand is much lower — players can perform well with just a few.

I could be wrong — I’m just a player. But those are the initial conclusions that come to mind.
Again, I absolutely agree: if Ascendant comes back, it should definitely include a Leviathan submode.
But I believe Gauntlet is still the stronger foundation for it.

dusky token
fathom swallow
# graceful pine It’s a tricky one to get right. We do want people without perfect stats to sti...

I believe the team has now gathered enough data and feedback for proper analysis.

I understand that players with non-ideal stats also want to win, and that's completely fair — but they shouldn’t be reaching top placements. That space should belong to players with strong skill and well-built decks. Otherwise, everyone loses the motivation to invest, improve, and grow.

As I said earlier — the difference between 4 and 5 stars should be significant, just like the gap between level 50 and level 60.

And let’s not forget — players don’t need to own 200 Illuvials with perfect stats.
As the tournament showed, it’s enough to have 3–4 well-built units and play around them to reach the top 8.
That’s not a huge investment — just a few fuses.

Thank you for a beautiful game and all the emotions it brings! 🙏

PS:
From my personal experience in the tournament, I was crushed by a team of four Tier 0 Illuvials at level 12-18 with a nearly random (almost zero) stat spread, while I had two level 60 lynx and chucco with fully stats. So we have a gap in balance but i think the team will fix it) I don\t remember aug( my and on t0(

graceful pine
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As time goes on and the game settles into a rhythm the power of traits will improve. But we are probably not there yet. The balance needs to be in having it be just enough that a good player can compete without perfect stats.

Previously we were too far the other side. We have probably overcorrected but that is part of the process of finding the sweet spot.

terse pulsar
# graceful pine As time goes on and the game settles into a rhythm the power of traits will impr...

I’ve been following the discussion around how stats and levels affect unit strength in Leviathan mode sicne a long time, and I wanted to share my thoughts as someone who has played both competitive and p2w games extensively (p2w games always as an f2p player)

I honestly don’t think the current idea of balancing skill and collection strength equally in Leviathan mode is the right approach. In every p2w game I’ve played, whether it was a hero collector, a strategy game, or real-time PvP, spending money has always given a significant advantage. And that makes sense. If someone invests heavily to build a top-tier collection, they should expect to win most of the time, even against players who might be more skilled mechanically.

That’s not unfair... it’s the foundation of how monetization works in these types of games. Whales don’t spend to just have a fair fight. They spend because they want a clear edge. As a free-to-play player myself, I never expected to beat big spenders unless I really outplayed them AND got lucky and my opponent was unlucky at the same time. It didn’t bother me because I knew the rules of the game.

Trying to shift that balance too far in favor of skill risks taking away the main reason whales spend money in the first place. If a player with a weaker collection can routinely beat a top spender just through better plays, then what’s the point of investing in a powerful collection? That kind of system could end up discouraging the very people who support the game financially.

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That said, I do think some skill expression is important. It keeps the game engaging and gives free-to-play players but also whales something to work toward. But investment should come first, and skill second. If one player has a fully optimized, maxed-out collection, and the other only has 80 percent of that, then the stronger collection should win nearly every time. There can still be a tiny chance for the underdog to pull off an upset, but that should be rare... not something that happens regularly.

In my view, Leviathan mode should clearly favor the strength of the collection. That’s where spending is meant to pay off. Skill should add a layer of depth and possibility, but it shouldn’t override the core value of having built a better team through time or money.

Especially in the case of Illuvium, where we have actually a mode for total skill expression (ranked arena) i think mixing them up doesn't do us any favor.

desert dome
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I suggest that leviathan arena should be played by players who only owns the illuvial and will only show illuvials they own on their deck/ re-rolls to be picked and placed in battle boards.

warped socket
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All very interesting perspectives. However, I would like to add my perspective (as someone who does not only have perfect Illuvials).

  1. I agree that stats and levels should have an influence. However, I don't agree that only perfect Illuvials should play a role. I believe that even with good Illuvials (at least 2-3 traits at maximum and ok traits otherwise), you should still have a chance against someone with maximum stats (5 traits, movement speed usually doesn't matter or is rather poor at maximum). Otherwise, 99% of all captured Illuvials are useless and no one will have fun capturing Illuvials, as the probability of getting a perfect Illuvial is practically 0.

  2. Levels and how to get them right now will not attract new players. No one who wants to play Gauntlet (Leviathan or normal) will play hundreds of hours of Overworld just to level up their Illuvials to a reasonable level.

  3. If we want to keep levels in general, you have to be able to get EXP in other ways as well. Especially when playing Gauntlet/Leviathan Gauntlet.

  4. We need a “progress mode” where you can see your own progress in improving your Illuvials. Nobody buys a few Illuvials and then loses the whole day in Leviathan and then buys more. Most people will just quit right away and either play normal Gauntlet or nothing at all. In my opinion, this progressive mode should be Survival. You start with new Illuvials, level them up, maybe buy some more, and keep going. You can see your progress independently of other players and don't have a negative experience (losing in Leviathan against only max Illuvial players).

  5. Speaking of progress, if leveling up continues to take so long in the future, there should be an option to transfer the experience of identical Illuvials. From my own experience, I can say that it currently feels terrible to catch a better version of your high-level Illuvials, because you have to level them up again. Finding a better Illuvial should feel great, not bad!

low island
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I initially thought that the stat nerf was a good thing but after playing the tournament and seeing how little they impacted the game I was rather disappointed

Perhaps +50%/+50% was too much but now +25%/+25% is too little

I agree with Aaron that they overcorrected and my guess is that the sweet spot is probably around +35%/+35% or +40%/+40%
This way skilled players with decent collections will still be able to beat bad players with perfect collections but they will struggle against decent players with perfect collection

You really want to win? Pay to win

dusky token
fathom swallow
# warped socket All very interesting perspectives. However, I would like to add my perspective (...

You can win with 2-3 traits if you very lucky, other players like me are full noob with 60 lvl and 5 traits but with chance 25%, with skill players 0%. Coz find 1 iluvs with good stats you need min 50 runs in ow + 40-50 runs for level up. For find 1 ilvuv with 2-3 strait need 1 run or 1$If you new player that you have to play gauntlet and than go to levi mod. Player with 2-3 strait should win player with 3-4 strait. Ilwe have gauntlet mode where stats levels don't have any impact on game. Only skill and with rewards more but dont impact on revenue. So pls left one mode like levi where you fuse for 1k-2k$ 4ts3 with good stats and fill like you have bmw but not bicycle

fathom swallow
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Pll should see different betwenn levels and stats and skills

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If guys can't win on gauntlet anything and than have 2-3 straits and told me that we should win in levi and the same time they didn't play hundreds game in gauntlet , didn't know who is it foxspirit. Than this guys lose in levi with 2-3 straits and told us fuck this game whale's iluvs with 60 levles and stats

fathom swallow
kindred topaz
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I don't know why we are hesitating so much. The leviathan tournament was a great success. Stats and levels impact was not overtuned like we feared for over a year and now we have some $ILV price action. Where is the @fossil laurel salesperson that once made me purchase at 1800$? Let's send it and go from there!

whole nova
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Headfirst into Leviathan is the only way. We are trying to please to many people, yet with the most invested at the bottom of the tier.

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An Illuvium Pro League was just announced without ownership at the focus. Am i in the right dimension?

fathom swallow
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we didn't know vision team

radiant yoke
fossil laurel
proud tinsel
# terse pulsar I’ve been following the discussion around how stats and levels affect unit stren...

Totally agree with Dr.spoon
There have weekly normal Gauntlet leaderboard for skill players. they having fun over there and being well rewarded.
Please let Leviathan just for whales, we need somewhere for whales who have poor skill but spend a lot to have fun .

Whales pay for fun, not for skill improvement. If i lost the game, that means I didnt spend enough, not skill enough.
I just want to kill someone with my poor skill and full stats illuvials. use your skill at somewhere else, in Leviathan, everyone should submit to my all full stats Stage 3 illuvials.

left sapphire
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Some ideas for adding extra Illuvial power in Leviathan, other than base +% to stats/level could be...

Add a "collectors bonus". up to +10% power, and base it on the % of the full collection of Illuvials you have... so if you got 98% of them, your bonus will be 9,8%, etc. (I think that will still favor the players will good stat/level collections, as the bonus for stats and level will get a bigger total boost, but unsure if its the right thing to mix Leviathan power with collection, although it would incentivise getting and holding more Illuvials).

Add a "high level bonus". add 1% bonus pr. level from 50 to 60.... so if you have a level 55 it will get a 5% additional bonus, a level 60 would get 10% bonus. (that will reward those who spend extra to level to 60, and it will become less of a linear level bonus).

I still think it's important to balance the damage increase vs. mitigation a bit more, but its a hard one for sure, and also think it's better to make smaller adjustment, and test that. than go all out and make a big 50% increase to everything 🙂

fathom swallow
fathom swallow
prisma wind
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Aaron said that +10 bonus on ownership will scale on the strenght of the lvl, so lvl 60 will be a lot more stronger than what you think if i'm not misunderstanding. Let's see and then they will change if needed. Other proposition are good to know too.

hollow prism
# dusky token Players often say that the Ascendant mode is a better fit for Leviathan than Gau...

Contrary to your claim, Ascendant is better suited for Leviathan. The MMR ensures fair 1v1 matches, preventing newbies from facing pros like Squaak. Also, optimizing 8 Illuvials is 100x cheaper and more motivating for most players, boosting Illuvidex with more transactions. Gauntlet’s 250+ Illuvials is too costly and discourages small wallets. Ascendant is more inclusive and economically vibrant. @graceful pine ascendant idea this the best idea never forget this modeAtlas_Love

fathom swallow
hollow prism
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Personally, I only bought illuvials with traits between 4-5 but I don't have the motivation to level up because the current system for XP is incredibly annoying, especially those who give XP 250 Iluvium, I don't want to

warped socket
graceful pine
warped socket
warped socket
covert bough
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Will there be burn illuvials for leveling ? I really would like to clean up a bit ^^

covert bough
# proud tinsel Totally agree with Dr.spoon There have weekly normal Gauntlet leaderboard for s...

The question is , why should casual or pro play leviathan? So Wales will not have fun, because there will not be players to beat. Is there such game where casual people play for free with bigger rewards and people also play vs Wales because they like to suffer ?

I'd like to get value to illuvials, I don't care how. But this system seems for me for this like a stillbirth. And it's more about to sell some printed skins or other cosmetics from the dao.

To attract new player in generell it could work. But i don't think it will increase the value of players nfts and the mmo will be another shot for a balance.

sour quest
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Any chance to just transfer some of the power from levels into stats instead?

proud tinsel
# covert bough The question is , why should casual or pro play leviathan? So Wales will not ha...

Whales spend a lot on illuvials, so they deserves huge prize for tournament,
with huge prize , high skill players would have reason to spend a little money to collect and train a high quality team. and sharp their skill by daily playing in Leviathan.
you want to get value to illuvials, you need to create demand, with no demand, illuvials would be worthless. that's what we get right now.

if people can win just with high skill, no needed with best TPI and high lvl, that would really make best illuvials worthless, then all illuvials would be done.

prisma wind
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I think the team is well aware of this. Their goal is to bring in as many players as possible initially through free-to-play and then make them pay via the Leviathan.

fathom swallow
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ranked free + multi accounting +skill
levi + revenue +without multi accounting + skill

terse pulsar
covert bough
terse pulsar
terse pulsar
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those rewards are out of reach anyways for pretty much anyone.
Like for example, i shared the IPL in my rl gaming chat and got them to try the game again. We played some games on saturday being in a group call.
Everyone thought it's pretty nice to play now, but also all of them had multiple crashes/disconnects which made them all wait until those are resolved... none of them actually gave a f about the big competitive scene.
As another example, i highly doubt that all LOL players just play because they see themself having a chance to win some big tournaments 😄

Most people don't care about money rewards, they play because they like the game and have fun playing it.
In our case, we have money rewards to attract... hopefully some pros who also stream and spread the word of a us having a cool and fun game.
For leviathan it would be nice to attract some super whales, which could basically carry our expenses we have to develop.
But both system (ranked/leviathan)could for sure co-exist, they speak in my opinion to different audiences.
You have the competitive f2p people who want an even playing field in ranked, and you have the whales + collectors who wana build out their own collection and have a game to play with + a place to flex with them. (for sure there is some overlap)

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Now, you can make leviathan super competitive and the impact of stats/lvl very low... basically a ranked 1.5
And then it's the case you are describing... you would loose pretty much all the whales, because most whales are not pro gamers, they don't pay a ton of money to loose vs pros... and the collectors would ask themself aswell, what the hell i'm collecting if in the f2p mode i have exactly the same but also everything for free anyways.
And then you have the f2p ranked guys who would be happy af, because you basically doubled their rewards for free.

Those 2 modes, leviathan and ranked need to have a significant difference otherwhise levi + revenue is cooked.

hardy orchid
# terse pulsar those rewards are out of reach anyways for pretty much anyone. Like for example,...

I'm not sure those examples work in favor of your statement Spoon.

It sounds like even without the bugs and glitches, your friends would stick with the f2p gauntlet.

The LoL example doesn't work too, because the game is f2p. We can do a counter example - if players there had to spend 300-400$ just to be semi-competitive, the game would have never taken off.

The current problem of Leviathan is it's the main source of income. To attract whales - they need casual players to stomp or they won't be interested. And casual players don't need to go there, they can play the full game for free.

Autochess is competitive by nature and gauntlet is the hardest mode to monetize - it's like trying to make p2w chess - good luck.

I've shared my opinion on the topic, I think we need a bridge between both modes - that is the collection rewards multiplier. That way even f2p players will have a reason to go for obtaining illuvials, and at some point will have a leviathan battle ready collection. And for those that don't like p2w, they still have a use for their owned illuvials in the f2p mode. It's a win win on so many levels, I can't comprehend why we don't have it yet

terse pulsar
# hardy orchid I'm not sure those examples work in favor of your statement Spoon. It sounds li...

no not at all.
They like the games similarity to pokemon and that the collection actually could be implemented in good gameplay instead of choose 1 of 3 attacks, or spam left click like crazy.
They would play leviathan, but mostly to get their collection and then improve their favorites.
Possible future implementations of maybe illuvials own skill trees or genetic manipulation or whatever it could be made them super hyped, aswell as the upcoming MMO where Illuvials should be core to the gameplay.

The lol example was simply just brought up that most people don't play because they think they can be number one in the world.
Most people are very well aware they will never reach that status and simply play the game because they enjoy it.

I don't think that's the case, many people will hop on just to compete on their level.
Currently we just have gauntlet, but leviathan is to be expected for all game modes.
There are p2w games in genres where you also have f2p games and they still attract players.
Where is this coming from that nobody will play because they get stomped by whales... if this is true, there literally wouldn't be p2w games at all.

Autochess is indeed competitive.
But you look at it from the wrong pov i feel.
You think we have to turn competitive autobattler people into p2w players, which is for sure a hard thing to do. (if not impossible)
But we are (should be) rather trying to give a fun game mode to those who enjoy collector games (aswell)

terse pulsar
hardy orchid
# terse pulsar no not at all. They like the games similarity to pokemon and that the collection...

Yeah if we add all those additional content for illuvials, and leviathan gauntlet is no longer the only place where they can be used sure. But I'm talking from current point of view because we don't know anything about any future content, what's it going to be and when it's coming. Currently Leviathan is the only demand side for illuvials, and in it's current format by itself won't do much to trigger demand without adding to it more.

For LoL it's true people mostly play for fun, but as I said the game is f2p. If it wasn't no one would be spending hundreds on it just to be stomped by people who spent more. It's the reason they are the ones that made this model popular.

P2w games are usually casual or team/guild oriented, at least the ones I played. I can't recall of a p2w game that is also trying to be an esport. Both dont mesh that well

hardy orchid
terse pulsar
hardy orchid
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Skins, battle boards, +1 stat orbs, the genetic manipulation materials which you suggested earlier, it could be so many different cool things. The multiplier can work for those, instead of boring ass governance tokens that we have limited amounts of

fathom swallow
# hardy orchid I'm not sure those examples work in favor of your statement Spoon. It sounds li...

You are comparing 2 different games. LOL developed their games with their own resources, spent their own money on promotion, ILV took money from lands and investors in web3 and its methodology, so they should follow it. Basically, all free-to-play players will say that the leviathan mode is not needed. Because they are not ready to invest. Start comparing with any collection game, at least web2 or web3 - where each legendary hero costs a lot of money, each legendary item costs a lot of money. I came here exactly because of this, and not because someone sits at home and can play the game at 18 o'clock every day. I have a family and a business, I am not interested in this. I want to collect my collection and play it. If a F2p player can't afford 50-100 dollars to build a deck in leviathan, then let him play and take prize places in ranked or go to work for a couple of days

terse pulsar
hardy orchid
hardy orchid
fathom swallow
hardy orchid
hollow prism
terse pulsar
hollow prism
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The only problem is the entry barrier,💸to fusing T5 illuvials. You pay crazy amounts of money to make trips to stage 3. It's crazy💸 that the majority of players can't invest in Leviathan mode because of this entry barrier, but I hope that the MMO will fix this problem for catching and fusing illuvials with leveling too.