#Long post about everything in Dragonheir and how we could've enjoyed seasons

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misty current
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I've tried to gather all my thoughts and observations from the past 2 months I've been playing Dragonheir and share it with you.
Please be patient and feel free to suggest.
I do hope developers read our feedbacks, because decent chunk of players have already left the game and things won't get better.
And it's not that Dragonheir lacks any form of advertising, the game just can't keep players in. If the gameplay is enjoyable, reasonably hard and cares about players' needs why would anybody leave?
It won't be only my ideas of how to change things in game because I've heard similar ones from other players/content creators.
I sincerely tried not to offend neither developers nor players in any way.
Also don't get too mad at me for typos because English is not my native language.

  1. Leveling & Elemental dungeons

-Goblin's Lair
It's great to have a large roster of heroes you want to use/try but it honestly feels like a torture to get into Goblin's lair over and over again spending preciuos stamina on farming exp potions.
I think healthier way to do this is implementing Arena leveling system.
I know I'm not the first one suggesting this and definitely not the last one.
No need to increase exp from GL just make all heroes' levels match our Main Character's level.
Also it would be really good to change "star system" in there because it's a real struggle (mostly for f2p players out there) to reach "3 stars" for progression, so removing "stars" and leaving a 2 minute timer (up from 1m15sec to 3-star as it is right now) to unlock a higher stages would be a massive QoL improvement.

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-Elemental dungeons
It's good to occasionally run these dungeons but being near one month left in the season and spending around 100 stamina to "5 star" one hero ( without transmuting) is too much.
I suggest to let us transmute for free and double the drop of all Elemental crystals.
So, even with the level adjust from Main Character, you would still need to run Elemental dungeons to bypass the 30,50,70,90 thresholds.

  1. Gearing & Gold

-Gear
Late season is all about gear, min-maxing main and sub stats to fill the heroes' needs and it's awesome.
But we can't do that - even on stage 9 we only receive about 1 piece + 3-4 shards of legendary gear (out of wide variety of set pieces, main and sub stats) and it's so hard to get the piece you're looking for.
For 8 runs a day it isn't much at all, this late in the season it feels like you just wasted all your stamina for nothing.
I suggest to double all gear-farming dungeons' drops, we desperately need them.

-Gold
I don't want to believe that the only reason gold is in the game is to prevent us from all the fun of enchanting and finally finding some good pieces to greatly help us to clear content.
But it feels like it is. Why do we have gold? To prevent us from leveling too many pieces of gear?
But why? We have 3 month of season and then it's all gone...
I suggest to remove all gold from the game, remove that unnecessary pressure of being nearly broke and afraid of receiving another useless piece, let us try to find that sweet pieces of gear we need and have fun!

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  1. Campaign & Challenges(Duels) & Arena

-Campaign
First of all I did enjoy the main story. Battles were getting harder the further we went into campaign and it's good, reasonable challenges are always good for the game.
But later on we were forced to fight a 3-way battles.
And they felt really unnecessary and depressing.
I can clearly imagine developers having fun while they worked on those fights "Look how these bears will charge the backline and kill squishy dps'ers", "And these elementals are immune to certain element and do crazy AoE to backline heroes too",
"Do not forget that we have 2 elementals that can rez too". Challenging fight and straight up gating us from Spider-lady and Final Boss is two different things.
Majority of players just didn't have resources ( in heroes/artifacts/gear/gold and so on) and those few weeks of finding a way to beat it felt really bad.
I suggest to move on from idea of 3 or 2-way battles in the game and let us face enemies with our strongest team.

-Duels
I do enjoy duels, they're challenging, give you rewards and a way of relax from other fights in the game.
But when we face these insane 240lvl duels in Teribria ( I hope I spelled it correctly) and only 3 heroes can be placed at a time things are getting ridiculous.
Without our 5-star bonus "end game" fights feels absolutely pointless. Our upgraded Elemental affinity tree is what makes us really strong and you just take it away from us saying "deal with it".
I'm not suggesting to make these challenges easy but to balance it around having all 5 heroes in a fight.

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-Arena
Grand arena
I don't see how we make Grand arena a fair place to everyone, because of differences in heroes/artifacts. But! To have fun and earn rewards? Yes!
If player has strong team and wants to reach higher "Lion" ranks it's great, but rewards after match for all ranks should be equalized.
So the average player with 100 duels per week ( with 50% win rate) can afford 10 Starlight dices, 1 Heliolite dice, 1 of each scrolls (legendary+epic+rare) in arena shop no matter the rank he plays in.
Second suggestion is to add "berserk"(100% more damage done by everyone) timer 2 minutes into the match so stall teams can no longer be viable.
Third suggesting would be to move weekly and "top x" rewards into regular rewards. For example, after 15 daily games give players 40-60 Wyrmarrow + 4-6k "Affinity solvent" depending on win rate (+ remove arena tickets from the shop).

Team arena & Champion's arena
We all know how there are far less players in Team arena. Yeah, not many people wants to play this one and you can't blame them.
When you see your opponents' teams with >90% of Legendaries/good "arena" Epics even on mid-ranks it feels pointless to even try.
To be honest I don't know how we make this fair and enjoyable. Same goes for Champion's arena.
I suggest to compensate all rewards we losing from Team/Champion's arenas in Grand arena's matches and leave only "Gladiator's mark" currency.

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  1. Heroes
    We all know how one rares are far more useful that others. About 2/3 of a rare roster will never see any play ever. Why not give them some love and attention by buffing them?
    Just a reasonable amount of damage/AoE/utility. Maybe increase Att.pen from -I to -II, Def. from +I to +II and so on.
    Also I suggest to remove "common" quality as an idea from the game, move all these "common" heroes into rare category (and buff them greatly). This way we will get rid of this weird "third class" of heroes from which only Merideth can have some use to legit useful heroes in the future.
    And this would greatly help f2p players to collect "Essence of Creation" from Starlight dices duplicate summons.

  2. Season & Rewards & Dices

-Season
May I say that focusing on season-end rewards is not healthy for a player? As a wise man once said "If we enjoyed our stay throughout a season we will 100% want to spent another fun season in there".
And for now season feels more like a job and you'll get your salary at the end of the three months aaaand there won't be much, sorry, you're not in "top 20" of the server...
Nobody wants a treatment like this, nobody wants a second/third job in their lives. Players need to have fun while in season not waiting for specific date.
That's what separates real "8am-6pm" life from fantasy game. Yes, we are playing gacha game but it definitely can evolve into a really great game.
I suggest to remove all seasonal rewards, remove all that "get to top x% " extra rewards from the game, this idea is not healthy because who wins? Yeah, people with heavy wallets, everybody else there just for leftovers.
Instead give all players opportunity to acquire 1 targeted legendary and epic hero throughout a season.

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So idea is while we reach weekly 9000 point on "Hard Training " event we receive this special, let's call it "seasonal shard" for now, and within 12 weeks of season you'll get 12 of them.
And when we go to the seasonal shop (actually seasonal shop for this season) we have an opportunity to buy legendary chest for 6 "seasonal shards", epic chest for 3 "seasonal shards" and spend 3 that's left on some seasonal frames/other cosmetics.
This way any player will understand that by late-season he'll actually have a way to improve his current team with legendary + epic of a choice to help him overcome hard end game challenges and understanding that developers actually respect players no matter they are f2p or not.

-Weekly/Daily rewards
So , to summarize what I've said above, I suggest to remove "getting into top X" extra rewards from weekly/daily activities too, instead double the "Affinity solvent", "Essence of creation" and "Starlight dices" all players receive from any rewards/events.

-Dices
Starlight dice
We all want it, we all need it -> 0.5% chance for Legendary on Starlight dice + implementing "Legendary pity" system in 200 summons, which persists trough seasons (with a special frame when you claim it, like it was with first "Heliolite summon" event).
Also it's important to increase Epic drop rate to 4% and drop "pity" down from 35 to 25 so per 100 summons we'll get that 4 Epics per 100 summons instead of 3.
Together with the x2 quantity of Starlight dices from all rewards/events we'll have around 1000 Starlight dices throughout a season which means 5 random Legendaries + 40 epics as a f2p.

Heliolite Dice
I think it would be fair for the players to increase Legendary drop from 3% to 4%, "pity" from 35 to 25 summons (so we would get 4 Legendaries in 100 dices) and a bit more chance for Epics (from 17% to 20-22%).

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  1. Communications
    As a member of Alliance it's really frustrating to not have notifications/shortcut to the chat. This seemingly small feature would be massive QoL improvement.

So, this'll be it for now guys. Thank you for reading all these, take care and I hope we can make Dragonheir a really great game.

misty current
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Long post about everything in Dragonheir and how we could've enjoyed seasons

empty thunder
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