#Alliance Bonus for Fey Meander and Pillar of Trial

1 messages · Page 1 of 1 (latest)

torn skiff
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I'm on my second season and I still can't get past Fey Meander and Pillar of Trial. The challenges are too difficult for my heroes and I'm missing legendary artifacts. Please introduce alliance bonuses in these activities. I think it might help you retain players.

terse flume
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Kako! Add my discord lets see maybe i can help u trough your pain somehow.

lament trail
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Are you kidding? The only content where you can at least somehow think and accept the challenge do you propose to nerf? Are you the one whining to remove the difficulty of weekly bosses from 240 to 170??? lol

gilded kiln
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Yeh I'm on completely other end of the argument. Pillar and fae were the only challenging thing in the game which I was looking forward to all season, and then it turns out it was mostly auto with my new teams and not fun or challenging at all like it was in S1, and it's not like I'm a whale or anything I pay 20 dollars x2 every season for the first two battlepasses.

They should be moving to increase the challenge every season not reduce it. Weekly bosses should have gone to 280 not 170. Full disclosure I will be quitting at the end of S2 just because nothing in the game feels like a challenge and it's basically a boring click simulator at this point.

lament trail
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The level of experience and account grow, accordingly, what was completed in the first season should be completed more easily in the second season. And to compensate for the complexity, it was necessary to slightly increase the complexity in the second season. so no! on the contrary, they reduced it... absolutely unthinkable. And these are all “hamsters” who don’t play at all, they just come in once a week, get hit on the head because they missed farming and leveling up, and then run to the forums and start whining that it’s difficult for them. And the developers, having no backbone, succumb to them. nonsense. The game is a challenge, not an attempt to please everyone.

torn skiff
gilded kiln
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The point is, the game needs to cater to all demographics of players, from those who spent 50,000 dollars to +5 all their champions, to those who play twice a week and have terrible game knowledge and rosters. There needs to be some form of engaging and challenging content that rewards people like me and keeps them entertained, otherwise it's not a game anymore, it's just a chore or checklist.

If you want a game that caters to the lowest common denominator and everything is easily clearable by anybody with no investment or strategy, then you have players like me who are quitting because there's nothing interesting to do each season. It's just mindless grind for 95% of it, which is the reason I won't be here next season.

snow radish
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Unless Pillar and Fey are P2W, I agree.
I'm having Difficulties on Normal Levels, not even the Bosses.
I'm an Occasional Spender myself and having difficulties worse than you right now isn't entirely great. I have been mostly unlucky drawing more Support Legendaries that are great situational Heroes for PvP but for nothing else, like Dalk. Down to it, it's purely Luck Dependant, not Tactical / Strategic.

Most games ARE Repetitive, period.
Once you figure out the Game Mechanics, it's basically the Same Thing Over and Over Again with the only variation that's interesting is Story. The Story is almost always the Driving Force of a Video Game.

However, Gacha Games are Collection Games. Obviously, the more you Collect the better you're off. Nonetheless, the Game is rooted in Collecting Heroes for a better chance. And that's the issue with most Gacha Games, it's rooted in Collection in it of itself than it is a Driving and Compelling Story. And eventually, without Story, it becomes rendered to purely Game Mechanics. That is, if you don't like the inherent Game Mechanics, it becomes lackluster to play.

Current Journey Ranking Mechanics and Game Unlocks force players to want to Rush Story Immediately to have Access to more Items Faster. Making the game less about Story, and again, more about Collection.

I do agree with it being more playable for all types of Gamers.
From those who are F2P to those who spend 50,000 per Season.
However, it being a COLLECTION GAME, the Frequency of Players who spend 50,000 are not as common as those who spend on Occasion. The Highest Factor of Expense Range should be considered most, which would be likely Low Spenders and Occasional Spenders.

Games that have Ranking Systems AND are Gacha clearly cater to the Top Spenders by just having Rankings, bottom line. The point is wondering whether or not Fey and Pillar are MEANT for P2W because they mainly AREN'T RANKED and are per Player.

gilded kiln
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Most gacha games aren't seasonal, so they incrementally increase the difficulty of new content. Dragonheir is unique in that it can never meaningfully ramp up the difficulty of core content because everybody is starting fresh every 3 months. There's no real comparison on the market in terms of seasonal gacha framework.

It's almost like they need a second area in the game that is a separate game unto itself, where progress isn't reset and you slowly build champs and gear over time to take on harder challenges. Doesn't have to be insane depth, just something new and hard and persistent, so even if you can't beat it there's no rush, so no FOMO for those who aren't as developed.

Arena is also an area that needs dramatic improvement. There are a lot of changes they could make to arena structure and reward systems to make it enticing for all players to join in and play there.

One example would be making live arena equalized, so everybody has access to all champions with scrolls, and they could create specific arena artifacts and gearsets that you actually farm and buy with arena points and they persist from season to season.

IDK they kinda painted themselves into a corner with seasonal reset mechanic. The lack of longterm growth potential kills the motivation for players like me. I get that some stuff can feel repetitive from game to game, but that's why the developers have to streamline repetitive content and remove frustration barriers between players and gameplay. Unlimited multi battles / 10x speed / changes to the underlying structure of the grind experience.

Also, as far as fae goes, my s1 team was 4 epics + drizz't, so it's not insane to expect most players to be able to clear fae by season 2 (as long as they have witch's remains), the problem is that my team just autos through it all with barely any thought, which makes it not fun or challenging or strategic, but a chore on a checklist and a waste of my time.