Definitely the nerfing or dumbing down of the story mode didn’t help, as it made it too easy for people to progress to higher rank and then get utterly lost.
I think one more thing that could help a tiny bit is some actually useful filters for immunities and resists. So far the filters are mainly for finding heroes when a challenge limits you to “robots” or “avengers” etc. having a useful function like filter all nullify immune, bleed immune, bleed resist. Etc. would be great. It’d be a massive help for newer players, and a time saver for veterans for team building.
Need a bleed immune/resist, nullify immune/resist champ. Click click filter..oh. Omega sentinel, thing.. ok cool. It’d be great if it also showed synergy effects too, such as on this example if it showed colossus also and said it required a synergy.
I’ve seen so many times on global someone confused about a debuff. And someone just says…”use a bleed immune champ.”
It may seem so obvious to all the veteran players. But if you’ve never been shown this, how would you know. And you’d have to essentially click on every hero, and read every ability to find the bleed immune champ.
Whereas veterans can name like 20+ off the top of their head or at least know where to go to refer to the Venn diagram of immunities on internet.
But again..if it was implemented, it’d be great for a training guide to be added for new players. To help them learn how to use game resources to work things out.
The type of new player that is prepared to willingly study the game to this level of required detail is incredibly small.
If we want new players, we really need a better learning curve, and not give them a short cut to end game.
Give them loads of relevant star rated crystals to keep them entertained while they learn the game.
They’ll love getting a shed load of 4 stars for 4 star strength quests. Give them plenty of rank up materials so they don’t get annoyed with not being able to use those heroes.
Then when they go up a challenge level and require 5 stars, give them a load of crystals and rank up materials to keep them entertained..etc.etc.etc.
Basically give them what they want, and what they need. And hopefully they’ll stick around long enough to learn the game as they go naturally.
It’ll also make them understand that as they go up a level, they may need to get stronger heroes, or get more skilled or a combination of both.
Perhaps even in the start of game, have that. If they die , a litttle pop up appears…
“Ok so you died…no biggie.. a stronger champ would be able to last longer. Or…. You can work on your skill…what would you like to do? Click option one to try and fight again. We will give you a revive and some heals to go back in and we will reset the hp of the opponent. If you win you will get 2 x 4 star crystal as a well done for challenging yourself to do better. Click option 2 to get materials to rank up your hero by one level. If you win you will get some gold and 1 x 4 star crystal. Sometimes, it’s just easier to leave a quest until your hero is stronger. Normally in game the rewards won’t change and the hp will stay the same, so it’s possible to use revives to slowly chip down your opponent. But in this tutorial, we are trying to teach you different ways to approach a quest, and rewarding perseverance with an extra 4 star !
Along with some assists on knowledge base, that could actually help new players see how good this game is.
In fact..why isn’t there an indepth ingame wiki that they can click on more easily? There could easily be a tldr for each hero with strength and weaknesses, along with a play difficult rating. I’ve seen this on other games before also. It just requires someone to write in…
Eg They get crossbones.
Difficulty of play - 1 star (easy to play)
Good points. Simple play instructions He’s a solid “skill class” champ that can remove debuffs when awakened (his extra ability activated, ideally you want sig 200 which is maximum sig ability and removes debuffs 90% chance) (debuffs are bad effects that opponents place on you to weaken or damage you) this is common on “science class” champs and also on nodes such as hazard shift, weakness. He’s very simple to play. You basically hit the opponent to get furies (higher atk). This results in your opponent being less likely to use their abilities (this is good for you) as he reduces the chance of their abilities triggering (commonly called ability accuracy reduction), so it makes the fight simpler and hopefully easier.
Advanced play Try and counter opponents special attacks when they end with a heavy atk (hold button to charge heavy). This pauses your furies (atk boost) and means you will hit harder for longer.
Bad points Be careful of Mutants - they often punish you for removing their debuffs. Not all of them… but take care. Mystics - many mystics will get more powerful if you use buffs. Crossbones furies are buffs. Nodes that make the defender immune to ability accuracy modification. Nodes such as force of will, etc etc..
Maybe in the initial part of the game, if something like this was present, people would be in the habit of reading a characters abilities and then get used to learning how to make a character work.
So it could give a new person crossbones, direct them to the information page. Then give them a fight where you see his abilities working, where the game pauses and says “see, sandman’s sp1 has tried to place debuffs on you, but many didn’t stick because you removed them and replaced them with furies, which make you hit harder. Now..finish him!!
Teaching new people how to play and look for information they need, rather than making it super easy for them to get to high level and then get stuck.
Comments
I think one more thing that could help a tiny bit is some actually useful filters for immunities and resists. So far the filters are mainly for finding heroes when a challenge limits you to “robots” or “avengers” etc. having a useful function like filter all nullify immune, bleed immune, bleed resist. Etc. would be great. It’d be a massive help for newer players, and a time saver for veterans for team building.
Need a bleed immune/resist, nullify immune/resist champ. Click click filter..oh. Omega sentinel, thing.. ok cool. It’d be great if it also showed synergy effects too, such as on this example if it showed colossus also and said it required a synergy.
I’ve seen so many times on global someone confused about a debuff. And someone just says…”use a bleed immune champ.”
It may seem so obvious to all the veteran players. But if you’ve never been shown this, how would you know. And you’d have to essentially click on every hero, and read every ability to find the bleed immune champ.
Whereas veterans can name like 20+ off the top of their head or at least know where to go to refer to the Venn diagram of immunities on internet.
But again..if it was implemented, it’d be great for a training guide to be added for new players. To help them learn how to use game resources to work things out.
The type of new player that is prepared to willingly study the game to this level of required detail is incredibly small.
If we want new players, we really need a better learning curve, and not give them a short cut to end game.
Give them loads of relevant star rated crystals to keep them entertained while they learn the game.
They’ll love getting a shed load of 4 stars for 4 star strength quests. Give them plenty of rank up materials so they don’t get annoyed with not being able to use those heroes.
Then when they go up a challenge level and require 5 stars, give them a load of crystals and rank up materials to keep them entertained..etc.etc.etc.
Basically give them what they want, and what they need. And hopefully they’ll stick around long enough to learn the game as they go naturally.
It’ll also make them understand that as they go up a level, they may need to get stronger heroes, or get more skilled or a combination of both.
Perhaps even in the start of game, have that. If they die , a litttle pop up appears…
“Ok so you died…no biggie.. a stronger champ would be able to last longer. Or…. You can work on your skill…what would you like to do? Click option one to try and fight again. We will give you a revive and some heals to go back in and we will reset the hp of the opponent. If you win you will get 2 x 4 star crystal as a well done for challenging yourself to do better. Click option 2 to get materials to rank up your hero by one level. If you win you will get some gold and 1 x 4 star crystal. Sometimes, it’s just easier to leave a quest until your hero is stronger. Normally in game the rewards won’t change and the hp will stay the same, so it’s possible to use revives to slowly chip down your opponent. But in this tutorial, we are trying to teach you different ways to approach a quest, and rewarding perseverance with an extra 4 star !
Along with some assists on knowledge base, that could actually help new players see how good this game is.
In fact..why isn’t there an indepth ingame wiki that they can click on more easily? There could easily be a tldr for each hero with strength and weaknesses, along with a play difficult rating. I’ve seen this on other games before also. It just requires someone to write in…
Eg
They get crossbones.
Difficulty of play - 1 star (easy to play)
Good points. Simple play instructions
He’s a solid “skill class” champ that can remove debuffs when awakened (his extra ability activated, ideally you want sig 200 which is maximum sig ability and removes debuffs 90% chance) (debuffs are bad effects that opponents place on you to weaken or damage you) this is common on “science class” champs and also on nodes such as hazard shift, weakness.
He’s very simple to play. You basically hit the opponent to get furies (higher atk). This results in your opponent being less likely to use their abilities (this is good for you) as he reduces the chance of their abilities triggering (commonly called ability accuracy reduction), so it makes the fight simpler and hopefully easier.
Advanced play
Try and counter opponents special attacks when they end with a heavy atk (hold button to charge heavy). This pauses your furies (atk boost) and means you will hit harder for longer.
Bad points
Be careful of
Mutants - they often punish you for removing their debuffs. Not all of them… but take care.
Mystics - many mystics will get more powerful if you use buffs. Crossbones furies are buffs.
Nodes that make the defender immune to ability accuracy modification. Nodes such as force of will, etc etc..
Maybe in the initial part of the game, if something like this was present, people would be in the habit of reading a characters abilities and then get used to learning how to make a character work.
So it could give a new person crossbones, direct them to the information page. Then give them a fight where you see his abilities working, where the game pauses and says “see, sandman’s sp1 has tried to place debuffs on you, but many didn’t stick because you removed them and replaced them with furies, which make you hit harder. Now..finish him!!
Teaching new people how to play and look for information they need, rather than making it super easy for them to get to high level and then get stuck.