Constructive Feedback on the State of the Game
I want to offer some feedback on my experience with the game. I hope these insights are helpful for future improvements.
Gameplay
The game's general difficulty appears to be consistently increasing, resulting in some frustrating situations. For instance, there are times when I successfully dodge a special attack but am unable to launch a counter-attack because the AI immediately evades.
The game's AI has become significantly more precise and challenging, which can make daily gameplay feel more like a chore than an enjoyable experience. While I expect a higher level of difficulty in specific, high-tier content, such as Necropolis, the regular and recurring events should be more accessible and enjoyable. Unfortunately, this is becoming increasingly rare.
I don't consider myself a top-tier player like Lagacy, but I am capable of completing most of the available content. However, I've noticed a growing number of instances where my blocks don't register, my dodges fail, or my parries don't stun the opponent, even when my timing is correct. This creates a discouraging feeling that the game's mechanics aren't responding reliably to my inputs.
Prestige
I understand the reasoning behind the recent changes to prestige, and I believe they will ultimately benefit the player base. However, the current implementation has created a noticeable imbalance. Looking at the top 10 champions by prestige, two are exclusively available through spending (Dark Phoenix, QuickSilver), and two others are not considered top-tier champions for most content (Silver Surfer, Infamous Iron Man). It would be beneficial to establish a more transparent and more balanced set of criteria for determining prestige.
Crystal Openings
To put it simply: the feeling of saving up 20,000 shards for a new champion, only to pull a character I already have for the third time, is incredibly disheartening.
This isn't just about the quality of the champion itself. For the majority of players, accumulating enough shards for a single crystal takes a significant amount of time and effort. Receiving a duplicate for the third or fourth time feels frustrating and unrewarding.
As the champion pool continues to expand, the odds of pulling a specific, desired champion are lower than ever. Because of this, I am increasingly in favor of systems that offer more player choice, even if they require a greater investment of time. The "choose between three champions" mechanic, which is sometimes featured, should become the standard for all or most crystals.
In-Game Currencies
The number of currencies in the game has become overwhelming: Units, Glory, Loyalty, Battleground Tokens, Radiance, etc. This complexity creates confusion. Simplifying the currency system and updating the prices and offerings in the associated stores would be a welcome change.
7-Star (Eidol armory)
For a regular, non-spending player, acquiring the materials to ascend a 7-star champion is nearly impossible. This doesn't feel like a balanced system. While I understand that it should be a long-term goal, there should be a clear, albeit challenging, path for free-to-play players to achieve this without having to spend money. The current implementation feels out of reach.
Increased Difficulty in Monthly Events
I completed the new monthly and side events and found them to be significantly more difficult than usual. While I appreciate the challenge that encourages investing in the broader roster of champions, the new mechanic, where health is not restored after each fight, was not an enjoyable addition. The side event was also more complicated than its predecessors, which was unexpected. Perhaps this is part of an adjustment phase, but a lack of clear communication about this shift in difficulty has led to confusion.
Bugs and Technical Issues
Bugs and technical issues seem to be more frequent than ever, affecting game modes such as Alliance War and features like Titan crystals. Nearly every month, a new problem arises, which erodes player trust and confidence. I urge you to conduct more thorough testing before releasing new updates and content.
The Gap Between Free-to-Play and Pay-to-Win
The gap between what is achievable for a free-to-play player versus a paying player continues to widen. Competing at the higher tiers of Battlegrounds, for example, feels increasingly limited to those who spend.
There is a constant stream of offers in the store, and while I understand the game needs to be profitable, the current volume feels excessive. As someone who has supported the game for 10 years by maintaining a Sigil subscription, I think the monetization has become too aggressive.
I hope the game continues to evolve and improve, and I decided to share my perspective as a regular player.