Act 1-3 Balance Suggestion
Ercarret
Member Posts: 2,928 ★★★★★
I've been thinking of setting up an alt account for a while now simply because I don't have all that much to do anyway in the game, and I somehow managed to do it right as the current situation with the massive unit gains in the early Acts blew up. Having played around on a new account since yesterday evening, I can understand why some people are suspicious about it affecting the balance of the game and especially the gifting event. It is very easy to rack up a substantial amount of units in a fairly short timeframe, even if you're not outright grinding for them specifically on multiple accounts. There are just a ton of units available as you progress through the revamped content.
It got me thinking. I've reached the point where masteries come into play and I find myself having to purchase stone and carbonadium mastery cores with my less-than-hard-won units. In normal progression, a lot of those early units should presumably be spent on those cores, so why not incorporate that into the rewards and kill to birds with one mastery stone?
Why not lower the insane unit gain and instead give progressing players the resources they need to unlock valuable masteries that will help them in the long run? I'm not saying that the units should be scrapped altogether - obviously they still need to be there to some extent - but by swapping out a dedicated chunk of them for resources I think it could guide new players better while simultaneously keeping those early acts from becoming a balance-altering grind fiesta.
I don't really think that players in general will grind out a ton of units from playing old content on multiple devices since it's still a slog (no matter how streamlined it is after the revamp), but it does feel ripe for bot exploitation and that is never good. Meanwhile, I think new players run the risk of being overwhelmed with units that they don't necessarily know how to spend, which in turn means that they might spend it on useless things like crystals and the like. Of course, it's ultimately up to everyone to spend their units on whatever they themself want, but I do think a little bit of handholding could be valuable at the beginning in order to make sure that beginners wind up with the resources they need to progress effectively.
It got me thinking. I've reached the point where masteries come into play and I find myself having to purchase stone and carbonadium mastery cores with my less-than-hard-won units. In normal progression, a lot of those early units should presumably be spent on those cores, so why not incorporate that into the rewards and kill to birds with one mastery stone?
Why not lower the insane unit gain and instead give progressing players the resources they need to unlock valuable masteries that will help them in the long run? I'm not saying that the units should be scrapped altogether - obviously they still need to be there to some extent - but by swapping out a dedicated chunk of them for resources I think it could guide new players better while simultaneously keeping those early acts from becoming a balance-altering grind fiesta.
I don't really think that players in general will grind out a ton of units from playing old content on multiple devices since it's still a slog (no matter how streamlined it is after the revamp), but it does feel ripe for bot exploitation and that is never good. Meanwhile, I think new players run the risk of being overwhelmed with units that they don't necessarily know how to spend, which in turn means that they might spend it on useless things like crystals and the like. Of course, it's ultimately up to everyone to spend their units on whatever they themself want, but I do think a little bit of handholding could be valuable at the beginning in order to make sure that beginners wind up with the resources they need to progress effectively.
Post edited by Kabam Porthos on
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