I did but if future ones are gonna be harder I won't be doing them. They should've given us boosts or something else honestly nobody in Tier 1 war does all these problematic fights in a single path and even if they did I can guarantee they would use boosts for every single one of them.
Completed and explored… To be honest: Used way too many items, because I went unprepared and really struggled with that sassy and also Gorr… I’ve heard Photon would be a good option, but didn’t bring her with me.
Regardless: Spent about 500 units on revives, so that’s still better than spending 5k units on the deathless piece…
Glad to see a lot of Summoners engaged with this quest (as our internal data confirms).
We just settled on some design changes to the next version of it that, while still challenging, should improve the overall value proposition of both completion and exploration runs. I'm looking forward to seeing this content evolve.
Glad to see a lot of Summoners engaged with this quest (as our internal data confirms).
We just settled on some design changes to the next version of it that, while still challenging, should improve the overall value proposition of both completion and exploration runs. I'm looking forward to seeing this content evolve.
Engaged cause of the deathless piece. Without it I don't think it would have been the same. Glad to see improvements moving forwards nonetheless
Completed and explored… I'm a tier 1 war player, I used to do those fights many times. It was very enjoyable for me because I love war and the challenge allowed me to experience something similar to war but without the stress of dying.
I have a very good roster, so the challenge was itemless for me. Right side: Titania 7* r2, Hulkling 6* r5 ascended, Wiccan 7* r2, Photon 7* r3, Kingping 6* r3. Left side: Titania 7* r2, Hulkling 6* r5 ascended, Kate 6* r5 ascended, Photon 7* r3, Kingping 6* r3.
I understand all the people who couldn't complete it because it's hard if you don't have the experience and roster to achieve it.
Glad to see a lot of Summoners engaged with this quest (as our internal data confirms).
We just settled on some design changes to the next version of it that, while still challenging, should improve the overall value proposition of both completion and exploration runs. I'm looking forward to seeing this content evolve.
What would improve it more is leaving deathless pieces out. Then you would see accurate engagement levels because I think the data is skewed by it.
Glad to see a lot of Summoners engaged with this quest (as our internal data confirms).
We just settled on some design changes to the next version of it that, while still challenging, should improve the overall value proposition of both completion and exploration runs. I'm looking forward to seeing this content evolve.
What would improve it more is leaving deathless pieces out. Then you would see accurate engagement levels because I think the data is skewed by it.
That's like saying the only way to know whether players like any content in the game is to first remove all the rewards and see who plays it.
Glad to see a lot of Summoners engaged with this quest (as our internal data confirms).
We just settled on some design changes to the next version of it that, while still challenging, should improve the overall value proposition of both completion and exploration runs. I'm looking forward to seeing this content evolve.
What would improve it more is leaving deathless pieces out. Then you would see accurate engagement levels because I think the data is skewed by it.
Deathless Champions were born last year out of our desire to make 7-star champion acquisition more novel, interesting and exciting than past rarities. At that time, many people both internally and externally were concerned about the rate at which we were chewing through our 7-star runway, and we decided to use Deathless champions for the secondary goal of creating new resources that players would value that wouldn't substantially eat into that runway. That's how we determined the current design in which each champion requires multiple pieces sourced across the game. Honestly this worked even better than I thought it would, it is very clear that players ascribe substantial value to these pieces.
The decision a player makes to complete or pass on any piece of content depends on the balance of intrinsic (enjoyment) and extrinsic (rewards) motivation vs. the cost (time, effort, energy, consumables, Units). If motivation is greater than cost, they do the content. If cost is greater than motivation, they do not. "Accurate engagement" is how many players do a piece of content given the rewards. If the Showcase rewards were as good as Necropolis rewards, probably 10 times as many players would have done it. Had there been no rewards, probably one tenth as many players would have done it. We understand the Deathless piece carried a lot of that motivation equation for the first Showcase.
At any rate, that motivation vs cost balance is what I mean when I say improving the value proposition. With the changes we are making, I'm pretty confident more players will think it's worth it to at least do a completion run next time this content comes around.
Glad to see a lot of Summoners engaged with this quest (as our internal data confirms).
We just settled on some design changes to the next version of it that, while still challenging, should improve the overall value proposition of both completion and exploration runs. I'm looking forward to seeing this content evolve.
What would improve it more is leaving deathless pieces out. Then you would see accurate engagement levels because I think the data is skewed by it.
Glad to see a lot of Summoners engaged with this quest (as our internal data confirms).
We just settled on some design changes to the next version of it that, while still challenging, should improve the overall value proposition of both completion and exploration runs. I'm looking forward to seeing this content evolve.
What would improve it more is leaving deathless pieces out. Then you would see accurate engagement levels because I think the data is skewed by it.
At any rate, that motivation vs cost balance is what I mean when I say improving the value proposition. With the changes we are making, I'm pretty confident more players will think it's worth it to at least do a completion run next time this content comes around.
Didn't want to repost your entire reply but thanks for the response!
Who knew I will learn business lesson in the forum today? Thanks KC. Yes, if I have to choose between BG, WOW or the showcase, I think showcase wins mainly because of Abs Man was worst due to the objective and I don’t do BG apart from the 3 completion objective.
Comments
They should've given us boosts or something else honestly nobody in Tier 1 war does all these problematic fights in a single path and even if they did I can guarantee they would use boosts for every single one of them.
Alt had a better time as it had Titania and Wiccan, which shredded most of the path.
Main struggled more.
The right counters were so valuable.
Regardless: Spent about 500 units on revives, so that’s still better than spending 5k units on the deathless piece…
We just settled on some design changes to the next version of it that, while still challenging, should improve the overall value proposition of both completion and exploration runs. I'm looking forward to seeing this content evolve.
Glad to see improvements moving forwards nonetheless
I have a very good roster, so the challenge was itemless for me.
Right side: Titania 7* r2, Hulkling 6* r5 ascended, Wiccan 7* r2, Photon 7* r3, Kingping 6* r3.
Left side: Titania 7* r2, Hulkling 6* r5 ascended, Kate 6* r5 ascended, Photon 7* r3, Kingping 6* r3.
I understand all the people who couldn't complete it because it's hard if you don't have the experience and roster to achieve it.
The decision a player makes to complete or pass on any piece of content depends on the balance of intrinsic (enjoyment) and extrinsic (rewards) motivation vs. the cost (time, effort, energy, consumables, Units). If motivation is greater than cost, they do the content. If cost is greater than motivation, they do not. "Accurate engagement" is how many players do a piece of content given the rewards. If the Showcase rewards were as good as Necropolis rewards, probably 10 times as many players would have done it. Had there been no rewards, probably one tenth as many players would have done it. We understand the Deathless piece carried a lot of that motivation equation for the first Showcase.
At any rate, that motivation vs cost balance is what I mean when I say improving the value proposition. With the changes we are making, I'm pretty confident more players will think it's worth it to at least do a completion run next time this content comes around.
Yes, if I have to choose between BG, WOW or the showcase, I think showcase wins mainly because of Abs Man was worst due to the objective and I don’t do BG apart from the 3 completion objective.