I would like to leave an appeal, as perhaps now one of the older remaining players, that, as you "fix" the now-buggy Trials, you cater for *some* endgame appeal in the >T100 range.
Presently, the only reward for completing one's highest Trial - after T100 - is simply the unlocking of the next Trial level.
What this means is that, once we realize we're *not* going to finish within the timer (bad map, higher-HP mobs, type of Elites, dying more than once, etc.), we have ZERO reasons to actually keep playing the Trial:
- gear can be obtained through L and C boxes in much better custom quality
- XP becomes barely noticeable after CL 2000-2100 (plus it is capped at T100 anyway)
- gemstones we get much better from boostered farming in Story mode levels
- gems we simply complete Daily quests, again in Story mode, and have little remaining use for them outside of ANBs anyway
So as we hit our peaks, the ratio of "failed trial attempts" to "successful trial attempts" becomes larger and larger... and the game itself becomes less appealing.
I understand the need to prevent "top player encroachment" (wherein us "veterans" are able to obtain any reward that further distances us from newer up-and-rising players).
However, at the same time, I feel it is us "veterans" that newer players "look up" to, and thus it is "desirable" (from developer perspective) to keep us engaged. And I believe that if we had *any* motive to persist and complete our highest unlocked trial, even if it would finish beyond the timer, our lifetime in this game would be extended, to the benefit of all.
Some ideas:
- have the "complete your highest unlocked trial" be one of the new revised daily quests, rewarding a substantial portion of the daily gems (e.g. 50gems per character, or a scaling amount of gems according to your highest trial level)
- have a small, increasing, nonzero chance at >T100 trials to drop:
a) an L-box
b) a C-box (*very* small chance, obviously)
c) a 200% XP booster
d) a new "consumable" item that increments your total XP by 20% of the total required for your next CL
e) a new "consumable" item that boosts one stat of your choice on any one item by 1 point (not exceeding max value)
- reduce map variability above T100. I don't mean the map layout, but for example instead of randomizing the mobs / elite types, make it a fixed amount of each type, randomly placed (X healers, Y elite archers, Z elite liches, etc.)
Presently, the only reward for completing one's highest Trial - after T100 - is simply the unlocking of the next Trial level.
What this means is that, once we realize we're *not* going to finish within the timer (bad map, higher-HP mobs, type of Elites, dying more than once, etc.), we have ZERO reasons to actually keep playing the Trial:
- gear can be obtained through L and C boxes in much better custom quality
- XP becomes barely noticeable after CL 2000-2100 (plus it is capped at T100 anyway)
- gemstones we get much better from boostered farming in Story mode levels
- gems we simply complete Daily quests, again in Story mode, and have little remaining use for them outside of ANBs anyway
So as we hit our peaks, the ratio of "failed trial attempts" to "successful trial attempts" becomes larger and larger... and the game itself becomes less appealing.
I understand the need to prevent "top player encroachment" (wherein us "veterans" are able to obtain any reward that further distances us from newer up-and-rising players).
However, at the same time, I feel it is us "veterans" that newer players "look up" to, and thus it is "desirable" (from developer perspective) to keep us engaged. And I believe that if we had *any* motive to persist and complete our highest unlocked trial, even if it would finish beyond the timer, our lifetime in this game would be extended, to the benefit of all.
Some ideas:
- have the "complete your highest unlocked trial" be one of the new revised daily quests, rewarding a substantial portion of the daily gems (e.g. 50gems per character, or a scaling amount of gems according to your highest trial level)
- have a small, increasing, nonzero chance at >T100 trials to drop:
a) an L-box
b) a C-box (*very* small chance, obviously)
c) a 200% XP booster
d) a new "consumable" item that increments your total XP by 20% of the total required for your next CL
e) a new "consumable" item that boosts one stat of your choice on any one item by 1 point (not exceeding max value)
- reduce map variability above T100. I don't mean the map layout, but for example instead of randomizing the mobs / elite types, make it a fixed amount of each type, randomly placed (X healers, Y elite archers, Z elite liches, etc.)
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