-tries to read all of the comments but gets overwhelmed/upset- Sorry if I'm repeating anything, especially if it's something that's already been mentioned and dismissed. Please feel free to ignore me or point out flaws. I honestly expect one or the other as opposed to support, mostly because I'm not an expert battler. Anyway, now that is out of the way...
I feel like there should be noticeable advantages to each build but changes to allow that shouldn't detrimentally affect other builds.
My thoughts on each stat: Health's pretty well sorted out already I think... So... On to my opinions on the other stats... Strength should affect how hard a weapon hits... Make it so that high tier attackers regularly get a boost to their attack with higher strength. Defense should affect how well you can block attacks... Make it so that high tier blockers regularly get a boost to their block with higher defense. And as far as I am concerned, higher speed seems like it should give an in-battle boost to strength or an in-battle boost to defense (i.e. ducking and dodging with quick jabs) and not be made to affect the effectiveness of healers. (Though more heal sounds like it would have been a lot of fun.) I also think that speed should increase the chances of being able to freeze or avoiding the opponent's attempt, but meh, that's just because I hate getting frozen and love freezing the opponents. LOL
Would these things be game breaking? I don't know. Would they be more game breaking than reducing a weapon's in-battle healing because a pet's speed wasn't high enough? No.
A one-time reset would make sense if we had all the information up front. Instead, we keep getting "updates" about how changes are coming, but they'll take time and we need to be patient. If this whole thing had been solidly planned out beforehand, and explicitly laid out for us upon release, this would have been a lot easier to handle.
What we actually got was this haphazard slew of incomplete updates spread over a few weeks, with no clear idea of where things were (are?) actually headed. As a player, it's very difficult to handle these changes when we can't predict what's coming, and everything can be completely turned around in five minutes.
These changes may be for the best, but this entire release has been poorly handled.
Here's the play-by-play as I understand it:
For ages: The cap raise is coming, but we need to wait for something else to be coded first.
Years later: EXP will be cleared on May 1st for the cap raise.
May 1st: "EXP will be cleared (for t12 pets) sometime between now and the reset."
Later that day: EXP was actually cleared, for real this time. But you have to wait until May 8th for the cap raise, so your capped pets are dead weight until then.
May 8th @ 11:03 pm: We can't get the programmers online, so everything's being postponed. (But "nothing went wrong.")
May 9 @ 12:25 am: Ok fine, you complained enough that we can do it after all.
Oh, but capped pets still can't earn exp. Oops.
Oh, and we forgot to let capped pets back into the training center. Oops.
"I actually just realized the EXP amounts for wins after 10 are so old they are from before the EXP scaled to buy stats with. Oops." (Read: We've had this planned for ages, and forgot to review our original plan before pushing it live.)
PS, the new impossible challengers don't have any loot drops whatsoever.
And EXP listed on the challenger page is inaccurate, and for some reason sP rewards still decrease with each win, instead of increasing like EXP?
Oh, maybe we should have added a tier 13.
"Finally, the speed stat is going to be the sole factor for healing on MOST weapons tiers 9 and up." But we can't tell you anything more, so just wait and try not to spend your newly-earned EXP.
Start slowly rolling out weapon/stat changes over the next day, but don't post any solid updates, even though these changes are already having a real impact on gameplay.
Negative feedback? "Fine. Enjoy the busted BC."

I created a speed brainstorming thread back in Feb, but it started slow but did generate some awareness and suggestions. Some were pretty in depth regardless if they were popular or not. Maybe at that time people just wanted to scrap speed, or didn't really have ideas on what to suggest, or simply just wait and see what happens to it.
Anyhow, I'm not sure if the BAs read it, but I'm sure they had ideas of their own which led to the controversial initial change in weapon stats. I'm disappointed though that they didn't actively participate in discussing what speed would do beforehand such as creating their own thread or posting in an existing one like mine.
So now they have to anticipate that users will talk about it when it's rolled out. And there will be suggestions and criticism on top of that. It's not purely whining. I'm patient enough to think about and wait for the changes while it's been adjusted post revamp, but it's such a late time to do that.
I don't really have much to add that hasn't already been said, but I just wanted to put forward an emphatic please no re: the idea of a new stat/a stat resetting item. We're already having enough trouble properly utilizing the stats we have now, never mind throwing a new one into the mix.
There won't be any new stats, and we decided a while back not to allow people to reset all of their stats at once, either (too many complications around different stats costing different exp amounts). The leeches allow people to tweak builds a bit.
so any chance you can lower the exp cost? :( sorry if this was answered already
What can be taken from the re-stat comment is: The site owner has no interest to want to take the time to figure it out. The man is Smart ( I am NOT be sarcastic either ). I mean seriously, in todays world, it cant be that hard. =/
I dont remember reading anything from staff, so probably not. I could be wrong tho.
I made a suggestion of linking the EXP costs to account age with different amounts and I dont see how anyone can give a valid reason why it can not be. which was ignored. Atleast it got 2 post likes tho, so some agree :D
or make it less, for those who have spent real cash? How about some buyer loyalty? People sure could have spent that real money, elsewhere. =/
I do agree with you completely. I would only add one teeny little thing… I feel that we have, in some small part, brought a bit of this on ourselves.
We are always begging for hints and updates, etc… and yes, we shouldn't have to beg for morsels of information. Yes, there does need to be more and clearer communication. Still, I do think our group behavior encourages them to push things out prematurely -- or perhaps to think they can do things sooner than they really can accomplish them. So while I would lay the vast bulk of responsibility upon the site, I do think we can, as a group, maybe try to figure out ways to encourage productive communication as on ongoing aspect of a relationship rather than us always reacting to what has happened. idk -- what are your thoughts? You have more experience with these things than I do.
that may be valid but.... The length of this thread is so becoz of repeatedly missing communications from the staff, i mean for weeks til reset all we were told was that there is a surprise nothing else then boom surprise with cap raise comes a two-fold downgrade, speed is the new heal and it was originally for everyone not just t13s (idk if old heal was excessive but then again my measuring of growth was how much i could heal vs how much damage opponent does, since a lot of icons dont have affordable/available defensives the healing made up for the severe lack of defence) and the 3x stat charges, the graduation from t12 to t13 sees to a whooping slowdown which is basically a sad/bad/slow day from the old random bq that is everyday for t13s for the entire duration of 13000 stats! Im not even considering the gym coz thats 1-2 stats a day at this point. Now had they made a new training times for t13s where they would have a half reset where you could get 6-12 stats each day via training to compliment/compensate the loss of stats from xp, scaling at every 150-250 level. Or even have 1.5x at 22k, 2x at 26k, 3x at 30k exp costs, a gradual thing instead of this one up cost.
Why is it cheaper to boost than it is to train in the training center, and it takes so long that the stat gains are negligible. Can this get looked at so the one thing that actually says training on the site is used for training more than two stats every day? Adjusting the times and cost make sense to me, but clearly things aren't ever up to me.
Also I sorta agree for once with the mob. Just a huge "meh" from me.
We should just cap each stat separately. Why do we want different builds? You clearly want people to have evenish builds. Let us train evenishly and not get punished damage wise for having an even build. There is little that can be done to make any varied build better than the common build where str and hp are the main stats. Battling isn't dynamic enough to make speed useful if you penalize people for putting points into it by way of them not being able go put as much in str. Speed should be pulled out of the cap and have its own cap of 5k or something. Then go crazy with what you want it to do.
It's not really surprising people are mad, Speiro totally hit it on the head with his post. Also just...little things are really annoying guys. Like not having stats yet despite it being released 23rd of April, other items are still missing attack text. I don't know why users are expected to have their shit together when so many things are broken, badly planned or just plain forgotten about.
Also - edit your tantrum out the first post already man ._.
This is getting more and more frustrating as days go by.
Some items are missing attack text because I normally do that, and some of them slipped through the cracks while I was insanely busy with school (I'm halfway through earning my computer programmer/analyst diploma and it's an intensive program where they expect us to work for 40-60 hours per week). I'm on summer break now, so I have a lot more free time. If you want to list the weapons missing text, I'll add it now.
Also, Keith has started working on the scroll library! He'll do the multiple saved sets after that.
Those three are done! I feel like there were others but I can't remember.
We need some feedback! Simple questions:
- Do you want that with a ping? (guess you're getting one anyway...)
Personally I'd likely have only 1 scroll combination for my usual battler, but I'd like it if something was in place that would knock off the scrolls that a lower pet couldn't use based on it's Intel.
For weapon sets - 2. One for my main, and then one for my secondary. Right now I never use my second battle pet because she's so far behind my main and having to reset her weapons each time to battle is tedious.
I would love for the option to be:
Also for the sets... 4-5 seems reasonable. I'll lean more for 4. 4 different sets you can select, set up how you want. And hey if the site wants us to add more, charge either sp/csc or a combo of both.
For the weapon sets, I'd really like one for each tier. Thanks for taking input! :)
There's going to be very different answers across the board here - I think a good solution is to give us the option of having a maximum of like 5 sets, but anything past 2 saved sets costs a lot more to save. I have a lot of different scroll configs I use depending on if I can freeze, who needs bombed etc and depending on which tier pet I'm using as well.