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Nov 24, 2017 8 years ago
Paramnesia
THESOVEREIGN
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Captain Beatd0wn

Overall everyone loves a reset since it extends the amount of stuff to do on subeta and makes us all a bit richer in the process. I think overall there weren't too many controversies on this reset, and my only real criticism would be that we probably didn't even really need the reset for the changes that were made, since they were relatively small, and I think it might have fallen short of what your goals seem to have been.

If the goal was to get people to battle more than 10x, that was definitely accomplished, however it seems like from now on we just battle until we hit 150x on easy challengers or whenever we hit the last tome/mage amulet for each challenger. Getting low level mods isn't really a great incentive to get people to keep battling small challengers, since low level mods really don't have much demand/value. The tiny tiny amount of EXP that you get beyond 10 wins also wasn't a reason for people to keep battling, and it isn't really a reason to keep going now.

How I would fix it (and this probably doesn't even need a reset):

  1. I like how the easy challengers convert from giving tear cystals to giveing baguettes, I was sure it was going to keep going up after that. I would structure it something like this: 0-100 wins Tear 200-1000 wins Baguette 1000-2000 Cabachon 2000-3000 Moonstone 3000-5000 Brilliant 5000-10000 Marquise 10000+ Marquise + a chance at EOR

My scaling might be a little too high, but this also means its an advantage to not reset all the challengers, since people with high wins will want to reserve their high wins.

I would also add something like a 2-5% chance at a mage amulet for ever win after 500. In the past people hated random loot since you only had 10 shots at the random loot, however, now that we get loot forever, random loot is actually a very good way to psychologically push people to keep going. Right now I suspect that most people are going till the last reward and then hard stopping, and if there was just like a tome every 50 wins, people would just make a calculation of is it worth it for me to hard stop now, or do I keep going. Random loot here says there is the possibility of something worthwhile ever win.

I think the amount of EXP you get after every challenger is also way too low. I would say that it could easily be:

Easy 100 Medium 250 Hard 500 Very hard 1000 EX hard 2000 Impossible 5000-10000

Right now it is much harder for small pets to gain stats than it is for bigger pets to gain stats. This would give small pets a mechanism to catch up through grinding easy opponents. Now especially after CS opponents were nerfed there is even less of an incentive to train up an army for loot. Even if the amount of EXP was 1/2 of those numbers it would still at least help a lot more than the tiny amount we get now.

On cash shop opponents: What was the point of even reseting them? It was basically a straight nerf, they didn't get post 10 win incentives, and it released another batch of their loot into the economy, without any other changes really. I don't see why they shouldn't get some mods after 10 wins just like the other challengers. The EOR mods are going to be incredibly rare even if they were put on cash shop challengers if more changes are not made to them.

On the new levels of mods: Overall I think these could have been pushed much harder than they were, especially the defensive mods. I think the only reason there are any of the Mages Mods on the shop search at all right now is because they are overall pretty mediocre, and the defense ones are just plain bad, and the offensive ones are really only marginally better than Singed Baguettes.

I think the defensive ones could have easily been just a straight +20-25 defensive icons. It would have made interesting modding decisions, without completely breaking the game. Even if you wanted to be very conservative, the blessings could have been made to at least have a 100% uptime pretty reliably like parched and BONA have.

The offensive mods are similarly underwhelming, at least I think they are an actual improvement over Singed, by like 1-2%. I think all of the numbers could have been doubled though. Parched is so powerful, that you need to actually make the offensive mods make a difference in the battle or people will just stick to parched.

On Ice mods: Why not just use the same art for the ice mods as the freezing mods. Ice is already one of the hardest icons to track down a blocker for, and now we don't even get mods that can block ice :(. I think Ice defense EOR would have been the only defensive mods I would have even considered using at their current stats.

[Center] [tp=thesovereign] :dmg🔥 [tot=thesovereign] :dmg🔥 [egg=thesovereign] [spoiler=Interesting High Score Tables][url=https://subeta.net/games/battle/scores.php?enemy=206]Paramesian Buttwing Bomber[/URL] [url=https://subeta.net/games/battle/scores.php?enemy=210]Paramesian Recycle Beast[/URL] [/Spoiler][/Center]

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