As I have said @Loutre before his/her vacation, I have long studied badge bits given in Trials and have decided to give a full overview of what I believe is a good change to make.
It isn´t full-fledged as was the aim of QA (aka it does not change the Trials entirely, only partially) and its intent is to provide better coverage of badge bits needed for crafting.
Here is the document for everyone to preview:
Logic behind:
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I tried to streamline the difficulties up to Shocking to what the ones past Shocking difficulty offer (that´s why there are several new bits included written in bold)
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Difficulties after Shocking have several bits unused or barely used in later crafting. Those include some of the plans (Heroes Night Out as an example for unused one) and “last badge of the rank” crafting bits (like Enormous - for “The Zone”, Y0 last badge, Eyes of Notre Dame - for "Bagheera´s Disguise, R19 last badge etc.)
Those badge bits are used EXACTLY once for every hero and besides that “last badges of the rank” before Cap-4 (now R19) ones do take only 960 stamina (with double drops, 1920 without) to craft while also giving badges needed in further crafting. Hence why removing them from trials is beneficial. -
The last thing is the scaling change. So far every Cap-7 rank (now R16) and below badge in the newest difficulties yield 5-6 bits per try.
It would be beneficial to make it steadily increase to infinity. So far we have 41 difficulties, thus the highest Trials difficulty before Y4 cap raise (Monumental) would give 41-42 Imagination Ship Bits (Red redesigned Trials), 41-42 Princess Finder Bits (Blue redesigned Trials) and 41-42 Gigantic Peach Bits (Yellow redesigned Trials).
This whole is done because the higher badge bits are needed every 7 ranks (exponentially) while the income in Trials never raises beyond 5-6 Bits.