Young Simba & Nala look fun. Jafar looks fun. I look forward to picking both up and leveling them on Tuesday!
Sulley & Boo’s refresh looks good. It looks like you really looked for a way to creatively address his survivability issue without just slapping some armor on him or his badges. I look forward to seeing how it actually plays out.
Time will tell on the Dash buff. I personally don’t think his damage is too bad, it’s mostly his survivability as he often dies almost instantly when he jumps to the front. He is already a powerhouse in invasion so I’m definitely looking forward to that increase there.
I like Judy as a hero so I’m glad she received some love. Hopefully it’s enough to make a difference and bring her back in as a contender toward the top tier of play.
Yax still didn’t get nearly enough attention in my opinion and he hope there were just some stat buffs missing from that. I still think he’ll need attention, but I’m glad you all decided to make a few additional buffs to heroes beyond the one who got refreshed. Also good to see it’s starter heroes so new players should have an easier time progressing through the early game.
The new guild level and guild perks look great and should give us things to continue working toward.
The new auto-add for enhancement looks fantastic. I like that you have us toggle options making it easier to suit our personal needs. If I need certain badges I’m working on I can toggle that tier off or do it manually still, great stuff!
I am very excited about now having mod upgrades available for my server (s8). I would like to see more rewards for mods in general though. I participate weekly and buy 2 extra mods every invasion and I simply don’t have enough pieces to advance them. Since it requires pretty significant participation to unlock the top tier rewards, and we only get a chance for the same mod once every 2 months (3 colors * 3 mod types), I do think we should be earning significantly more mod pieces and mod power. Hopefully that’s something you can continue to pass back to the team and they can find some way to address it.
I’m really interested to work on teams around the new super crit system. I’m not sure I necessarily like the idea of it because it seems like it’d be easier for players and coders to just scale stats back on heroes at or approaching that cap or shift them to more +crit damage stats. At the end of the day though, I can see how it makes sense with Study and Scare buffs providing 100% crit, to add another tier after that for synergy with heroes who already have high crit.
I am excited to start a new color of gear tier, but I do think something should be done to address the frequency of level cap and gear raises. 4 weeks is plenty of time to gear a lot of heroes to max even for people who spend a fair amount, but as we get higher and higher the requirements get more and more. I understand that the increases are necessary, not just for revenue from larger spenders, but to keep the game progressing. I don’t even necessarily think the 4 week rate is the problem. I think the problem is that there isn’t really much of a catch up mechanic for the game.
Something I’d like you to consider providing as feedback, and I’m sure it’s been proposed before, but leveling should receive the same approach as the route you’ve gone with Chapter stamina requirements. If the new cap is 135, the XP required level your team level and heroes to 130 should be scaled back significantly. I’d also like to see a way to make gearing through the early stages of the game on older servers improve.
Right now it takes ~35-40k stamina to gear a new hero up to o8. I apologize if my numbers are off, but I recall needing ~600 Stam packs per hero I’ve been bringing up from early purple. That is simply too much in my opinion. While the chapter stamina decrease has certainly helped with this, a lot, it didn’t solve the root issue. Farming for bits that drop 1/4+ when you need 50 is a significant drain. I don’t think every gear tier needs to be easier, and I know it would be much more complicated to address than just lowering bit requirements, but I do think there needs to be some sort of catch up mechanic to help the average player keep up to an extent. Even if it’s to help them get a hero caught up 5 tiers behind the max, that at least helps the hero be somewhat usable, even at a big disadvantage like that.
Just a few thoughts. Overall I think the patch looks fantastic and I plan to enjoy it. There are always areas to improve, but I can see that you’re all trying and that’s good enough for me right now. Good job PB!