Originally Posted by
scott-5496
Some really great points raised here and I largely agree with them all - some ace ideas on points systems for example. It may be a step too far - what is top tier, middle, bottom etc that will take ages to figure out as it changes on each new character release.
I still largely feel that nerfs are not of any use at all unless something is broken. I do not think Moonchild is broken - he does what he is supposed to. For me if players spend a lot of time/resources/real money to get him top top tier awajen then they should not in any way suffer from a nerf. Mine is not there yet but is one step away. if I spent all my gold and ironite or awaken souls to get him to the top then he should stay as he is, all powers in tact and no nerf at all. That goes for any character that is out p do not nerf unless they are actually broken in some way as that is fraud to me. Why pay all that resources out just to lose its worth? It makes no sense at all even if, like now I am on the receiving end in arena if I face off against him at full awaken, or Best for that matter - they are both doing what they were designed to do and will eventually face a new character or talisman that stops them being the must have....that is the way of this game to me. Power spread week after week, character after character and tally after tally - it cannot or will not change.
I know how much time and effort I spent getting Lucy and Lilly - if they were nerfed I would be annoyed as spent ages and resources getting them. In no way should any of these characters be nerfed - in fact I agree with some that Lucy needs buffed - he is not that great at the moment.
I also think the game loot needs revised up the way - we need to see increases in sands coming out way to catch up with the massive rise in sands commitments required to play. Same for awaken drops and ironite drops - both need to be boosted in line with changing game requirements - as others have said, it is the same for slots for tallies and characters - they need to increase each month to keep up with what is being put out each month. That is just so basic a requirement and cant believe it takes this long to address.
I generally like the inclusion of all of the different dungeons. These test skills and rosters and also often help to use old allies - I think we could go further down the line and make really tough limits on them though - 1 star based for example, 2 star and so on as then everyone is more likely to be able to have a chance at them. One other thought I had on making them different is to have different routes to victory - not sure we have seen that yet but have a routing in the dungeon - maybe two routes or three that trigger based on doing something in a certain way or by using a certain approach. For example if we can use a points system - have an easier route for lower points based teams and then a route for mid level and so on - so kind of like normal/medium/hard but giving different options in the same dungeon - it could be using an all magus team does something or a certain talisman - might be too complicated though but I see something like a normal level being maybe a 1 star team based thing, then a 2 star etc - some class or star limits kind of like Gangland for example. Maybe link this to awakening - have variants of each dungeon and have each one tied to a awakening brick colour and only that colour?
Anyway, the main thing for me is there are less server issues - that was a pain in the ass and for me it is mostly a load better than it was.