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Grand Conquest Thoughts

I like the mode, but the mode where RNG plays a big part of the appeal as far as victory or defeat can be a little frustrating since most of it is out of your control.

Also, the reinforcements can also spawn multiple dancers compared to your one dancer restriction. THAT should be fixed because that can make your run completely one sided to the enemies.

Finally, the lance stamina should either be more readily accessible maybe like after every few fights or increased since the wait time for the lances to refresh is really annoying.

However, I DO like the rewards and being able to see other player's units during the mode.

What are your thoughts?

Asked by Hk7438 months 1 week ago
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Answers

Pretty similar thoughts, I feel like it could be refined, but as always I appreciate the free stuff and think the idea is cool, maybe a playmode style with just large teams on a play turn limit, but no reinforcements.

To me the reinforcements were always to convenient, either archer in range of flier, or perfect triangle counter, or just a beast grima that eats everything

I would like it if it was a once a month occurence or somethin like that

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I wish that the map we play on was symmetrical

Because I saw how being placed on the left side of the map has always resulted in that team having drastically the lowest score of the 3 battles ive been a part of.

It just occurred to me while I was typing this that the 3 armies might be rotating between each of the starting points, and if thats the case then an asymmetrical map wouldnt be as bad as it appears.

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by TG15 8 months 2 weeks ago

A few things they could do to actually make players want to battle the entire time...

-reset the tier ranks every round. That would give more rewards and give more incentive to play regularly. But also totally wishful thinking.
-decrease the cooldown time for stamina lances. 8 hours for a full pack is ridiculous.
-give players 4-5 refills, or daily quests to gain refills like the battle flag quests in VG for each round. Make it so you can help your team anytime during the battle, and not only when you may or may not have refills to burn.
-make it not as random for the teams and outrealms. Nothing is worse than ending up on a team with stupid people.

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Think of one lance stamina as 10 regular stamina. It takes one hour to replenish 12 regular stamina so they're almost equal in weight. It takes 8 hrs and 15 minutes to restore 99 regular stamina. Since it takes 1 hr to restore 1 lance stamina and you hold up to a maximum of 8, they are roughly equivalent to each other in terms of replenishment and worth.

I think the bigger issue is the multiple dancers spawning and how the UI can be greatly improved so that there is a better chance of coordinating assaults and fixing the "try here" indicator because more often than not, I find it nonsensical.

I don't think the rival domain mechanic is suitable for a large scale event like Grand Conquest because it can burn people out. It should be like regular map with no turn limit but no reinforcements either. Then people wouldn't be so inclined to auto battle and actually be more mindful about how they achieve the victory. They can still adopt the larger map lay out and having 8-10 units fielded from the start. You get more points the more units you have kept alive. Taking other forts will also net you points but the battles end when all units are routed or if you capture all forts even while opposing units are still present.

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The enemy can spawn two dancers? Christ, I usually have trouble when they have one. I can't imagine having to go against two of them..

The only thing I would like for them to implement is a post-battle menu that shows how many kills each of your units got, like in Shadows of Valentia.

Also, I'm not sure if this is just me, but Infernal feels pretty much impossible. I don't get completely destroyed, but I can't get close to the enemy camps without getting all of my units wiped out, I'm always on the defensive.

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The rewards were good and getting to tier 20 was easy enough but, as you said, the RNG based enemies mean sometime there is nothing you can do and it makes the Charge of the Light Brigade look like a success. I got Death Blow Reinhardt and L&D Brave Bow Bow Brave Lyn spawn on the same turn, both within range of a held camp so nothing had a chance of surviving, Winter Tharja held off one but even she can't do do both.

Aside from the RNG enemies the warping between camps is a sore point for me as you can end up with a constant stream of enemies coming at you and if you can't kill everything in one turn you then have a whole pack blocking their fort. If it could be limited to 2 warps per turn for you and the enemy that would make more sense.

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