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How would you improve Defense Relays?

So, we had time to get to know this mode and after going through it myself, I wasn't really happy and I thought about submitting feedback to the devs. My feedback probably won't matter too much to them, but I think that the gamemode has potential, so I'll take my chances, and I would like to compile your ideas as well if you wanted to share them.

So far my points to improve/change would be:

- remove stamina cost
- remove unit rotation after every 2 turns (it makes the fights unfair on higher difficulty levels)
- either keep the def/res/atk/spd stat increases while lowering the hp inflation OR tone it all down
- make the abyssal rewards more worthwhile (why not sacred medals instead of feathers? or maybe even a 4 star copy of an old GHB/TT hero for the highest level?) it would give weaker players something to build towards and gain more friends and stronger players would have a reason to bother

Anything else? Or do you disagree with the proposed changes?

Asked by Guts3 months 3 weeks ago
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Answers

ghb/tt i dont really agree with. but you gotta remember that new enemy units come every turn. That's what makes it so hard. The npc's swarm game is intense.

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I guess that the hero rewards might be a bit too much, but I think it's less unfair than higher orb rewards, while keeping you motivated to complete it all at the same time.

The enemy reinforcements aren't really a problem if they were kept on a manageable power level. When they have +12 to all stats and +50hp, you are pretty much forced to cheese it by spamming pain + savage blow healers to chip it all away, which is not creative at all and it limits your options too much. If they toned down the stat inflation, then the enemy swarm wouldn't be a problem.

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The rewards at higher levels don't matter if they're too difficult to beat in the first place. They need to tone down the inflation first above anything.

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The biggest problem I have is the lack of meaningful challenge. The only difficulty comes from the inflated stats, which makes them incredibly annoying and tedious to deal with.

I agree that the stat inflation needs to be heavily toned down. For higher difficulties, I think that units should have more synergetic skill sets rather than just their base kit with higher stats. Ideally, the challenge should come from units that are difficult to beat because their builds / team composition are synergistic and well thought-out, not because they have 90+ HP and 30+ Def / Res.

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Yeah, that's also my main issue. They probably took a bad turn when they tried to transfer the stat inflation from the recent LHB abyssal to this new game mode's abyssal difficulty, because it simply doesn't work here.
In the LHB abyssals, it was actually kind of interesting, because with proper builds, it was possible to counter the enemies who also had very specific builds. Meanwhile in this new mode, your units get rotated and the enemy stats are just too much. When you combine all that with a reward of 1 orb and 500 feathers, it loses every single bit of appeal left in it. Even the cosmetics from the LHBs had at least some value.

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^ This.
What I like about skill sets over stats on enemies is that custom skill sets are not only creative, but also entirely plausible. But when they give us something like, I dunno, a Kagero with 75 HP, then you know that's a big load of shenanigans.

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by bdomz 3 months 3 weeks ago

Every unit that survives each round should get hero merit. That's the only way I'd play this mode regularly.

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Agree with all of it. Its just masochistic to go through the 2nd half of the maps, I didn't get very far and didn't bother trying to arrange a brigade for a retrial. I don't think the stamina cost is necessary since most of the maps in that section don't cost anything and the team rotations are throwing me off most of the time.

Thanks for replying about the relay map rewards on ricochet's post, it's a few pages old now but I replied anyways

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