You’re even luckier than me! I’ve yet to have a single Mythic drop from any Lvl100 chest since the update.
Lol @KenpoKid69 , i admire you for trying so hard to sway players but so many feel let down man, you’re fighting a lost cause, the devs screwed up once again, players are unhappy and as per 505 devs, nothing will change, they dont care.
I feel a weight off my shoulders having deleted this rubbish, ill cut my losses now rather than later, no more money for these clueless devs, the fun factor in this game is gone, people are angry, devs dont care, nothing will change.
Things do change. Just way way way slower than we’d like. (It took weeks for them to increase the number of spell pages that chests dropped and that was a fairly simple adjustment to a massive problem)
I’ve been around since the beta and there have been multiple 2 steps forwards, 1 step backwards, 1 step sidewards, etc. I have no doubt some of the issues raised since the update will be fixed. Which ones? No idea. When? Could be 3.1 or 3.2 or even later.
While I’m waiting to see how this all shakes out i am still playing my dailies and farming dungeons for spells I would like to upgrade.
@shmaunpq yeah things may change, for now its just not fun, and when these changes will happen is another issue, they take far too long to make these changes, in the meantime i will not be spending anymore money on their game, nor will i be wasting anymore of my time hoping for the right changes if they ever come which would be far too long down the road anyways, these 505 devs just never learn.
I’ve had one. It depends how many hours a day you play I suppose.
I know I quoted this already, but I didn’t write my full view at the time.
My main problem is the cost of certain effects now vs 2.3. For instance, my Dispel Magic only needed 7(ish) spell glyphs to have a 100% chance to drain enemy mana. This glyph cost would have been spread out between all of my heroes.
Now, I have to spend around 18 on one hero, 22 on another as well as however the hell many I need for my barely-used heroes.
Another issue is just how long it takes to upgrade a spell to mythic; it’s going to take months to get the spells I need up to a level I’m happy with.
Still at one mythic drop since gear rework installed. At this point I’ve quietly given up on trying to get specific gear and I’m just going for follower crystals and spell pages because while I have gotten a handful of legendaries and epics, I’m at the stage in the game where those are not particularly useful to me. I’m staring down the barrel of farming single dungeons over and over again in the hopes that I might some day get a mythic I need, and that is not enticing so at this point I’m doing the other parts of the game as best I can with what I have and starting to consider other alternatives.
I’m not out yet but new season’s writing is not going to take me THAT long to read and play through to keep me on the fence. I really hope something changes soon.
And on how long it takes you to get a good chest. End-game players can farm them much more quickly… and even they are getting frustrated. So you can imagine how awful it is for everyone else.
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But just upping the drop rate will not solve the problem
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I can imagine the devs saying, “oh, we’ll just increase the frequency of goodies in chests, like we did with spells. That’ll make these ungrateful customers come around.”
No. It won’t.
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Not at all. Taking away our agency there was a terrible idea too.
But there was a difference.
You see, gear, not spells, were always the main focus of players trying to advance through the game.
Taking away the ability to choose and intelligently improve spells was a blow, and a step backwards, but at least we still had gear to work on.
So, with spells, we were willing – grudgingly and unhappily (especially as the cost-per-hero sank in) but willing - to accept the change.
Because we still had something - and the more important thing - to give us a sense of progress and accomplishment. Our gear.
And that still provided positive feedback and gave us a sense of control and agency.
Now we have nothing.
Nothing but a sense of helplessness and futility - a total inability to advance - save by the joyless and almost always unrewarding slog of grinding out one useless, crap-filled chest after another.
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And upping the drop rate, as was done with spells, won’t change that experience.
That fact of being powerless and helpless and having no agency - just being completely dependent on the RNG - will remain.
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And if the drop rate is increased the enormous amount it would take to overcome this – to provide the kind of positive feedback and encouragement that the gear progression to mythic used to provide – then it would have to be so high that gear advancement would cease to be a challenge, or worth spending microtransactions on.
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So, no, this new gear system is fundamentally broken.
Just tweaking around the edges with drop rate or whatever won’t fix it.
Until the ability to improve gear pieces up to mythic/end-game level is restored, the “advancing through the game” experience will remain frustrating, unrewarding, and unappealing.
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Thankfully, this is actually relatively simple to fix!
Just add an additional honing level to rare/epic/legendary gear to improve its quality level by spending aether.
Or (not as good, but still possibly acceptable to most players) change the followers’ “craft random gear for aether” skill to an “improve selected gear for aether” skill. Spend 50/100/250 aether to convert a rare/epic/legendary item to the next level.
This will leave all the good elements - and there are some - of 3.0 in place, yet restore that sense of agency, and that steady positive feedback, to players.
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What remains to be seen is whether or not the devs are so wedded to their plan that they refuse to change it even in the face of all the unhappiness and negative feedback from their customers, and despite the profoundly negative effect it will have on income and customer retention.
Because, sure, they could say: “Nope, this is our game and we’ll do what we want with it. Maybe we’ll tweak drop rates a little, but you’re just going to have to accept that it’s all luck-based now. So suck it up, Buttercup.”
Yeah, they can say that. Sure.
And we can say: “Alright. But that’s simply no fun any more. That’s not the product we were investing in. That’s not what we enjoy; that’s not what we want. So we don’t need to stick around. Plenty of other games out there who will be glad to have us!”
If we don’t like the new product, we’re under no obligation to keep funding it.
So we’ll see …
I think this whole update has been designed to scrub out the free/low-spend players and clear the server space for people who are rich enough to buy the glyphs etc. that they need.
This is exactly correct, it won’t fix the problem, due to the one main difference being that you can still upgrade spells from every drop you get. Gear upgrading is locked out, just a lottery, with lottery levels of odds. You can tweak the odds, change the jackpot levels (gear quality), but in the end it is still just a loot box lottery now.
Very good observation.
Grinding dungeons for spells may be a “lottery”, but any time the pages drop they are useful and will advance your build.
Desired gear pieces, though, not only drop rarely, but are almost always entirely useless due to low quality level. And you can no longer even salvage them to use those scraps to move gear you do want from common to mythic. Honing - which very very rarely that salvage might assist - is trivial and a dead end.
And thus the new game advancement experience: helpless, no agency, unremitting discouragement and negative reinforcement . Especially with scrolls become so prohibitively expensive.
This is not fun.
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Advancing heroes’ builds - spells and especially gear - up to mythic is what used to give players a sense of progress and accomplishment in the game. They experimented, decided what gear they wanted, hunted it down, then worked to steadily improve it up to useful and, ultimately, end-game levels.
That’s what justified the grind. It’s what motivated and encouraged new- and mid-level players to spend time and come to care. To invest time and money.
That’s all gone now. Players no longer have any agency, control, or regular positive feedback. That’s all been replaced by this frustrating, discouraging, utterly random lottery.
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Thus 3.0 has fundamentally altered the game experience for all but end-game players – and almost entirely blockaded that end-game from everyone not already nearly there.
It’s terrible psychology and, thus, bad game design.
I see no up side to that change, either for players or (because of its effects on them) for prospects of the game’s future financial profitability.
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I just hope this was an unintentional side effect of changes keyed to end-gamers, that the devs realize and acknowledge how bad that effect is, and that they are willing to scramble to restore the upgrade-gear-to-mythic capability in short order. I doubt it’d even be that hard to implement!
8th day of farming Ruins of Morsauloth lvl 100 around 8 hours per day. I have even upgraded 1 of the spells to ancient mythic (which I don’t use, so no much help there) and still not a single royal item. I feel tired of wasting my time both in the game and here. I guess I will just take some rest, forget about getting drops that could improve my builds, stick to daily tasks and focus on what I really should be doing right now.
And this from a devoted and high-end player.
So you can just imagine how much more frustrated all the quiet / casual / mid-level players are, who take much longer to get chests, and who have had all their upgrading-in-process gear rendered useless by 3.0 and have seen their progress through the game brought to an abrupt and disheartening stop!
Honestly, a lot of people are really enjoying the updates and find them much better than the old system. The chests are now much more exciting to open, and players have more control over what they can get. The spell and gear updates have been great, and I hope they continue improving the game.
This is just the second part of a four-part rework, with minion and follower updates on the way. These upcoming changes are expected to address some of the issues players have. Overall, I think the updates have made the game even better.
Really?!! I sure haven’t seen “a lot” of positive comments about the lack-of-gear-upgradability change either in chat or forums. Quite the contrary.
Granted, opening a chest to find a mythic – if it’s one you can actually use and want – is very exciting. (Or so I imagine. Many dozen 100-level chests in and I’ve yet to have that experience.)
But this is - IMHO - more than offset by the disappointment the other 99.95% of the time, when you get unwanted crap that’s utterly useless, not even to improve your existing gear.
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And, don’t forget, only end-game players are able to farm a high-level maybe-mythic-dropping dungeon in under a minute. Takes the rest of us 10, 12, 20 times as long. IE a lot more work for a lot less reward.
The same new mechanic that may well be fun and rewarding for the getting-jaded end-gamer – if that’s what’s happening – can be, simultaneously, grueling and discouraging for everyone else!
Here you COMPLETELY lose me. What on earth - or under it - are you talking about?!!!
If you want a specific piece, you have to grind a specific dungeon to find it, same as before.
Only now, anything other than one of these vanishingly rare mythic drops of that particular item is utterly useless. (See Higure above).
Whereas before, once you got a drop of that item – even of just “common” rarity – you had the guaranteed ability to upgrade it to mythic. Sure, not in one incredibly-lucky moment, like a drop from that vanishingly rare perfect chest, but steadily and reliably.
That was a LOT more control over what you got than the present, post-3.0 nothing-but-luck slot-machine version of gear development.
I’ve never suggested 3.0 is unmitigatedly bad, particularly not for end-gamers.
But the baffling and totally unnecessary destruction of players’ ability to gradually improve their gear up to mythic level? Well I find – especially for the non-end-gamers – that to completely outweigh any of those positives.
Thankfully, it should be relatively easy to restore that ability within the context of the new 3.0 framework. (Ideas for such floated earlier in this thread.)
Assuming, that is, that the devs recognize just how negatively the loss of that functionality has impacted so many of their players and are willing to adjust accordingly.
I have received my third piece of mythic gear since the update dropped.
None of them are pieces I can see myself using; they don’t fit a usable build, especially in the absence of other legendary or even epic pieces they’d fit well with. (And let’s face it, I’m far enough in the game that it’d need to be legendary to maintain, never mind improve, my current grind.)
Two of the three have dropped from hunts, and only one from a dungeon. I’ve gotten a lot of spellpages, albeit not much of the spells I’d be trying to farm, and a smattering of follower crystals.
I did manage to farm a couple of relics, which is pretty much the only thing I’ve received which spiked my blood pressure in a pleased way.
I’ve spoken to alot of players who have indeed loved it. Most of my alliance also loves it. I had one person quit over it, because of bad rng essentially on his end, but everyone else so far think its great!
This just isn’t true. Maybe it was before the updates when most chests were literally full of junk, but now every chest has something good in them. We see the effect of this in modes like skirmish, Hunt, and adventure the most, where you basically want to open every chest now. You get mythics, you get legendaries, you get spell pages, you get relics, you get spelldust. Massive improvement to what we had before.
Before it would take you months, tons of gems and potentially alot of money to make a mythic. It absolutely sucked, because you could never try out any of the sets you wanted to try, but instead stick to proven sets for Kingdom Defense. It was absolutely terrible, IMO.
Now you can quickly get a legendary or mythic and try out as many sets as you like and then if you’re not a fan, just salvage and you get all your resources. Before the updates you never would have gotten your resources back and instead had to wait months or spend money to recover from your losses.
Disagree was monotonous before since your resources were so limited. You couldn’t really take gambles and try new things like you can now.
Is it really that baffling? Its the same formula Diablo and Borderlands use, two highly successful franchises. Does it suck to lose your ability to gradually improve your gear? Of course, but you haven’t really lost it, the way to gradually improve your gear has just changed is all. Instead now you hone the gear to peak perfection and when you farm a superior version of that piece, you delete the previous one you had, get all your resources back and then upgrade the new one. And if you want to keep both, thats fine too. Because its faster now to farm the resources you need to max both of them.
My biggest gripe with the gear update is how its negatively impacted caches. Its made it way too hard IMO to get the unique cache items. Hopefully they’ll wind up tweaking that as I see no reason to have legendary versions of the cache item in the caches now. Or if they really want it in there, then they should be moved to the 50 and 100 coin caches, not the 200. I’m sure it will be looked at though in the near future as well as the leveling up the battle scrolls and spellbooks for new players.
You are having a COMPLETELY different experience than I am, then.
I expect it’s the difference between being and end-gamer and not.
I’ve gotten nothing but crap in my chest. Shards, which are largely useless because I don’t have glyphs to improve my scrolls, and low-level gear which is completely useless because it neither improves upon what I have nor can I salvage it to get pieces to do so.
Since 3.0, I have gotten ABSOLUTELY NOTHING in probably nearly 100 (by now) level-100 chests that does anything to improve any of my gear. (And that includes several dozen ruby & diamond level chests, which I’ve been trying to get through hunts.)
Maybe you do. I don’t. … I’ve gotten NO mythics and only one legendary, of such poor stats that it was worse than my unhoned epic version of the same item.
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Absolutely not.
I cannot “quickly” get a legendary or mythic. Absolutely not. Takes far too long to get a candidate chest, and it’s far too unlikely to have anything good in it whatsoever.
Nor can any other non-end-game player.
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I believe you are mistaking your high-end-game experience for the norm. It isn’t.
This is why I advocate returning the improve-gear-up-to-mythic functionality to the game.
It will restore hope, encouragement and a positive gear-development experience to the PRE- end-gamers (on whose behalf I am posting) … yet will retain the elements you end-gamers, who can actually quickly farm those high-end chests and hope for a reasonable return, are enjoying.
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Realize, too, that if the devs focus only on the end-game experience, and drive away the other customers in the process, that future development will, of necessity, have to focus entirely on squeezing more money out of their steadily-shrinking end-game customer base, because no one is coming along to replace them.
I guarantee you, if that happens, that you’ll find future updates less and less enjoyable! Or, at the very least, more expensive.
As an end-gamer, this update has been both great and very bad:
- Great, because my Mythic Level 50 items gave all my Level 50 Characters fully maxed out Battle Scrolls.
- VERY BAD, because the gear rework deleted the value of so many glyphs that cost me time and money (as I explain in detail here).
As an end-gamer before the gear rework, I put money and a LOT of time into getting glyphs to upgrade multiple offensive, defensive, and utility items to Level 50. However, the only glyphs that were converted to anything of value post-gear rework were the 10 weapon glyphs, 10 armor glyphs, and 10 accessory glyphs used to upgrade one item from each category to Level 50 (which each resulted in a maxed-out battle scroll post-conversion). Aside from those 30 glyphs, all other glyphs that upgraded my other items up to Level 50 pre-rework were otherwise converted to a value of ZERO post-rework - in other words, those glyphs were completely wasted, thrown away, and vaporized. This was a baffling and totally unnecessary devaluation of the time and money invested into those glyphs, and all the developers needed to do was refund those extra glyphs - just like they did for the Spell Rework. And I still have not heard from developers why they don’t plan to refund our vaporized glyphs @Jeto @Mother_Morgz @Kafka. In the absence of further clarification, I can only assume it’s to try to squeeze more money out of us.
So yeah, it seems like we have the following two big problems:
- For low-to-mid level players, post-rework progression is almost completely dependent on RNG if we don’t have an option to manually upgrade item rarities. This could be fixed by allowing Followers to upgrade item rarities.
- For mid-to-end level players, high-investment glyphs were completely wasted if they were used to max-upgrade (Lvl 50) multiple items in a specific scroll category. This could be very easily fixed by refunding only the glyphs invested in Mythic Lvl 46+ items did not contribute to the character’s scroll levels (i.e., glyphs invested in other Mythic Lvl 46+ items aside from the highest-level item in each scroll category).
This time I cannot share the opinion. The rework has some nice aspects, sure, I like the lvl 50 battle scrolls and the honing specially. With the right solutions to current issues it will make the game keep working and being enjoyed, too. But even with the spell rework I couldn’t see it being such an improvement as you see. It was nice and gave new things to players but also taking others away from them and making the game more grindy. The current gear rework feels as a whole pretty disappointing right now, opening chests doesn’t feel exciting at all when the RNG makes most chests you open completely worthless. Additionally, I completely disagree on players having more control over what they can get. The reworks are doing exactly the opposite in my opinion, they do promote diversity but make getting custom builds much worse, difficult and grindy.
I disagree, in my opinion they are just making it different. Some players may like it more and some players may like it less, but I don’t believe there is an objective improvement in these reworks since what they give us (ability to get high rarity spells and items without spending glyphs) is taken away by making it much more grindy. Before you could just do the daily tasks and slowly gather high end resources to get the stuff you need. Now you either farm specific dungeons for long times or forget about getting custom builds. Players ready to spend hours grinding will surely prefer the new system, but casual players probably won’t.
I am sure my opinion is heavily influenced by the seemingly bad luck I have been having since the update, but if you need luck to enjoy a game then it is not a good game. And now I will be taking a deserved rest and go back to a healthy playtime that doesn’t involve being all day stuck to the phone/computer.