User blog comment:ChromeZephyr95/Has VC taken the final turn into demise?/@comment-25765835-20141208092914

I'll be glad to engage you on your points, hope they are insightful.

1. The Witch Gate

I'm not sure why this particular feature of the game was not made into a building similar to an Amusement Area. Witch Gate should of been a "on-demand" feature for high level players who wanted to engage random previous AW from the past in hopes of getting them. It had so much potential to be this and be a money maker for Nubee at the same time. I could care less about the cost of vitality and the rate in which AW appear or drop if the entire selection of AW from the past were available (including special summon and limited event witches). Collectors tend to be the heaviest cashers in the game - and appealing to the idea that they can have a much higher chance of getting every single card pleases the "whale" customer the most, while occasional cashers and free-players can still dabble in it if they want knowing how expensive it is regardless. The entire awakening jewel system should have been separated from Witch Gate and poured back into the general reward pool for opening AW/FAW chests. The current system makes it extremely expensive to collect and risky to upgrade - things no players like whatever your commitment to the game is in terms of money.

2. The new hunting mechanics

Ranking has always been (and still is) broken in my eyes. An entire sub-system of senders-traders-killers was developed outside of any framework Nubee could of hoped to imagine, and thus I feel they saw this ultimately as a threat to them and dealt with it. Now it heavily favors cashers and still is broken; just in a different way than it primarily use to be. The weakening of the Ranking Rewards doesn't help at all either.

3. The Alliance Ultimate Battle

Long story short - you're right and everyone who has complained about it. Get rid of this entire concept now and start working on an Alliance RAID system. Similar to Goddess Worship, your Alliance every "period" has a chance of fighting an extremely tough AW with a gigantic health pool and OHKO ability. Rewards would be given at set health % gone and the final prize would be the witch herself. More details could be fleshed out, but that would be the general concept in making something a large alliance would be more useful to be in rather than it is now. 24/7 ability to help your guild fight, no time restrictions, you get out what you put into it and encourages team-work. Everyone wins.

4. An in-game communication system

No complaints here - this has been needed since day one.

5. New card abilities

I've always felt the battle mechanics of the game were the primary reason why newer card abilities were so hard to develop into anything meaningful or useful. Rushing down a witch with as much damage as you can output right now is the only sound "end-game" strategy. Everything else is completely possible, but inefficient. Just because you "can" use a certain party doesn't make it "wrong" or "right" - but it also doesn't make it as effective as another that adheres to the current system's faults. I *could* run a party of completely different cards that I painstaking farmed over the months playing VC - or I could make a 3 Sulis + 1 HUR buffer + 1 Turn Skip party and call it a day. What I'm trying to get at is that there needs to be better battle mechanics for more interesting abilities to be possible.

In any case, I hope it was a good read - and thanks for the blog post!