Board Thread:General Discussion/@comment-28801439-20160808174017/@comment-29349735-20160823123514

For what it matters, I think WG should be, and is intended to be, friendly to newbies. Most of the enemies that drop in there are normal archwitches and FAWs that are used for building decks rather than being interesting to veteran players; it drops awakening materials that new players need (and have a much more difficult time getting from EH); and there's even a compensation system where you can get a significant +400% ATK/DEF for 3 BP. This means that a newbie with just one event UR can finish off a normal LVL 300 FAW inside a witch gate and hope for something to drop. If WG was "never supposed to be for newbies" as the anonymous WC suggests, then the 3 BP options would never have been implemented in the first place.

In fact, I'd like to see why people think WG is not meant for beginning players - in this case, beginning players being any player that can't just field a specificaly-designed GUR team at the drop of a hat.

Viewed in this regard, the level 500 FAW is a blight - especially Goth Oracle, who is, for all intents and purposes, completely useless for most players. The only way for her to be worth significantly more points than the 300 FAW is if you either can't do a 10x overkill, or have such an advanced team that you can field Hiraga + Clay Master + Nadeshiko + Team Unleasher. Back during Bambi's run I tallied the total BP from Fenrir compared to Skoll, and with a 10m overkill on both (after bringing boss to a sliver of HP) Fenrir gives about 10% more points - not worth it at all.

I don't mind having a level 500 FAW, but there needs to be a reason to kill it. Even if it can't drop itself, have it drop something special that is actually useful, which lets newbies send it away easily without having everyone on their list reject it and having it then block all his FAWs for 30 minutes.