Talk:New Beginnings/@comment-2601:601:200:AA7E:6130:F64C:D5E9:2562-20190112012452/@comment-2601:283:8300:56DE:4402:99B1:E936:C825-20190112071041

Coming from a long-timeplayer that's placed top 100 often in the past 8 months, and I am finally getting nearly a GLR multihitter comp for all elements, I'm inclined to agree on some of these points. I'm able to do advanced without that much trouble, but I feel like the jump in difficulty from intermediate to advanced alone is absolutely ridiculous. I have an alt that's only rolled LR Levi as a turn skipper and can easily do intermediate with almost her alone, but my well equipped main struggles if I don't play smart in advanced. Not to mention the health for main demonwitch jumps from 180,000 to 7-9 million for intermediate to advanced alone, and unlike tower, off-element cards don't seem to break the 999,999 damage cap when bursted.

Another issue is that a good portion of the good first-released rebirth cards are exclusively cash summons (Lucky Fortuna and the new URs), which puts players that have gotten lucky or whaled for these multihitters at a significant advantage in the coming events if there is to be a passion AW hunt and tower as the upcoming passion events soon. If mynet thinks they'll be able to slowly release only new and past cash summon cards for a few months as rebirths and only when it's the time for those elements to have their events, I don't see some players sticking around. The power creep from this event alone is going to pretty good for people that have good passion and cool cards. Not to mention these brand new cash summon cards have much better proc rates and proc amounts as URs than LRs (4x all cool elem unleash at 50% w/ all unit element buff, and a 4x all elem atk 800% and 600% def buff at 50% too). The power creep on just the URs that you can whale for is immense.

Honestly, this new event, as you put, "exemplifies that design philophy perfectly". I've seen videos of extreme difficulty and can guarantee it would be a waste of BP for me when I see people that have better teams than I do getting wrecked in 1-2 turns with almost full GLR teams. I get that once rebirth hits most of the currently available cards that this will be fixed to some degree, but it still doesn't mean that the design is good. It has the same problems ultimate tower does but to a higher degree, where if you don't get a proc on the first or second turn, you're likely spending another BP. There's almost no element of skill involved aside from team building for 5 card teams-- you're not being "outplayed" by the AI when you're just unlucky. If you're going to make no skills in the game have a a high enough chance to proc almost every turn, then you need to make sure players can actually survive long enough to get lucky most of the time to compensate for rng. And the previous skills that catered to survivability, like recovers, ressurects, atk down + def up, and to a much lesser degree turnskips, are not worth putting on teams if they're going to be replacing a buffer, unleasher, multihit, or a better turnskip.

For some reason I don't see mynet putting most past LR buffers and all unleashers(even cash summons) at 50% proc rates with rebirth to match new cash summon URs, and I doubt the past URs will be as viable in the coming meta. I hope they start balancing some of the older cards with this new feature, because it seems ridiculous to me that they'd even keep some older cards in the game with arguably useless skills(healing and ressurect, critters, etc.). For anyone that is starting to get good buffing, multihit, turnskippers, and unleash cards-- what point is there to even having these old cards that have bad skills in the game for players to get, when they're only useful for killing archwitches at very low levels and ranks? I personally think that LRs will have to become more common in the following year for lower ranks to keep the power creep from becoming a major issue, along with LR MM shards for higher ranks to get XLRs more often since rebirth is just that good.

Another issue is deck cost being hidden behind a paywall. Good luck building a meta team for extreme that won't get wrecked when XLRs are 273 DC a pop, and DC is intentionally being paired in bundles to force people to pay extra to stay in the meta. With just an XLR and 4 of the lowest cost XURs you'll be sitting at 677 deck cost, and the higher deck cost XURs would put you at 753. Not to mention this event, tower, and even ABB are much more p2w than AW hunts where effort is more easily rewarded (grinding for keys), and alliance play can help people reach higher rankings.

I'm kind of excited that we're getting a new feature, but with the recent design choices this game has taken in the past 6 months I'm starting to get worried for the game's future. Older rarities will have to become much more common if they want new and old players to play. Guess we'll just have to wait and see.