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- Megapull, you completely missed the point with these proposed progression buffs
Megapull, you completely missed the point with these proposed progression buffs
Warhammer 40K FeedbackSaw a post that megapull is proposing two buffs:
The Emperor's Fortitude: Gain +3 Fate per mission and 5% bonus xp for every Inquisitor in your party.
Lone Wolf: Gain +3 Fate per mission and 5% bonus xp for every successful mission. Stacks up to 4 times. Failing a mission resets this buff.
This is so completely off target. It heavily favors co-op, which is already heavily favored. You already get bonuses for co-op cabal groups. How is it balanced that a co-op group gets the buff immediately but a solo player has to play 5 missions before they get the full buff and co-op groups of 2-3 friends are penalized? It also penalizes solo players who want to challenge themselves, making them less likely to take impossible missions for the fear of failure, meaning not only are you nerfing their xp and fate gain, you're also nerfing their gear gain.
Please, please change this. It's completely ignoring what players are asking for and just bad, over-complicated design in general. If you want to increase progression rewards, just increase progression rewards. Increase all fate gain by +3 (still not enough by the way) and all exp gain by 20%, end of story.
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Perhaps something to revisit.
I thought about it more and realized as well that it would have to be implemented carefully so as to not trivialize Tarot runs. It may be better just to boost XP/Fate, and then deepend the Tarot system into something more involved and interesting.
On the note of the OP: has your dev team considered putting in a daily/hourly bonus mission mechanic? It's a known process in a few games that is very successful, and it solves a few problems at once:
1) it allows you to give controlled XP/Fate/Loot bonuses.
2) it Garners player interest and motivates regular and consistent play time.
3) it provides a consistent way for players to get certain rewards that may not come by RNG or regular grind means. Example: meme tokens could be part of the loot list. So a player could log in after work, and see "go to planet X and do Y mission. Mobs do 30% more damage. REWARD: 30% bonus XP and Fate, Meme token."
On the note of Co-op: I always thought that Co-op itself should have intrinsic rewards. What I mean by that is the nature of playing in a group itself should be rewarding. Not jsut by playing with your buds, but also it should be smoother (since class A can make up for the deficiencies of class B), and it should be faster. so working with mob scaling so that a group run goes faster on an average mission would be almost the Co-op side should need. Add to that the bonus missinos layed out above, and you have a random system, infinitely scaling, that provides solid Solo play as well as allowing Co-op even more rewards through smoother and faster missions.
Perhaps something to revisit.
Is it intended that you can exploit Coop mechanics to extremely quickly level low level chars?
Because I guess this is what some people might see as the favoritism the OP referred to... haven't tried it myself, but members of my cabal said that this were a way to level up low level chars extremely fast by grouping them with high level chars, and that this way one could level much, much faster than any single player doing solo runs ever could.
Exp needs to be calculated based on difficulty values and not on power rating.
Currently you can be a 1500 host, with a 150 ally and take him on a 1500 mission. His exp will be based on doing a + 1350 mission rather than a +0 mission. Hopefully it gets changed at some point because it's so easy to abuse.
On the note of the OP: has your dev team considered putting in a daily/hourly bonus mission mechanic? It's a known process in a few games that is very successful, and it solves a few problems at once:
1) it allows you to give controlled XP/Fate/Loot bonuses.
2) it Garners player interest and motivates regular and consistent play time.
3) it provides a consistent way for players to get certain rewards that may not come by RNG or regular grind means. Example: meme tokens could be part of the loot list. So a player could log in after work, and see "go to planet X and do Y mission. Mobs do 30% more damage. REWARD: 30% bonus XP and Fate, Meme token."
On the note of Co-op: I always thought that Co-op itself should have intrinsic rewards. What I mean by that is the nature of playing in a group itself should be rewarding. Not jsut by playing with your buds, but also it should be smoother (since class A can make up for the deficiencies of class B), and it should be faster. so working with mob scaling so that a group run goes faster on an average mission would be almost the Co-op side should need. Add to that the bonus missinos layed out above, and you have a random system, infinitely scaling, that provides solid Solo play as well as allowing Co-op even more rewards through smoother and faster missions.
Anyways, since then I changed it to always apply maximum buff power regardless of the number of players.
Co-op is not really favored due to the 70% enemy HP buff per player, I'd lower that amount a bit.
Is it intended that you can exploit Coop mechanics to extremely quickly level low level chars?
Because I guess this is what some people might see as the favoritism the OP referred to... haven't tried it myself, but members of my cabal said that this were a way to level up low level chars extremely fast by grouping them with high level chars, and that this way one could level much, much faster than any single player doing solo runs ever could.
Anyways, since then I changed it to always apply maximum buff power regardless of the number of players.
Co-op is not really favored due to the 70% enemy HP buff per player, I'd lower that amount a bit.
Set this current order state as My default.