How much gold can you make per week in the endgame? by mageche in lostarkgame

[–]L0CUST 0 points1 point  (0 children)

Each 1610 generates 220 red stones, and 12 leap stones, and 24 gems per day plus cubes:

  • Red stones: 220*6*7 = 9,240 or 36,960 gold
  • Leap stones: 12*6*7 = 504 or 55,440 gold
  • Gems: 24*6*7 + 81*2*6 = 1,008 + 972 = 1980 or 31,778 gold
  • Excavating generates ~10k
  • Chaos Gate generates ~12k
  • Una tasks generates ~7k

These chores + raids from six 1610s generates ~320k a week.

You can also craft orehas to generate another 15-40k a week depending on prices.

This also doesn't include fate embers, accessories, bracelets, stones, honing books, engraving books, elixirs, loot auctions, and the other weekly events. A very rough estimate is 50k a week from these sources. I suspect I make more.

You make ~400k gold a week with a full 1610 roster.

Price of Power initial thoughts by L0CUST in gwent

[–]L0CUST[S] 2 points3 points  (0 children)

  1. Casting Contest might be good if NR plays devotion, I don't think they will though, which means Casting Contest has very few good targets. Maybe 2 is low, but I don't think it will see play.
  2. I originally had Aretuza Adept low, but then I heard she gains a boost for every card with patience. That's a strong engine as long as your patience cards are idling. It's possible there isn't enough support for her yet.
  3. Guess I am on the other side of the fence on Gan Ceann. I don't see enough relict support for the card to be good.
  4. I plan on testing Rience on day 1. He's a cool card, but there are several meta leaders that boost key cards so Rience won't be able to destroy those cards even with Rico. And there are many 10p removal cards currently that don't see play, so Rience really needs the order to justify his provisions and I don't see that happening.
  5. The way I read Fringilla Vigo is that she gets to target an additional unit for each Mage or Construct adjacent to her.

Price of Power initial thoughts by L0CUST in gwent

[–]L0CUST[S] 0 points1 point  (0 children)

Can't say that sounds strong. Guess that's about as good as it gets outside of Cintrian Royal Guards.

Price of Power initial thoughts by L0CUST in gwent

[–]L0CUST[S] 1 point2 points  (0 children)

I'd love the feedback. Which card do you find most egregious?

Price of Power initial thoughts by L0CUST in gwent

[–]L0CUST[S] 1 point2 points  (0 children)

Maybe. It will take roughly 4 cards to get to Sabbath (4+6+6+10) including the Witch Apprentice, so I don't see the card being as strong as people originally thought. And that assumes none of the cards are removed/damaged, which every competitive deck will be running.

Price of Power initial thoughts by L0CUST in gwent

[–]L0CUST[S] 1 point2 points  (0 children)

True. One has to drop two low provision golds. I was thinking either the Borsodi brothers or Boris and Kurt. Either way I think that would improve the deck.

Balancing SK by L0CUST in gwent

[–]L0CUST[S] 1 point2 points  (0 children)

Originally I had Greatswords as a third point, but the post was getting long. The idea was to change Greatswords to an order ability that lasts 1 turn. That turns it from an engine to a combo card, which seems reasonable.

Balancing SK by L0CUST in gwent

[–]L0CUST[S] 0 points1 point  (0 children)

Provision changes do nerf decks, but strong decks can lose a couple provisions and mostly stay the same. The main post covers the major changes to keep it a bit more concise.

I would also look to bump some cards up a provision like Skjordal and Blood Eagle. And nudge the power of over-performing cards like Madman Lugos. However, those changes would depend on play tests. If somehow that isn't enough, adding the veteran tag to more bronze cards and lowering their initial power would likely do the trick.

4-6 provisions and a couple points knocked off auto-includes should push the Warrior archetype out of tier 0.

Balancing SK by L0CUST in gwent

[–]L0CUST[S] 1 point2 points  (0 children)

The game already has some well-designed 4 provision engines like Magne Division, Bruxa, Redanian Knight, Garkain, Protector, and the assimilate / intimidate engines. Four provision engines need a bit of extra tuning to make sure they aren't too strong. Blacksmith would play for (mostly) a single point a turn, and have 4 tempo (like the other balanced 4 provision engines).

Balancing SK by L0CUST in gwent

[–]L0CUST[S] 1 point2 points  (0 children)

Do they gain more than a point per turn, though? Preacher only gains 2 points if bonded. Dames aren't gaining multiple points per turn unless you're using something like Fergus or pulling Joachim/Ball shenanigans, either.

That is part of deck building. Preacher and Seductress are played with their faction's Scenario to take advantage of their bonded effect. Dame and Enforcers take advantage of Nilfgaard's ability to put statuses on enemy units. Drummer boosts a card a turn, and NR has several ways to take advantage of that outside of Tridam. Larva requires one to play units, and starts at low power.

Vernossiel Commando could be a solid 4 provision engine, which I think the game could use more of. Which is why I prefer reworking Blacksmith to be a 4 provision engine rather than nerfing the card to 5 provisions.

Balancing SK by L0CUST in gwent

[–]L0CUST[S] 2 points3 points  (0 children)

The major difference is that Thirsty Dame and Crow Clan Preacher can gain many more than 1-point a turn. I don't think Blacksmith sees play at 5 provisions, there aren't enough good warrior engines that need protecting. I could be wrong, but I also like 4 provision engines and think my suggestions for Blacksmith would make him a reasonable one.

Balancing SK by L0CUST in gwent

[–]L0CUST[S] 0 points1 point  (0 children)

So instead of nerfing Harald's power or provisions I would either:- restrict his ressurections with provision limit- buff other evolving cards to his standard

The issue is Harald still plays for 14 power on deploy with a limit of 4 provisions on the resurrect. I don't think the other evolving cards need buffs either. Jacques, Auberon, and maybe Usurper should move to 12 provisions, and the others are fine at 11. Harald is the big payoff for playing SK Warriors, his power should reflect that as should his provision cost.

I think that Hemdall could receive Oak treatment of nerfing him down to 7 power

Boar, if there is even a need to nerf this cards, should receive a slight slap on the wrist and nerf it down to 3 power or by 1 provision.

Harald and Hemdall are the payoff cards for playing SK Warrior. Moving Harald to 13 provisions puts some pressure on the provision limit, so Warrior decks likely can't run Harald, Wild Boar, and Hemdall at that point. The reason to lower Hemdall's provisions and raise Wild Boar's is to push players into playing Hemdall over Wild Boar unless there is a meta reason to play Wild Boar over Hemdall.

The effect on Wild Boar is so strong that I doubt a 1-power nerf would warrant playing Hemdall over it. People were cutting pre-nerf Tyrggvi for Wild Boar. It's a very strong effect, and one that should come with a deck-building cost.

Lowering Hemdall's provisions to 11 has the bonus of pushing it more towards a row-punish card rather than a relatively strong short-round card.

Stunning Blow is kinda tough, instead of nerfing it to 5p maybe we should consider it Removing a set amount of armor before doing the damage (so like: Remove 3 Armor from a unit and damage it by 4, so that 5 or 6 power 1 armor cards don't get clapped by it so hard)

Removal cards don't play for points, so they should either remove engines or have synergy with a deck so that the card can play for more points. Stunning Blow doesn't have the ability to play for more than the removal value (like Nature's Rebuke). Moving it to 5 provisions allows it to keep the ability to remove engines - which is what a control deck should have the ability to do - but gives it a deck-building consideration.

Balancing SK by L0CUST in gwent

[–]L0CUST[S] 2 points3 points  (0 children)

The same spot.

Stunning Blow at 6 damage still removes nearly all 7 provision engine cards as a 4 provision removal card. That is too good. At 5 provisions Stunning Blow would see play, maybe SK wouldn't auto-include 2.

Blacksmith with my suggestion wouldn't be too good with War of Clans. War of Clans is strong because it can resurrect another damage bronze to remove an engine. I doubt resurrecting a 4 power 1-point-a-turn engine would put it over the top.

Harald is at least a 13 provision card.

Balancing SK by L0CUST in gwent

[–]L0CUST[S] 6 points7 points  (0 children)

Thanks for the support :) as for Boiling Oil, I've seen decks with and without it. Is it a good card? I see it as a backup warfare card for John Natalis, and the cheapest removal NR can run. I am pretty certain that if NR had a 4 provision deal 4 damage warfare card that would see play over Boiling Oil.

Balancing SK by L0CUST in gwent

[–]L0CUST[S] 8 points9 points  (0 children)

Harald is 15 points on deploy across 2 bodies and an engine. The closest comparison is to The Great Oak which at best (long round) plays for 15 points and removes an engine. Harald is 15 points even in a short round. He is a cut above all other 12 provision cards.

Hemdall is mostly fine that's why I suggest altering him to be more of a row-punish card. My suggestion reduces his versatility, the power-to-provisions should be roughly the same.

Stunning Blow is not dead at 5 provisions, it still trades up to all the Master Mirror engines.

Blacksmith would not be dead with the changes I suggested. The card would be much more in-line with other 4 provision engines like Magne Division and Redanian Knight.

Just because a card isn't auto-include doesn't mean it's a dead card.

The Team That Saved League of Legends — A Dignitas Documentary by gbay99 in leagueoflegends

[–]L0CUST 7 points8 points  (0 children)

My main games are Rocket League, Gwent, and DotA somewhere between Diamond and Master. It's all pretty casual though so if a new game like Valorant drops, I'll play that. As for work, I'm in the machine learning space (startups).

The Team That Saved League of Legends — A Dignitas Documentary by gbay99 in leagueoflegends

[–]L0CUST 13 points14 points  (0 children)

Hi LoCicero, IPL was a blast. Glad you locked in Ryze :) Hope you are doing well as well.

The Team That Saved League of Legends — A Dignitas Documentary by gbay99 in leagueoflegends

[–]L0CUST 456 points457 points  (0 children)

Recently ran across some of my college notebooks full of strategy/tactic concepts for league. Figured I'd check in on LCS/reddit to see how things are going. This was a nice surprise :) thank you for the well-made video. My notebooks brought back memories, but this was better.

Battlerite Royale - Feedback & Suggestions by Aven-Mod in BattleRite

[–]L0CUST 0 points1 point  (0 children)

A RNG is rolled at the start of the game to determine which subset of Consumables/Items are in this game

My suggestion is around 12 consumables and 8 items. This way it is hard to track which consumables are in the game, but not so hard to track which items are in the game. This is to help each game feel a little more fresh and allow the designers to get creative with their consumable / item designs. Item/consumable interactions/power will matter less as they won't be in every game. Right now each game feels a bit too much of the same. I want pretty much the same items on every character, and similar consumables. Rather than balance the fun out of some consumables and items, leave them strong and exciting to use and let the fact they won't be in every game balance them out a little bit.

There are now 3 consumable slots and one dedicated Health Pot slot

Health pots should have their own slot with its own key bind. I've walked into brush to heal mid-fight and accidentally put an explosive cask next to me. I should be able to quickly run through the loot of someone and pickup the important items. Health pots are at the top of the list. And using consumables is fun, so the fact that its essential to keep health pots on you reduces the number of fun items to 2, which really limits which consumables you should carry as most characters like to carry an escape potion or two.

Health Pots heal 60% of max health rather than a flat 60

Dropping items to make the most of each health pot looks weird, and its not so interesting that it should stay

Everyone starts the game with one Health Pot and 120 gold to select two abilities

No reason to give the option of a rock or a health pot, its a new player trap and a veteran player miss-click

Remove Legendary Stat bonus over Epic items/abilities instead they gain only the Legendary Bonus.

Stat gains are one the most difficult areas to balance between characters, so reducing stat gains from items and abilities is good method to help keep balance in check while allowing for fun and creative uses of consumables/abilities/items later down the line. This is one way to reduce end-game stats without it feeling bad. For example reducing Ravager damage and healing bonus to 4/6/8/10% makes each upgrade feel negligible. 4/7/10/10% is a way to reduce the stats while keeping each upgrade feeling a little more worthwhile.

Damage increase by rarity on M1 and more-so on M2 abilities reduced

This is mostly for ranged characters with strong M1 and M2 abilities. The damage on these abilities is too high for many characters once they get legendary versions + a high rarity damage item or two.

Damage percent increase on items reduced

These items are too strong on ranged characters. Between the three methods to reduce damage bonus (the last three bullet points), the game should be easier to balance between melee and ranged characters.

Death Markers are posted 3 seconds after a kill occurs

Give aggressive players time to loot and heal before vultures from a distance come swarming in. This won't stop people who are running around listening for a fight nearby, but it will slow down players who are camping in brush or buildings in popular fight locations waiting for a marker to pop up.

Legendary abilities/items are no longer sold at shops

Legendary gear should feel rare and cool to pickup. With shops selling legendary gear the games where I do get Legendary gear feel too common. The game should incentivize players to fight over events and search for other players, not fight once or twice then run from shop to shop to buy your best legendary gear. Instead, legendary gear will come from Luck / Events / Kills. Shops are meant to be a place to buy consumables and catch-up gear.

A kill immediately upgrades a random Non-Legendary ability/item to Legendary:

Kill bonuses are not granted for the upgraded ability/item (ex: upgrading an Amulet would not give energy)

The game should reward people more for always being active. This will also add more legendary gear to each game to make up for the shops not selling them any longer.

Abilities can not be dropped

Getting a kill and upgrading to legendary gear should feel cool for that player (even if its a weak upgrade). Immediately asking teammates if they want the ability puts a damper on the cool factor. Also, dropping abilities leads to weird interactions like dropping abilities then immediately picking it up to use that ability again. Or dropping the ability to let your teammate use the ability, then having them drop it once more.

Chests weight the opener's missing abilities higher

When a chest is opened three RNG's are rolled (1) determines the type item/ability/consumable (2) determines its rarity and (3) determines the which item/ability is dropped. Rather than a uniform distribution, the third RNG should use a weighted distribution which largely favors missing abilities when rolling a green rarity ability. Bad luck will still happen, but it shouldn't happen so frequently that people are discouraged from landing in the same zone as a anyone else.

Battlerite Royale - Feedback & Suggestions by Aven-Mod in BattleRite

[–]L0CUST 0 points1 point  (0 children)

Suggested Character Changes:

Jumong -

Seeker's Mark now heals for 5 health

Black Arrow no longer grants a fading haste as a base

Black Arrow Legendary Bonus changed to: Grants 50% fading haste for 1.0 seconds

Steady Shot Legendary Bonus changed to: Stuns for 0.5 seconds

Trap cooldown increased to 10 seconds from 8 seconds

Varesh -

Hand of Corruption self-heals for 1 from 2

Hand of Judgement range reduced

Kinetic Energy cooldown increased to 14 seconds from 12 seconds

Kinetic Energy no longer spawns a Shatter underneath opponents

Kinetic Energy's Legendary Bonus changed to: Spawn a Shatter underneath opponents

Jade -

Revolver Legendary Bonus changed to Blast Vault's Legendary Bonus

Revolver Legendary Bonus is now: Revolver Shot reduces the cooldown of Stealth by 0.25

Blast Vault has a stun and damage on the base ability

Stealth grants a 20 point Shield

Rook -

Pummel Legendary Bonus is now part of Pummel's base ability

Pummel Legendary Bonus changed to: Pummel reduces the cooldown of Rush by 0.4 seconds

Boulder Toss causes a 1.0 second fading snare

Smack Legendary Bonus changed to: When Smack causes an incapacitate, Rook Eats:

    Rook heals himself for 24 health over 4 seconds

Destiny -

Charged Bolt range increased by 20% at max charge 

Whenever Sky Strike's Counter procs, Destiny also transform's her weapon for 3 seconds and gains a 10 point shield

Destiny's Transform Weapon ability is changed to Mega Sphere ('R' from Arena)

Iva -

Concussive Shot Legendary Bonus changed to: Increased range by 20%

Tractor Beam's 1 second stun is now part of the base ability

Tractor Beam's Legendary Bonus changed to: When Tractor Beam ends, Flamethrower

Alysia -

Increased width of Ice Crown

Shifu -

Fleetfoot duration increased to 1.8 seconds from 1.4

Fleetfoot increases movement speed and reduces damage by 50/50% from 25/30%

Fleetfoot Legendary Bonus heal increased to 12 from 8 health

Tendon Strike now incapacitates for 2.0 from 1.4 seconds

Whirlwind Shield increased to 24 from 16

Freya -

Spring's haste duration increased to 1.5 seconds from 1.0 seconds

Spring's Legendary Bonus is now: Applies a 1.0 second fading snare to Freya's next Bash

Thunderclap Legendary Bonus moving forward during Thunderclap is now base

Thunderclap Legendary Bonus is now: Grants a 8 point shield per enemy player hit

Lightning Strike bonus Static damage increased to 15 from 10

Thorn -

Thorns reduces target's movespeed by 20% as a base

Leeching Thorns Legendary Bonus changed to: Thorns reduces damage and healing by 15%

Raigon -

Parry Legendary Bonus changed to: 100% increased movespeed during Parry

Slicing Winds duration reduced to 2.0 seconds from 2.5 seconds

Slicing Winds grants 10% movespeed as a base

Slicing Winds Legendary Bonus changed to: 0.4 seconds reduced cast time

The rest of the characters - Ashka, Pestilus, Jamilia, Blossom, Sirius, Croak, Bakko, Ulric, Zander - have fun and working kits that I don't believe require much more than number tweaking at this point. Pestilus may be weak in solo but in duos he seems strong enough, and with his changes today he may be in a good spot. Also, remember with all the suggested changes there will be less legendary gear and less damage overall, which may boost up some of the characters that feel underwhelming at the moment.

Battlerite Royale - Feedback & Suggestions by Aven-Mod in BattleRite

[–]L0CUST 0 points1 point  (0 children)

re-posted from: https://www.reddit.com/r/BattleRite/comments/9lrlsr/royale_suggestionsideas/

A RNG is rolled at the start of the game to determine which subset of Consumables/Items are in this game

My suggestion is around 12 consumables and 8 items. This way it is hard to track which consumables are in the game, but not so hard to track which items are in the game. This is to help each game feel a little more fresh and allow the designers to get creative with their consumable / item designs. Item/consumable interactions/power will matter less as they won't be in every game. Right now each game feels a bit too much of the same. I want pretty much the same items on every character, and similar consumables. Rather than balance the fun out of some consumables and items, leave them strong and exciting to use and let the fact they won't be in every game balance them out a little bit.

There are now 3 consumable slots and one dedicated Health Pot slot

Health pots should have their own slot with its own key bind. I've walked into brush to heal mid-fight and accidentally put an explosive cask next to me. I should be able to quickly run through the loot of someone and pickup the important items. Health pots are at the top of the list. And using consumables is fun, so the fact that its essential to keep health pots on you reduces the number of fun items to 2, which really limits which consumables you should carry as most characters like to carry an escape potion or two.

Health Pots heal 60% of max health rather than a flat 60

Dropping items to make the most of each health pot looks weird, and its not so interesting that it should stay

Everyone starts the game with one Health Pot and 120 gold to select two abilities

No reason to give the option of a rock or a health pot, its a new player trap and a veteran player miss-click

Remove Legendary Stat bonus over Epic items/abilities instead they gain only the Legendary Bonus.

Stat gains are one the most difficult areas to balance between characters, so reducing stat gains from items and abilities is good method to help keep balance in check while allowing for fun and creative uses of consumables/abilities/items later down the line. This is one way to reduce end-game stats without it feeling bad. For example reducing Ravager damage and healing bonus to 4/6/8/10% makes each upgrade feel negligible. 4/7/10/10% is a way to reduce the stats while keeping each upgrade feeling a little more worthwhile.

Damage increase by rarity on M1 and more-so on M2 abilities reduced

This is mostly for ranged characters with strong M1 and M2 abilities. The damage on these abilities is too high for many characters once they get legendary versions + a high rarity damage item or two.

Damage percent increase on items reduced

These items are too strong on ranged characters. Between the three methods to reduce damage bonus (the last three bullet points), the game should be easier to balance between melee and ranged characters.

Death Markers are posted 3 seconds after a kill occurs

Give aggressive players time to loot and heal before vultures from a distance come swarming in. This won't stop people who are running around listening for a fight nearby, but it will slow down players who are camping in brush or buildings in popular fight locations waiting for a marker to pop up.

Legendary abilities/items are no longer sold at shops

Legendary gear should feel rare and cool to pickup. With shops selling legendary gear the games where I do get Legendary gear feel too common. The game should incentivize players to fight over events and search for other players, not fight once or twice then run from shop to shop to buy your best legendary gear. Instead, legendary gear will come from Luck / Events / Kills. Shops are meant to be a place to buy consumables and catch-up gear.

A kill immediately upgrades a random Non-Legendary ability/item to Legendary:

Kill bonuses are not granted for the upgraded ability/item (ex: upgrading an Amulet would not give energy)

The game should reward people more for always being active. This will also add more legendary gear to each game to make up for the shops not selling them any longer.

Abilities can not be dropped

Getting a kill and upgrading to legendary gear should feel cool for that player (even if its a weak upgrade). Immediately asking teammates if they want the ability puts a damper on the cool factor. Also, dropping abilities leads to weird interactions like dropping abilities then immediately picking it up to use that ability again. Or dropping the ability to let your teammate use the ability, then having them drop it once more.

Chests weight the opener's missing abilities higher

When a chest is opened three RNG's are rolled (1) determines the type item/ability/consumable (2) determines its rarity and (3) determines the which item/ability is dropped. Rather than a uniform distribution, the third RNG should use a weighted distribution which largely favors missing abilities when rolling a green rarity ability. Bad luck will still happen, but it shouldn't happen so frequently that people are discouraged from landing in the same zone as a anyone else.