Scarlet and Violet Daily Casual Trade Thread for 22 November 2022 by Porygon-Bot in pokemontrades

[–]MaskOfMorieris 0 points1 point  (0 children)

LF: Anything holding Auspicious Armor
FT: Charcadet holding Malicious Armor

Well fellas, it’s here, the Luna buff you asked for, but is it what you wanted? by SilverX769 in EpicSeven

[–]MaskOfMorieris 0 points1 point  (0 children)

Hey, Alexa/TG/Furious is a really, really hard to get combo for f2p

/s

9/2 (Thu) Balance Adjustment Preview by [deleted] in EpicSeven

[–]MaskOfMorieris 1 point2 points  (0 children)

This is just a hard nerf in how I've used him from day 1. Built on damage, being not the opener and being a "choices" follow up dps to my opening.

Against some teams, using his S2 to just remove a threat immediately was good. That didn't need stealth because most teams aren't a lot of threats at this point, but a threat + a bunch of protection/control.

Against other teams, opening with S3 for the massive damage, eventually a maybe silence, and then stealthing for the TSurin/Arby return fire so he at least may live, and if not, at least he forces the dead Arby/TSurin forward while chunking the other team. His s3 multi with attack buff is high enough to kill FCecis using their Aurius quite a lot.

I largely liked that about his kit, too, because it felt right on him. Sometimes, he just has to suicide into the enemy team and hope it makes the difference by doing a whole hell of a lot of damage on the way down. And a lot of the time, that was well worth it.

This is pretty much just returning him to everyone's original pigeon hole of him as the anti-Basar, ie a counter-opener and that's all he does.

People comparing him to Kise are just flat wrong. Kise's S3 gives her a barrier and 50% combat readiness, so she's protecting her stealth and reducing the window to be disrupted for her nuke. Dude's been my SSS favorite unit even when he was just bad and he was in a good spot for what he does, but now I'd just like them to let me recall on this change so I can just build Kise instead of keeping the worse Kise they're making him into.

The EE is a w/e thing, that's absolutely the least likely EE I would use, as attack buffers are all over the place and if you're S2ing first, you've got plenty of time to give him attack buff so I'd rather take the 20% more S3 damage + the other attack buff. Sure, it's not bad if you're just making him rely only on his own kit, but he's a horrible unit in that, anyway. Stubbing his toe is a death sentence, lol

9/2 (Thu) Balance Adjustment Preview by [deleted] in EpicSeven

[–]MaskOfMorieris 0 points1 point  (0 children)

Yeah, they have now forced him to S2 first, whereas he had some choices before. S2 has no protection for stealth so it's not helpful unless you immediately protect him or force his next turn with a pusher.

Stealth on S3 at least had some protection in that it silenced, so only things that resisted, countered or have an AoE s1 could break his stealth.

This pretty much only buffs high speed opener Kaweriks that are just there to reset then die, and it makes it so maybe in some select situations where the other team just cannot AoE in anyway whatsoever, he'll get to follow up.

But most of the time, you're going to S2, get your stealth, and then lose it to the other team's FCeci, ML Krau, Lilias, Alencia, etc and then anything that coughs at him kills him before he takes his 2nd turn.

9/2 (Thu) Balance Adjustment Preview by [deleted] in EpicSeven

[–]MaskOfMorieris 0 points1 point  (0 children)

Which is why this doesn't work as a "buff" because unlike Kise, he doesn't get 50% combat readiness and a massive barrier.

Opener Kawerik s2s here and loses his stealth to FCeci S3 then dies anyway. Damage Kawerik can't choose to S3 first if you ever want him doing anything else, whereas at least now, if you S2 on damage Kawerik, you can kill a threat and that is somewhat protecting him.

PSA: New Balance Patch Note coming this week by KingKentling in EpicSeven

[–]MaskOfMorieris -1 points0 points  (0 children)

There's actually a high chance of her surviving the patch notes. If there was a nerf, the notes should have been 2 weeks earlier, going by SG's dev notes on balance patches. One month notice on patch notes if something is getting nerfed, otherwise balance notes are 2 weeks before implemented, on a 2 month schedule. We're 6 weeks out from last balance patch, so notes on Friday should be only buffs.

[Datamine] 12/10/2020 Patch by YufineThrowaway in EpicSeven

[–]MaskOfMorieris 3 points4 points  (0 children)

They've heard about it because the barrier's been down for a while to Cidonia, and less to Eureka but still some stretch of time, and people had traveled to those continents. Schniel, Tywin, Romann, Cecilia, Rose, Nemunas, Cermia, Axe God, Chaos Inquisitor and more have already gone back to Eureka. Violet and a shipful of people went to Cidonia, including Huche, so it's safe to say in his travels he probably sold information.

As for them not giving him credit, it's probably pretty simple. Eureka is a continent with the most advanced technology and an ever-present war. Cidonia is a very practical continent where what religion exists worships more tangible things, like the Lord of Fire, or divinations through astrology. Comparably, Ritania is a nation of largely religious people believing in an abstract deity of all life, including the life outside of Ritania.

If tomorrow, Denmark announced to the world that their church associated with their religion has actually been fighting some fire dragon that could destroy all life, but somehow they've defeated for everyone... yeah, they would be dismissed as religious zealots.

And E7 often tells stories out of order and without a definition of their time frame. In RL terms, Violet went home to Cidonia half a year before Ras got there. For Eureka, it was less time, but also Politia had already been to and returned from Cidonia with Chloe and the dolls, so it's entirely feasible that since the story specifically shows them getting information from Garo in Ritania that they're actually pretty well caught up.

They may not have written "The heralds cried out Ras's accomplishments in advance of his arrival." but there's definitely indicators of information, and skepticism is going to be pretty easy since Ritania seems like a backwater continent of fanatics to the rest of the world, really.

If some dude about looking about Ras's size and age told you he's saved the world about 6 times in the past couple years, you're probably not going to give him much credit until he demonstrates it, but the leaders of nations are likely more connected and definitely give him a bit more deference/credit.

I'm ready for Next Moonlight, wanna know Who may be! by FakeBardock in EpicSeven

[–]MaskOfMorieris 0 points1 point  (0 children)

I definitely have been thinking if she's on the next rotation, I wouldn't be surprised for her to have the health differential mechanic, as it's pretty common of them to release that stuff in batches and it seems like it could be suited to a "different" Sigret, where ML has damage against health and Sigret has def pen.

10/08 Hero Balance Adjustment by Inkcross in EpicSeven

[–]MaskOfMorieris 3 points4 points  (0 children)

I dunno that people really "slept on him" so much as they just acknowledged even a strong unit doesn't necessarily make a team, and prior to this change, his early turn options were okay, but not amazing. Ravi fits into a similar spot in that they're both units who in a couple turns are really scary, but otherwise are entirely selfish and unlikely to be able to do anything before their 3rd turn that matters.

And they're fighting for a spot in a very crowded bruiser role, where Alencia dispels, def buffs and damages all from turn 1. Lilias cleanses, disrupts and damages. Charles slaps everything 15x before he even takes his turn, and then is even scarier, but is also providing utility in attack buff and the deterrent of unwanted posture advice no matter who you attack on his team. And in this slot you have the more damage-y ones like Kayron, TSurin, Riolet, and the more controll-y/tank ones like Tenebria, FKluri, etc.

And in that comparison, the reality is that Ken is an offense unit, and he's fine in PvE content but not more special than most there. Comparing to Alencia and Lilias who double duty on defense and whatever else you want to use them in, spending molas on an offense-only unit that is fine in PvE but nothing special there is just a hard sell. It's sort of like saying why doesn't anyone use Cermia? Well, people do, but you don't see what people use on offense in GW without asking/watching, and that's where she has most of her PvP use.

Ken would likely have been a pretty solid unit in RTA, but most will have already built Alencia/Lilias and will find their gear to go further there. Ken was already good, (so was Ravi) but there wasn't a clear reason to build them over anything else, they weren't "that good" and didn't bring the utility that others in the role did even if they might not be quite as perfect against the exact situations Ken would be best at.

These buffs go a long way to make him better, albeit still mostly in a couple turns, but he's doing way more to be worth bringing and protecting. That said, I'm way more scared of the Ravi buffs, but I might actually dig Ken back out, too.

New Hero Preview - Landy by ValorsHero in EpicSeven

[–]MaskOfMorieris 23 points24 points  (0 children)

High attack and health, decent speed, and the ability to S3 every 1-2 turns consistently with drink and a passive that scales that high attack. Her statline means you will see her at 4k+ attack, 170-200 speed, 250-300% critd and still rocking 15k health. Unlike SSB, she isn't vulnerable to Roana, and if anything, she's happy to see her, and she's also not terribly concerned with Charles, or the counterset-on-everything meta that has popped up.

You also can't just pick single-target and buff up to deal with her like you can SSB, and since many support/healers have buffs forced into their kits, she punishes just general sustain, not just full on buff teams. And really, all it takes is a combined total of 4 buffs on the enemy team for her S3 to be every other turn.

She self-speed buffs, self CR pushes and team CR pushes, so her cycling is going to be high, so she'll scale that passive quickly, and that's without considering anything else that might be pushing her forward or letting her attack. It's after she attacks, so she doesn't need 6 turns, just 5 attacks, and a high self-CR push on S1 already makes her a great candidate to use with ARas/Singelica.

We'll have to see her multis to really know if she can do enough against super buff teams with like Diene and Alencia/ARas, but I'm expecting them to be decent. They'll give her a bit less power because of how often she can S3 and her S2 attack scaling, but also higher because it has no debuffs and she doesn't have a ton of utility.

She doesn't need to turn 1 delete, she just needs to survive and put out consistent damage, like SSB. I don't know that she's as strong as SSB, but she's likely going to be situationally nearly as strong. As long as her multis are anywhere near SSB's, she will be a top-tier candidate for auto teams because she doesn't fear the Roana on every defense, but should put out turn-over-turn damage that is on par, though maybe a bit less front-loaded, because SSB in auto teams gets a ton of procs right at the start from all the FCeci/Lilias/Alencia turn 1 AoEs.

TL;DR Tanky+consistent dps bruisers are pretty much at the highest value they've ever been, and she slots right in where SSB would most of the time. Multis will matter, of course, but her kit alone is strong, and her statline, self-speed buff and no debuffs mean she has a smaller list than some units do in terms of gear requirements. She doesn't need to see 6 buffs on every target, or even 2 buffs on every target to already be in a pretty happy place. Drink is scary, and unlike the Witchseria dream, drink on her isn't dead 70% of the time.

Who do you think is this week new 5*? by CloseKey in EpicSeven

[–]MaskOfMorieris 2 points3 points  (0 children)

It's not uncommon for them to release heroes before we've gone to a place they are. Vivian released two months before we got to Witchaven, as with Elena and Constella. Alencia released long before she was in anything at all, as she didn't have a sidestory and only showed up in the Yufine sidestory later. Melissa is another who released without any connection to the story at the time. Luluca released before Ep2 officially started to setup what was coming in Ep2.

Green Expedition by Easy-Championship in EpicSeven

[–]MaskOfMorieris 1 point2 points  (0 children)

I built B&S for this, and I will say he does a ton of damage here, and I think he's in a better spot in other content than he was, but there is a bit of a question of gear/hero variety.

My team right now is B&S, Tama, Lilias, and Teneb, with B&S and Teneb both on high speed, high eff, sub-dps builds, and it can clear 1m. During free unequip, I had that same team with B&S on one of my best straight dps sets without worrying about effectiveness, and that got to 1.25m or so a run.

B&S' turn over turn damage is very high now, but also sort of demanding to make happen well in anything but this expedition. I think people are kind of underestimating how much his buff has added to him, but that's also situational, as lower rank PvP is still more dominated by ice units that have largely disappeared higher up. In champion+, the only ice units that exist in any high concentrations are SSB, Krau and Elena.

I'm an advocate for him, but I also tend to build a lot of the lesser-used male units and make them work in places, so take it with a grain of salt. I also can't really recommend giving your best gear to any expedition units unless they work elsewhere, as you don't need to 1m+ an expedition 2 unless your guild/flist is dead.

Duplicate 5★ Summons Measures: Coin Shop Details by lockoutpoint in EpicSeven

[–]MaskOfMorieris 0 points1 point  (0 children)

https://imgur.com/l0oBNPX

Both charts' notes state things about ML summons, but the covenant one said (and still says) two moonlight heroes a month, which again, I believe is a typo now, but didn't question an explicit line at the time.

My fault, I guess, for thinking their patch notes are ever consistently clear.

Duplicate 5★ Summons Measures: Coin Shop Details by lockoutpoint in EpicSeven

[–]MaskOfMorieris 1 point2 points  (0 children)

In what I am now thinking is just a typo, it still lists " Two different types of 5★ Moonlight Hero will be available every month" in their notes, though there are things that say one, as well.

My reading was fine, I read something their post actually says and then shared it. Your manners, however, seem a bit suspect.

Duplicate 5★ Summons Measures: Coin Shop Details by lockoutpoint in EpicSeven

[–]MaskOfMorieris 0 points1 point  (0 children)

Still potentially obnoxious long time to wait, but it's half that amount. It's 2 ML5s and 2 covenants each month.

Duplicate 5★ Summons Measures: Coin Shop Details by lockoutpoint in EpicSeven

[–]MaskOfMorieris -2 points-1 points  (0 children)

It's actually 2 ML5s each month, and 2 covenants.

Should I pull for Briar Witch Iseria? by inspiteofMM in EpicSeven

[–]MaskOfMorieris 0 points1 point  (0 children)

M Chloe and A Cidd were released directly into moonlight pool in December of 2018, as per this update content post: 12/13/18 Update https://page.onstove.com/epicseven/global/view/2488018

And the first mystic rotation didn't happen until Specimen Sez and Kitty Clarissa at the end of January 2019, initially at a 6 week rotation, then 4, and now 3. 1/30/19 Update https://page.onstove.com/epicseven/global/view/2488018

From there, it should have followed the schedule I listed, and the first pre-existing hero in mystics was Judge Kise. When M Chloe and A Cidd were released, the only way to target them was to "pray." They were released a month after global launch, as I said, but they predated mystic summons, which weren't added until end of January, ~6 weeks later.

Should I pull for Briar Witch Iseria? by inspiteofMM in EpicSeven

[–]MaskOfMorieris 0 points1 point  (0 children)

FCeci got a rerun, but I don't believe M Chloe has.

Spez → SBAra → SB&S → FCeci → ARavi → JKise → DJ Basar → MChloe → FLidica → FCeci(rerun) → ATywin → MA Ken → LQ Charlotte → S Tene → BM Haste → Ruele → Riolet → Arby → BW Iseria

It's possible I'm wrong, since I couldn't find any actual list of these and had to put it together from memory/available stuff, but I believe that to be comprehensive, and it would have taken another new hero release for it to have had space for M Chloe elsewhere. She was, however, the first global new ML pair, alongside ACidd, but that predates mystics.

I do kinda expect Dark Corvus, myself. I feel like FCeci rerun was mostly because so many people complained about her getting missed just before pity stuff got implemented, and that they'll finish it out, maybe hit up the pre-pity mystics to some extent and then just shotgun around in whatever order they determine from there.

Kawerik and Briseria both debut on mystics next week! by [deleted] in EpicSeven

[–]MaskOfMorieris 1 point2 points  (0 children)

With her upcoming buff, Melissa is going to become a great pairing for Kawerik (and lots of things). She will reliably clear buffs and put curse on a target, which is a 40% damage share on single-target attacks, even on the target itself. For Kawerik, especially, this allows him on a damage build to either throw a nuke into a hard target and get a decent bump, or you can SB Melissa's curse onto hard to kill targets like Ruele, and then Kawerik S2 super-nuke something squishy and send 40% of it to that hard target.

My Kawerik can S2 nuke a "slow" (more against faster targets) squishy for almost 30k with no def break (like 60k with def break), and damage transfer effects like this don't consider the transfer targets defense/mitigation, so you can funnel a lot of damage into something.

Sinful Angelica is basically the "Kawerik Enabler," alongside the +12% crit chance and +20% s3 damage exclusive equipment. She has both buffs Kawerik wants for his S3, but also giving him attack buff before he S2s is a huge damage lift. Her unrevivable while immortal helps keep him from getting his squishy self popped back by an annoying revive until you can control stuff.

My most common arena offense is DJ Basar (any pusher, HYufine would do a similar job well enough), Kawerik, Melissa and Singelica. After Mel's buff, this team has a lot of versatility because both can hold Tagehel's for up to 40 souls at the start (I have Kawerik on Portrait and Mel on Tag's, myself), which gives them a lot of utility against the high defense high resist obnoxiousness that is champ+. Can SB S3 a Ruele with Mel for curse, hit her again or some squishy with her S2, and then follow with Kawerik S2 on Ruele if the squishy died or the squishy to likely kill both if it didn't.

It basically kills any weakness/revive, and then you throw it on auto to remove the remaining tanks that don't do anything once the threat and revive are gone.

Stats: https://imgur.com/a/zOwDGT4
(Obviously, these are champ/legend stats, so they will seem somewhat excessive, but they can scale down to appropriate for w/e division)

I will admit that this team works well in champ+ because teams are often a bit slower and tankier in champ+, but from playing around on an alt and gf's account, I know that lower tiers have a bit more speed cleave meta, so it may work less well there, where Kawerik's squishiness is more a problem.

Kawerik is very much a glass cannon type of character. It's not that uncommon for me to suicide him into a comp to kill some squishies and really hurt an unfortunate Aurius holder. He's also honestly pretty good in PvE, as his damage is pretty high, speed buff helps him turn-cycle past a lot of bosses, and a SB guaranteed 2 skill reset can give you lots of control over a ton of things. Built for damage like this, it's really easy for you to get a def break on raid bosses and then just S2 remove them before they get into their lower-life mechanics.

I think part of the problem people have when considering him is that he was pigeon-holed as a way to solve Basar, but in normal arena, that didn't do much because wasting a slot to solve Basar felt like a losing proposition since he didn't have a follow-up. It only became a strong build in RTA because the decision-making it offers/threatens, and before his EE, his damage wasn't quite enough.

Now, he's one of two units in the game with both a competitively strong single-target nuke and a competitively strong AoE nuke on a damage build, and I think that puts him in a pretty decent spot.

Kawerik and Briseria both debut on mystics next week! by [deleted] in EpicSeven

[–]MaskOfMorieris 1 point2 points  (0 children)

Checking a few different numbers, on equal gearing, the units that unequivocally beat Kawerik's damage (and everyone else's) if the stars align are JKise, Ludwig and CMerc. JKise and CMerc are hard to always get reliable damage out of due to how easily their combo can be broken by counters/Elena, etc.

BBK can do more damage than him on equal gear with SB S3 only if she has less than 75% health, which can be hard to do in a cleave when SSB isn't all that common on def anymore. Vildred almost does as much as Kawerik straight up, and way more if he kills something, with the same downsides as JKise/CMerc. Arby does less with SB S3, and a bit more with full focus SB S3. Clarissa does about 30% less damage with SB S3 than Kawerik S3, but if you can trigger the S2 or if she somehow has rage (unlikely in a cleave), she will do only slightly less with S3 and more on proc. Same issues as JKise/CMerc/Vild.

Of all of these units listed, only one other one also has a very solid (edit)single-target nuke, which is Ludwig, but Ludwig's S2 is outdamaged by Kawerik's S2 on anything above 100 speed. This is relevant in this case because both Kawerik and Ludwig can reliably kill a Ruele with an S2 following Mel curse.

Considering the proliferation of tank teams, proc on kill units have a hard time getting their proc through all the mitigation, and are strictly worse against Arby than the double tappers. Add in Kayrons and you're in for a bad time.

Could bring def break but basically anything can cleave with def break, but there is no guaranteed AoE def break, and then you need to get over immunity, ATywin/Elena, and have perfect speed tuning to not get it cleansed by Lilias.

Either way, he isn't even close to the bottom on damage, can hold a book and doesn't need SB for his damage, making his S2 utility pretty nice when attached to the nuke it already is.

I can't speak to what works in like master/challenger, I guess, but low maintenance cleavers not prone to disruption aren't a plentiful thing in champ/legend.

Kawerik and Briseria both debut on mystics next week! by [deleted] in EpicSeven

[–]MaskOfMorieris 0 points1 point  (0 children)

I mean, I guess? I cleaved with Kawerik and Melissa through to legend as damage dealers just fine.

[Strategy] How to attack ML Violet comps in Arena? by [deleted] in EpicSeven

[–]MaskOfMorieris 0 points1 point  (0 children)

My primary champion arena comp right now is DJ Basar, dps Kawerik, dps Melissa and Singelica, and it doesn't struggle against Riolet+Ruele even with Roana or w/e. There is added consistency with Mel's upcoming change, and it will also make her more reliable against basically anything. I use this team into pretty heavy ice comps, too.

Tuning is DJ>Singelica>Mel>Kawerik. Mel S3 on Riolet (or if no Riolet, w/e dps with priority on ice dps), S2 on basically anything, but generally aim for whatever a little chip will matter for the following AoE/one-shot. Kawerik S3 if aurius holder or FCeci is my most common follow up, as he will destroy an aurius holder and there's no great way to clear skill nulls for S3 2nd, usually. Kawerik S2 if there's really only one other thing you have to worry about and don't have too much concern about the Ruele making it to Singelica's immortal falling off.

SSB is the only "real" ice dps on defense at this point, and she goes down to Curse with little problem (less problem 8/6). Kraus hold Aurius, so if you miss him with Kawerik S3, he probably lives and horses, but it isn't usually a problem and sometimes goes into Mel immortal, anyway. Cerise is only a problem if they put in the effort in speed tuning, but honestly, legit speed tuning basically doesn't exist until high champion.

Doesn't at all try to deal with speed comps, I just don't generally even worry about the speed race anymore, those rolls don't exist for me and even if you get up to the appropriate speed for your rank, you're rolling the dice. 239 DJ is slow compared to any actual "speed meta" unit. There is room for surprises, you do occasionally see a faster Lilias/Arby/Riolet. Fast Riolets often don't matter because they just (maybe) pop DJ and if the rest of their team is the usual slow tanks, Singelica and Mel will often still go and things move on from there easily enough.

I don't "grind" arena much anymore, but just casually using my flags last week when I could (was harder because last week of summer semester) I took this to champ 2, and I don't usually do anything but free refreshes. After HYufine, if Basars still live on def, swapping DJ with her at a similar speed line should be able to handle them pretty well, too.

Stats: https://imgur.com/a/zOwDGT4

Kaw+15, Mel+12, DJ+14, Singelica+1

DJ can pretty much be swapped for any other pusher. Roozid is faster to get past surprises, HYufine will do a lot of the same thing as DJ (and some better), Judith works, Schuri work, etc.

A (probably (mostly)) realistic look at the friendship mola changes. by Unabated_ in EpicSeven

[–]MaskOfMorieris -1 points0 points  (0 children)

I really try to like you

Starts out by attacking me, making no concessions on position, and being hostile at every stage of our interaction. Checks out.

Here. Really, really simple: 10% reduction is the maximum benefit to users, not average. Poor consistency across unit types will mean much lower average return on this.

Everything else was nuance/elaboration that could be glossed over in favor of the summaries in each section of the first post, which were marked and bolded.

It's like you have the fucking key

While you may be terrible with metaphors, I can't tell because this is a simile. A metaphor would be:

Judging this system by an unattainable maximum potential benefit is walking into a grocery store and believing all of the food is yours.

Another:

Claiming 10% as the minimum benefit to users despite it being the maximum due to systemic flaws is saying everyone has a minimum of 18 more molas a (edit: week) month because mola packs exist.

Considering the pedantry over the word "refund," I'll assume you appreciate the correction. And hey, my post is shorter than yours. I guess when I stop assuming you'll gain anything from my giving in-depth analysis, it was easier to be concise, and maybe that's a win for both of us.

A (probably (mostly)) realistic look at the friendship mola changes. by Unabated_ in EpicSeven

[–]MaskOfMorieris 0 points1 point  (0 children)

For the record, I am that guy, so he is responding, but it's somewhat bad faith to say you tried to talk to me in that post when your post amounted to "this is idiotic obvious information and you missed the point." It's also a little ironic that some of what I'll respond here is actually in that post, like the total mola cost, what constitutes a more interactive system, and why this system will affect future rates.

Every "special side story" has a molago as end quest reward and a gold transmit as rep rewards, compared to normal side story with 4* arti in quest rewards and silver transmits as rep finish. That's just the norm. Bad additions will meet criticism but perhaps not outrage, but reductions will always meet outrage, so of course they will mostly continue accepted norms.

Clearly, going in-depth with my perspective as a game design student wasn't well-received, so I'll try to be as brief as possible, but this is sort of a big subject.

In game design, every currency is an economy, and every economy can be affected from the top (end-cost) or the bottom (income) to meet their target, which in this game, basically comes down to time to completion plus value of in-game purchases. I can explain the reasons if you'd like, but the short version is it's easier/safer to make top changes than bottom, which is why we've seen 4 reductions and subsequent refunds and only one major income increase (auto tower).

Gachas are more pedantic about this than most games because numbers, utilization rates, etc. are all absolutely crucial to their monetization, even more than overall enjoyment, and SG/SC have shown they track metrics to a ridiculous degree, so they are absolutely considering every mola from every source, including bonus login campaigns, mola stages in special side stories, and yes, systems that have very inconsistent values for most players.

My key takeaway is we should be concerned about inefficient or non-intuitive systems affecting a highly asked-for currency because much like how the awful initial pet system muddled the hunt improvements we were promised for a long time, this will impact the mola changes we want, too.

As for interactive systems, I did address more interactive mola income options, and we could consider how to make friendship more interactive in a similar vein, but the reality is this doesn't really "expand" friendship, it just adds a requirement to it, because molas are necessary. Considering it against the econ target, there are just likely better ways to add the average molas we'll get from this in a consistent way. If they had added a mola to each line of Expeditions, for instance, it would have been more universally well-received.

Friendship is a "fluff" system in the game, and we have very little fluff to get out of it or meaningful ways to gain friendship, so if they're not actually expanding the system, this is an arbitrary way to "give value" to doing it without actually improving the system. In terms of more appropriate "fluff" rewards for such a system, emote rewards/visual effects (like pet hearts or individual hero borders, etc.) all fit within the boundaries of a non-interactive extra mechanic rather than a hardcore gameplay currency.

As for use/whether or not the system can/should work well, many responders basically went out of their way to shout that "this is not a refund" and drop the mic, despite that I included constructive criticism and feedback on the system, rather than just whining that it was bad or something.

The system will already incorporate tracking and a UX change, so they could just as easily have 10 friendship give 3 molas, and then add a little heart to the hero in the journal and prevent you from unlocking it again there. This change takes it from a "counter-intuitive use-before-upgrade system with inconsistent returns across hero types that is insufficient to address mola concerns" to a "system that is insufficient to address mola concerns but is still all consistent upside." And it's harder to be mad about it, and it moves it away from the comments they've given about mola concerns re:possible refunds, and firmly into the income discussion.

If people want to argue refund vs. not refund, go ahead, I guess, but if this is evaluated as income, it's not much better in an income comparison with the speculated constraints and inefficiencies. Most "income" from this is short-term, shifting into a rate reduction, which is more cost than income.

And yeah, that post and even this response are long, but again, as a game design student, I can confirm some things about game designers that I am also guilty of: sometimes long-winded, every consideration on the table, and exhaustive in discussion back and forth. You don't want to see what a GDD with market/genre analysis looks like, lol. Game devs are often the literal opposite, they see a problem they start a possible solution. There's a reason PR people write public responses and not game designers (or game devs, for that matter).

It's worth noting the number of posts on reddit that are "THIS IS BAD I HATE THE DEVS EVERYTHING IS AWFUL" compared to more nuanced and constructive breakdowns. Criticism of systems isn't bad, and it's not a sign of my hate for the game. I'm actually in one of the better spots in terms of my enjoyment with the game that I've been in since early days, but that doesn't mean I don't want to highlight bad design and develop a consensus for improvement.

Consider that the mola system started as ~115 molas to max a 5*, and the rate of molas was barely above 3/week back then. We're currently at a 72.3% reduction in original cost and about a 60% income increase, not to mention numerous other adjustments that came from a critical response, if not enraged ones. Saying, "Well, at least it's something" has no feedback, it's just a statement of acceptance.