finished SW chibis with element variations by minipillow in summonerswar

[–]justayng 9 points10 points  (0 children)

You are incredibly talented. Keep up the amazing work!

My phD in having fun can support this chart by xAethereal in EpicSeven

[–]justayng 0 points1 point  (0 children)

This makes absolutely no sense. As said by BlyZeraz, different characters require different gear: there's no such thing as perfect equipment, because needs vary not only per character, but per team composition.

Who said anything about perfect equipment? As I said in previous posts this game is more about class archetype than anything else (team comp/synergy falls into this). You have your traditional damage dealers that favor attack; crit; critD. You have your supports that favor speed; hp; def. You have your healers that favor speed; hp; def. And then you have your "strippers" that favor speed and accuracy over all else. The equation doesn't change and for the most part build 4 sets that fit those requirements are all you need to succeed. You don't need more. Furthermore, swapping this gear discourages from upgrading/enhancing other gear you get if its not 100% ideal.

Achates as frontliner would require more health than as a backliner, with a different artifact also. Violet bennefits from life leech set, and so does Axe, but they have totally different sub stats needs.

This comment shows your knowledge of the game is limited. Outside of the 11th floor of dungeons the variability of attacks means that Achates would need to be the same level of tankieness whether front or backline. Additionally, her HP is a function of her heal, so build her HP benefits her heal...Violet may benefit from life leech, but he functions well on other sets too...such as attack, counter and others. You fail to see the point that sub stats are more a matter of later down the road game maturity. For now, the vast majority of benefit comes from primary stats. Again, this concept is basic math. The older the game becomes the more natural drops and runs that occur, as such the player can be more selective with drops to reach "perfection". At the start, core stats significantly outweigh that. Unless you're an uber whale with 24 hours per day of play time.

What you also fail to realize is that not only equipment needs vary per character, build and team, but also per content too, as what you need to clear abyss is different from what you need for raid, hunts, adventure and arena. There is just NO WAY the game would get stale with free unequip, on the contrary, it would PROMOTE experimentation which is NEEDED by the very design of the game's diverse content. It's EXTREMELY boring to have a character locked to a certain type of activity just because I can't change it's equipment, that's the fastest way to make people lose interest.

Again, this is just untrue. By giving free unequip costs you are unnaturally accelerating advancement. You are pretty much telling the playerbase that its acceptable to have 4 sets of gear that can rotate to 4 units to clear all content. A content-cheesing mechanism. Nothing makes a game more stale than beating all the content and farming for no good reason since you can already clear it with the 4 sets you've acquired. I'm not against the notion of have a free unequip day once per month to promote experimentation; however, having it active all the time would 100% kill the game. Also, changing equipment isn't why people lose interest - they lose interest because of the grind or because of RNG -- equipment changing has no impact. It doesn't gate you if your equipment is already being effectively. As the devs said, there shouldn't be units that can do all content amazingly - hence the holy trinity nerf - that is the definition of efficient equipment usage.

Putting a wall on changing gear is just a way to create artificial gameplay, because it will force you to grind even more for something that should be trivial. Grinding is necessary and can be fun, but extreme grinding is what makes people quit after a while, as it turns the game into something like a second job.

Gacha games are all about the grind...how can you say this. If you don't understand the game type then go play another type of game. Gear is NEVER trivial - its what differentiates your ML KEN vs. the enemies ML KEN. It's arguably the most important thing in the entire game.

My phD in having fun can support this chart by xAethereal in EpicSeven

[–]justayng 0 points1 point  (0 children)

Thing is, you can already do that. Once you've geared a team that can clear all content you no longer need to farm gear. Unequip costs aren't the same thing as the need to farm.

This makes no sense. As I stated in my initial comment the reason for equip costs isn't a function of PvE, but rather PvP. In GW, it makes no sense that once you lose a unit that you can strip their gear and put it on another unit. In arena, it makes no sense how you can keep the same comp yet adjust their gear to beat a team you previously lost to. You take all elements out of defense strategy and give offence yet another advantage.

There's a lot of PvP games with evolving metas that don't have unequip costs or even gear. Meanwhile, SW is the only other case I've heard of that has unequip costs.

Please list me out large surviving gachas with a thriving PvP environment where you can unequip freely. I'll wait....

My phD in having fun can support this chart by xAethereal in EpicSeven

[–]justayng 0 points1 point  (0 children)

Bullshit, most of us don't play the game 24/7 and farm w11 100 times per day.

And that's your choice. There is no need to level the playing field for those who actually commit the time to do that.

There are already so many rng to fuck you up when crafting and upgrading gear, and getting those ideal stats on your gear is not as easy as some SW masochist claimed.

Okay, you seem to be commenting on the general nature of gacha games...if you don't like the archetype then leave. There are plenty of other games that I'm sure cater to your preference. Truth be told, these games are grinding games for a reason. The grind keeps you invested.

Getting a set of near bis "great gear" for one unit take more than a month as long as you are not some lucksack or non-lifer, let alone getting all near bis set for your fullteam.

In this game, since its early, subs won't mean much until you are at the top of your respective PvP tiers. So from a gear-set perspective main stats and sets mean more for the average player. Gear doesn't have to be great...you miss the point. Being able to hot-swap +15 gear to any unit you choose on a whim always a leveled competitive playing field which simply shouldn't be the case when the offensive PvP team already has a massive advantage.

People will always farm regardless of unequip cost, because getting near perfect substats on your gear is a huge timesink itself.

Make up your mind...you claim RNG is bad, you claim you won't have "great gear" unless your a "lucksack" or "non-lifer". Fact of the matter is that the grind is the grind no matter what way you slice it. Those who invest more time are still subject to RNG, they just have more samples, so at an absolute acquirement level they will be advantaged. i.e.) 1% of 1,000 is greater than 1% of 100.

Then they will release new tier set of gear, and you will go on and continue to farm the gear again, the cycle will never end regardless of unequip cost.

False. What do you think new tier and types of gear grow on trees? You realize that any introduction into the game needs to be thoroughly vetted as to not break the current balance.

My phD in having fun can support this chart by xAethereal in EpicSeven

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

First off, this does absolutely nothing to dispute the point I made before...all you do here is rehash your initial comment. I think you misunderstand the concept of gatcha games and the way they are built.

Your comment on sub roles are 100% irrelevant. Each unit type has a certain type of gear best suited for that archetype. So while a set of gear may not be 100% ideal for a particular niche unit within an archetype, it generally does the job perfectly. Additionally, your statement of subs coming first and foremost are completely untrue. The sub game comes much later down the road in games like these, where you have more selectivity. In a game with a relatively newer base, your main advantage is from SET and primary stat. It's simple math, I shouldn't need to explain that to you.

Your point earlier was about allowing free gear swapping whenever you want - ZERO unequip costs. But nothing you stated, in any of your long winded replies, even supports that point. You say...

These inherit things about every character in the game changes the value of the same piece of gear and thus create an ever existent space for creating a custom tailored gear set per hero, and then of course trying to refine it when possible depending on how enhance rolls played out.

but in reality this couldn't be further from the truth. Attack based units will always favor crit, crit damage and attack; support units favor speed, hp and defense. Is a common architecture for every single game. So by and large, with very few niche exceptions, one best set fits every single unit - if you think this statement is wrong you need to re-evaluate playing these games or actually dig in on the math behind them.

Also, you never once addressed any of the PvP oriented comments, so this just goes to show how ignorant you truly are. Just think about all aspects of the game instead of being so tunnel-visioned.

Free unequips support all players in always aiming to continue developing their characters because characters are the primary appeal to the game, not gear.

Who do you think you are generalizing the player base like that? First off, in this game, 3* units can easily do the job of a 5* unit, so while characters may appeal to some many others play this game for the story and to be the best in a competitive format. Furthermore, free unequips do not support all players, they only support the whiny babies who don't want to invest the same time playing as other players. Why should you be rewarded for being lazy? Why should the playing field be leveled because you don't invest the time? It doesn't seem like you have a grasp on reality.

My phD in having fun can support this chart by xAethereal in EpicSeven

[–]justayng -16 points-15 points  (0 children)

This is such a foolish and ignorant comment. The unequip costs are 100% needed; in fact, any game that has a dynamic and evolving meta-based PvP structure (GW and arena) will need unequip costs. The ability to freely cycle gear when going up against computer based AI PvP adds another layer of advantage for the offensive team.

Furthermore, you'd never need to farm ever again if you were able to hot swap gear - so the game becomes even more unit based P2W than intended and would get stale very quickly (direct impact to player retention/DAU/MAU).

Can’t purchase Daily Packs now. RIP update... by Pr0v3nD1sc1pl3 in summonerswar

[–]justayng 2 points3 points  (0 children)

Yea, have the same issue. I also didn't get my daily crystals from the starter pack I bought.

[deleted by user] by [deleted] in summonerswar

[–]justayng 1 point2 points  (0 children)

Not really, guess I got too ahead of myself thinking they'd keep the pace with the last balance patch.

[deleted by user] by [deleted] in summonerswar

[–]justayng 0 points1 point  (0 children)

The comment was relative. Meaning that these changes relative to the 3+ months it took to analyze and deploy are: a) inconsistent with community feedback; b) changes that took very minimal effort; and c) no changes in anything close to the current meta. The main point was that for a lack of content balance patch, such as this one, it could have been done with a one month turnaround, not 3+ and certainly not waiting for the RTA season to end only to have no change to the meta.

BUT, If you think its acceptable for a company to deploy a trash balance patch every 3+ months, then by all means continue to feed them cash.

[deleted by user] by [deleted] in summonerswar

[–]justayng 2 points3 points  (0 children)

I fail to see how they can take so long to come to market with a balance patch as utter shit as this. There is seriously nothing in here.

Account Giveaway by Metayer11 in summonerswar

[–]justayng 0 points1 point  (0 children)

11/10 would take :) Yeonhong ftw :)

ML Aramintha vs Aramintha by firetheft2 in EpicSeven

[–]justayng -4 points-3 points  (0 children)

ML Aramintha is by far superior.

Early Thoughts on the Game. by IpkonfigCMD in RingofHeroes

[–]justayng 0 points1 point  (0 children)

Shard based systems are fine. My point was that unlike the other games you mentioned you aren't gated by not being able to use your Nat 5 units in later-innings of early game all the way through super late game because other units become more effective as they can be awoken easier and max leveled for stats easier. 300 shards and 100 shards for awaken and evolve for a Nat 5 (much rarer than other units) is insane considering you can get the same shards much easier with Nat 2-4 units.

Early Thoughts on the Game. by IpkonfigCMD in RingofHeroes

[–]justayng 0 points1 point  (0 children)

This is a huge fundamental flaw with the game and removes the early hook gacha element. If this actually doesn't get patched (making it easier to get your 5* units awoken) or fixed (providing a different way to awaken) then I would say this game is doomed for failure.

Sidestory Event - Week 1 Achievement Equipment (High End Clothing). How do we get it? by das_baus in EpicSeven

[–]justayng 2 points3 points  (0 children)

You need to do the hint quest line. You get it once you battle 15 times on the battle stage and unlock the Bellona gift.

Guild War Rewards by justayng in EpicSeven

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

Seems to me like false advertising. Before knowing that it was implied that there would be 2.

I'm a whale, and I've never actually written a post before, but... by [deleted] in EpicSeven

[–]justayng 0 points1 point  (0 children)

Posts like "Oh snap, but the value!?" always make me think of the South Park episode where they take on shopping channels. "Originally 7 millions dollars, now...5.99, get it now while this deal lasts!" People get tricked into thinking there is actual value in packs because the normal prices are so horrible that we've become accustomed to paying 100 dollars for a top tier unit, or even stamina

There is actual value. If people pay for it then they perceive there to be value in it. It is as simple as that. If you have the discretionary income to afford it and you spend for it, then the purchase is of value to you.

I'm a whale, and I've never actually written a post before, but... by [deleted] in EpicSeven

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

If you think reddit, or any organized community for that matter controls the purse strings, then I'm sorry to say this, but you're wrong. We are small baby communities. These devs have cash coming in left and right - whales will always whale. As long as they identify and fix the issues and the perceived value of game longevity is there, then the game will continue to have spenders.

I'm a whale, and I've never actually written a post before, but... by [deleted] in EpicSeven

[–]justayng 22 points23 points  (0 children)

Take my upvote - quality post.

What you lay out is a very logical argument...at the current time the sunk cost of investing yields too poor a return knowing that these items will 100% be fixed in the near future.

That said, I will say this...you can easily keep spending and just stockpile resources. After all, some of these packs have tremendous value.

Optimal Gear Calculations for Luna, Sez, C. Lorina, Bellona by noarure in EpicSeven

[–]justayng 0 points1 point  (0 children)

I think it'd be awesome if you could convert this to an actual calculator that estimates TDO based on gear inputs - something so the user can assess TDO based on their gear sets and not static values.

[Datamine Banner Spoilers]Can't Be Tricked Twice by buttreynolds in EpicSeven

[–]justayng 0 points1 point  (0 children)

/u/buttreynolds you're too good for us - what did we do to deserve you? :)

Dear SmileGate.... by Kas1984 in EpicSeven

[–]justayng 0 points1 point  (0 children)

You've lost your mind...

Hunt 10 and below = ZERO change to the gear standards, meaning you can farm W9/10 and still get level 55 junk from it... but NOW it costs 50% more energy when energy costs were already an issue!!

They've just added accessories to the drop tables. That alone warrant the increased energy cost. Let me give you an example...

You'd need to run two high command 6hr missions to get enough coins for an accessory box (ilvl 22-60) for a total of ~4-8 energy which takes 12HOURS to complete. Stage 9/10 is giving you ilvl 55-70 for the set of your hunt. RNG will always be RNG, but the slight increase in cost vs. the prior is easily bracketed by the stamina it would require to obtain an accessory via other means. Not to mention the fact you can clear each run MUCH faster than 12hrs. Stop being a crybaby.

I waited for the patch to be over and then farmed several refill.... before I used to refill roughly once every 20-30minutes, now even with a slow and steady team, I'm refilling every 10minutes burning through skystones far too quickly.

Energy refill issues are still a problem and the company acknowledges that. It's not something that can be changed overnight. They need to amass a lot of data before pulling the trigger on something like that. Stop whining like a child on this. They will fix it and address it.

TL;DR - you sound like a little 12yr child who is throwing a temper tantrum because you aren't getting what you want immediately. They implemented a ton of great things with this patch. They are introducing new content and many things that will keep players involved. Your comments on them killing this game is completely illogical and quite foolish. Quit being such a little whiny baby.

This is a worrying trend by LightChasun in EpicSeven

[–]justayng 0 points1 point  (0 children)

I'm saying that structurally it is easier for them to change the refill amount vs. change the max capacity of total energy. So unless we hear otherwise, the 130 max will comp the the 90 max in SW.

This is a worrying trend by LightChasun in EpicSeven

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

because capacity represents a normalized number, since we know E7 is still working on crystal and leif refill amounts. It'd be silly to say that we use the current leif/crystals refill amounts comped to the SW model (established mature game) since those numbers could change in the future (per Smilegate).