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TopicMercenaries 5 Test Run, Week 6 Results: So Scream All You Like...
LuisSera
03/27/23 4:48:08 PM
#44:


I would concur with giving upgrade EXP costs another pass and consider whether they should be reduced across the board, mostly in the name of fun. Like, when you make a build and decide what abilities are going to be available on upgrade, do you see them as extraneous and nice to get if you prioritise them, or do you see them as the second half of the build that you're eventually able to unlock? At the moment they seem similar in amount to midgame M4 (once it was established the early releases were clearly too high), which was basically a scenario where maybe an average teams unlocks half of their available upgrades, if they're lucky. This was also evident in Draft Mercs where even with double EXP you were leaving A LOT of potential upgrades on the board and you needed to be highly selective what you unlocked. Yes, it's strategy but it also sucks seeing so much potential never reach realisation. Maybe an alternative solution to this is more upgrades that are time gated and unlock via means other than spending EXP on them.

If players buying a merc and immediately prioritising getting a specific upgrade is a concern, perhaps there could be a moratorium on placing EXP on mercs for something like 3 weeks after their release. Then adjust for late game releases of course.

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