# A whole lot of nope for new players

**URL:** https://community.gemsofwar.com/t/a-whole-lot-of-nope-for-new-players/18726
**Category:** Gameplay Chat (PlayStation 4/Xbox One)
**Created:** [January 22, 2017, 8:21am UTC](https://community.gemsofwar.com/t/a-whole-lot-of-nope-for-new-players/18726 "2017-01-22T08:21:16Z")
**Posts on this page:** 1
**Showing post:** 34

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### Author: ![Lyya](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/lyya/32/3650_2.png) [@Lyya](https://community.gemsofwar.com/u/Lyya)
#### Post date: [February 8, 2017, 1:20am UTC](https://community.gemsofwar.com/t/a-whole-lot-of-nope-for-new-players/18726/34 "2017-02-08T01:20:04Z")

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I agree, I don’t like the way that soul gain is attached to troops.

My take on this, from months ago:

> [@Getting tired of Valkyrie](http://community.gemsofwar.com/t/getting-tired-of-valkyrie/10617/5):
>
> It does feel wrong. At a phase of the game where experimentation is crucial, the game basically makes it impossible to experiment outside of a narrow set of teams that focus around one troop. In my opinion, tying increased soul generation of that degree to any one troop (or even small set of troops) is unhealthy, and I’m not sure why it’s allowed to persist. I feel like the following changes would make Valkyrie feel nice-to-have instead of essential: Reduce Valkyrie’s soul generation per cast…

They’ve addressed this by adding a few more soul generators, which is _better_ than it was, but still not really ideal.

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