Reminder that you can actually craft in the the soulforge release week for “normal” price (generally 200 diamonds, 400/400 jewels, 10k souls, and celestial). Might as well crack into my diamond stash for a bit. Maybe spend the 500 gems on weeks where theres a purple weapon, since I need like all of those jewels for crafting deeds at this point.
My first impression of the event, rewards aside, is that the restrictions make the battles terribly paced. And thats with a kingdom that has a couple powerful weapon choices and a very clear idea of what you are supposed to do for a win condition (not that this is actually fun to play out for me, “fishing for skulls” is far far from my preferred method of gameplay).
I ran the numbers too, and this makes it unlikely to be it. The reward stages just don’t progress like this in any event. Every reward stage milestone in every other event gets further apart, and generally significantly so. It is unlikely any event would be designed with the last few reward stages that close and one being cheaper than the ones before it.
If there are something wrong with the reward milestones, its almost certainly that the battles aren’t paying out correctly. Looking at the leaderboard, I’m seeing an upwards of 20% variance in scores for similar battle counts in the 100+ range.
From the help site:
There have been multiple reports of a certain battle of higher level and rarity giving less skulls than the same battle of a given rarity or rarity and level. Thats not slightly differently, thats different ends of shop tier purchase worth of sigils variance. That is far from “averaging out” for most people, since the amount of battles for those on the leaderboard are more than the amount you’d get with every valraven, every free sigil, and a t4 purchase.
However, the help page also says this on the same page:
Which is just incorrect full stop. So who knows.
I mean, if it turns out the events are supposed to be paced like this, supposed to have even greater time requirements (or worse, considering we have access to actual scaling tools this week), and they are supposed to have this kind of gem cost/reward progression, then I suppose its easy decision regarding any kind of serious event participation in the future. It wouldn’t even call it a boycott. If the events are not fun, the time/reward cost is worse than what you could get in a free mode, and the gem/reward cost is hiked 600-800% above what the same rewards were plus a few tokens, non-participation is just making a smart, informed decision. A decision I think people would just arrive at independently with this info.
Like I brought up as an earlier concern, the event has no unique draw or collectible factor to short circuit this logic and incentivize good baseline spending, outside of the FOMO driven weapon (which, by the way, worst 500 gem weapon ever, hope some of them are sort of usable) which can be sort of sidestepped by using soulforge. As I’ve been saying since pretty much the start of these events, sinks only function if they offer a bigger incentive than other things you could spend the same resources on, or if you have enough to consistently cover the cost of the desirable things. That doesn’t happen with the gems resource, by design, they are never useless and always have the baseline key price (VIP or gem or event) as their lowest possible “worth”. So this is not going to be an effective sink in its current state. And I’m saying this knowing full well a ton of people bought in this week, because most did so without having the full info and to get their first medals of seasons, which plummet in value afterward. Don’t expect a repeat without some changes.
So how do we “fix” this?
- Events should take a roughly t4- (t4 with some t3s) purchase from each guild member (perfect games). Previous events required around t3+ (t3 with some t4), but it looks like the baseline was intended to be upped a bit because the weapon is on a higher shop tier, so the average buy-in would be higher and there are slightly more rewards. But asking for a t6+ is patently ridiculous and not sustainable, and if the aim is to function as a gem sink, is likely to have the opposite result
- Up medal of seasons to at least Legendary rarity, preferably mythic. This will drastically improve the “carrot” offered by collecting these medals, since they can be used to upgrade legendary and mythic troops. Full event participation saves 10+ hours in explore if they are mythic rarity.
- Relax the team building restrictions a bit. I can’t imagine having fun playing an event with restrictions this tight week in week out, and this one is basically “raid but worse”. When the mode was pitched, it was stated to be possible to have multiple “or” restrictions for any given category. Please make future events use at least a couple different criteria for a single category restriction so theres at least some interesting team building opportunities and we have a higher chance of having teams that aren’t slow paced. Avoid using two-category “and” restriction, like is done with class events, because those are far too restrictive for interesting choices.
Those three things would likely put them roughly on par with the old events in terms of engagement. If you wanted to improve from there, you are likely going to need different unique reward incentives on the shop tier, reward tiers, or both. Medals that aren’t unique after the first week don’t count.