I was thinking about what could possibly influence traistone drops and what SHOULD influence traitstone drops.
Sure, everyone agrees, higher difficultyshould mean higher rewards, but that would lead to problems because fighting a single troop on Warlord 4 is often easier than fighting 4 troops on Hard, and thus, should give lower rewards.
That’s why, in my opinion, the game should be able to “analyse” the strength of a team and place a number on it.
It should analyse the initial stats of troops (considering all boosts like difficulty, troop bonus, kingdom bonus), spells dangerousness (considering mana cost + number of colors usable to charge the spell), number of mana colors used and banner selected and finally, traits.
This means you would have to place a value on the threat a spell poses.
Example of evaluation (this is an actual defense deck I’ve encountered) :
Brown / Blue banner
Winter Imp : 20Att ; 12Arm ; 32Hlth ; 8Mgc ; spell threat : 45 ; 1 trait unlocked
Boar Rider : 17Att ; 14Arm ; 30Hlth ; 8Mgc ; spell threat : 40 ; 2 traits unlocked
Autumnal Imp : 17Att; 17Arm ; 33Hlth ; 12Mgc ; spell threat : 30 ; 1 trait unlocked
Goblin Rocket : 13Att ; 14Arm ; 29Hlth ; 6Mgc ; spell threat : 50 ; 3 traits unlocked
(Arbitrary numbers ahead you may skip this part)
Attack threat evaluation :
1st troop Att * 4 + 2nd troop Att * 3.5 + 3rd troop Att * 3 + 4th troop Att * 2
1st troop Arm * 1.8 + 2nd troop Arm * 1.5 + 3rd troop Arm * 1.2 + 4th troop Arm * 1
1st troop Hlth * 2 + 2nd troop Hlth * 1.9 + 3rd troop Hlth * 1.7 + 4th troop Hlth * 1.5
Individual Spell threat evaluation
(spell threat * magic) / (mana required - mana bonus given by banner affecting this troop)
Global spell threat evaluation :
Total Individual spell threat evaluation * (Nb of different mana colors used / nb of mana colors in the game)
I think traits evaluation should be done in depth as, for example, siege trait is of no use for the defense team, or beast bond cannot be used by Boar Rider in this team composition. Let’s say this team’s trait evaluation gave 70.
TOTAL threat evaluation :
This calcul considered the Zaejin bonus and Primal bonus as the stats they give were directly added to the troops. It would work the same with difficulty (though it does not consider wether AI combo breaker is active or not).
Of course, there were a lot of arbitrary numbers in here and I didn’t put in as much thoughts in it as I wish devs could, but these are the basic guidelines to what a team threat evaluation would look like. Of course, no matter what are the number used, you’ll definitely end up with some teams having lower threat values that other teams whle being more scarry, but this would give a general idea of how strong a team looks like on paper.
Now that we can evaluate a team’s strength, we can define the rewards accordingly and have greater chances to drop better traistones on harder battles.
Let’s put this simply in images becase everyone LOVE images.
There would be a new button indicating how strong the ennemy is below it’s team (only when scouted)
A button you ask? Yes, clicking it would lead to this screen, showing what are the traistones rewards for this battle.
What do you guys think?