Well imo “Woe is me I hate having to use Valkyrie for everything, it should be fixed.” Kind of dies when someone says, “hey it’s getting fixed.” To each their own, carry on you precious people.
That’s exactly what I don’t get. In real life, maybe, but not in a game. If what you like is freedom, don’t use her. If what you like is efficiency, don’t grumble. Unless, maybe some people just like to grumble, in which case I have nothing more to say.
Tell me you haven’t ever seen this behavior in any other game. This is the bane of the MMO, wherein designers often accidentally enable bad player behavior to become optimal, and everyone moans about it instead of simply taking non-optimal “scenic tours.” You may rail against it, but it’s there, and I would go so far as to say it’s human nature.
This is exactly the behavior we see when we apply “systems” thinking. Which is a bit unintuitive, but is a very powerful and field-proven way to anticipate behavior (human and otherwise!) when complex systems are involved. If you are interested in learning about the topic, the book “Thinking in Systems: A Primer” by Donella Meadows is the authoritative source material.
This gets at the heart of oddities like “Why does everyone take I-5 south out of Portland on Fridays, when everyone knows it will be backed up for miles?” or “Why does offering a 2-for-1 deal on pizza convince so many people to overbuy pizza, and then throw it away?” and other critical questions of our time.
But what we see, time and again, is exactly what Lyya described above - given the choice between two options, people will NOT take the action that makes them happy - they will consistently favor the action they believe is “better” or “more efficient” in the long-term. Even if that choice makes them miserable.
That’s why you have to offer people better options Mr. Strange. Lyya I’m still here and you can’t make me leave. Of course when presented with “better” options, more people use that option, which creates the scenario all over again. We need souls universally easier to get or multiple great options. So many that none can become the “norm.” Indeed it is very curious the way human minds work.
An interesting corollary of “systems” thinking is actually the opposite of this! It removes psychology and delayed gratification from the explanation entirely. Which is one of the reasons I especially like it. Because you’ll see the same effects in systems which don’t have psychological injects - like tides, or lava floes, or insect breeding patterns.
Discounting psychology in anything, even systems, when there is a human is scientifically flawed. You remove a variable that is essential and do it by your own volition. This would negate any credible experiment in science, therefore I propose the same in regards to statistical analysis.
The human factor is complex and alters pretty much everything.
I wonder if players would prefer to reduce Valkyries soul generation and increase souls earned per kill or to keep Valkyrie as she is and have more troop options equivalent to her
Option 3 - Keep Valk the same, but increase souls per kill. There’s no reason to nerf her if you still have the soul cap in place. Also, having other troops similar to Valk would be good too.
She wouldnt serve a purpose (in terms of souls) in that scenario… unless they increased the soul cap; which may be an option considering how many troops are being released each week