Hey
Sorry to hear that you have not yet received the desired Champion. Sacred Shards are not meant to summon guaranteed Legendary Champions, otherwise they would have to be much harder to obtain. But you can make even Rare and Epic Champs great. I only have one Legendary hero (Errol) who is definetely not the best Legendary out there, so I rely on my Rares: Elhain and Executioner in many challenges. Speak with your fellow players, they can give good advice on what kind of team you can build with your Champions. But I'm sure that you will get mighty Legendary hero sooner or later.
I know that this has been said before, but Legendary shards should give Legendary champs, or, at the very least, rare Epic champs. I just completed the Monthly quests and received a Legendary shard. Whom do I pull? No other than Jizoh, a champion that was practically given to us as part of an earlier game reward. I am this close to rage quitting.
Legendary shards are the needle in a haystack. While I agree they shouldn't straight out give you a Legendary champion, I do agree with the premise that being they ARE so hard to acquire, the % drop rate for Legendary champions should be increased. While maybe not to 25%, but definitely a lot higher than it currently is.Hey
Sorry to hear that you have not yet received the desired Champion. Sacred Shards are not meant to summon guaranteed Legendary Champions, otherwise they would have to be much harder to obtain. But you can make even Rare and Epic Champs great. I only have one Legendary hero (Errol) who is definetely not the best Legendary out there, so I rely on my Rares: Elhain and Executioner in many challenges. Speak with your fellow players, they can give good advice on what kind of team you can build with your Champions. But I'm sure that you will get mighty Legendary hero sooner or later.
I know that this has been said before, but Legendary shards should give Legendary champs, or, at the very least, rare Epic champs. I just completed the Monthly quests and received a Legendary shard. Whom do I pull? No other than Jizoh, a champion that was practically given to us as part of an earlier game reward. I am this close to rage quitting.
It would provide a better gaming experience if the game designer overhauls how the shard mechanics works.
For me, i would design it in this manner:
Color shards makes it more easy to understand for newer players as well:
Champions Shard Drop:
There are 12 maps, each map can drop a random faction champions:
Each map has 3 difficulties: normal, hard and brutal:
**This gives some incentive to a player to farm a champion at a lower level stage even though it gives less coins/exp.
Now, I would make it difficult to get Legendary Shards:
Complete achievements:
For the Portal Design, I would enable gamers/users to pick a Faction and use their Shard there.
Use Case: I'm looking to get the Arbirter champion, so:
Summary:
Please take that under consideration and it would be great if you could pass this feedback to someone :)
There's no such thing as a legendary shard. The highest tier of shard is called "Sacred".
That said, this IS a common mistake, along with "why do void shards have worse chances than ancient shards?" It was probably just a bad idea to color-code the shards in a way that matches hero rarities, because it makes people assume that void==epic and sacred==legendary just like ancient==rare. In reality, void shards aren't an intermediate tier at all, they're basically ancient shards that draw from a different pool; and sacred shards primarily give epics, not legendaries.
If void shards were onyx black and sacred shards were white - both of which seem thematically fitting - there might be a lot less confusion and unhappiness over this point.geneccg said:
It would provide a better gaming experience if the game designer overhauls how the shard mechanics works.
For me, i would design it in this manner:
...
Hopes and dreams. Your design is based on engagement through appreciation of time and effort (or money) players put into the game. Like, we play (or spend) hard and we get the reward we desire. So we play (spend) more, and don't even care if new content is delayed for months.
On the contrary, this game design is based on gambling engagement through utter frustration. That either builds up until you quit (or run out of time/money), or disappears the moment you pop some okay-ish epic/legendary. You can avoid frustration if you force yourself to rejoice over popping three Jizohs in a row. Like spending $100 in a casino and be hella happy about winning $5. Or you can just quit and read a book or something.
With 1M+ downloads, they have thousands of players getting Jizohs from orange shards, complaining about the game, and thousands of people getting Nicolas or Rochard from their first blue shard, saying that everything is okay with the drop rates. Problem here, game is gaining popularity so they really don't care about players leave.
I popped Shaman from my first orange shard. I wanted to quit, but then got Reinbeast. After second month - got my first legendary. I just opened another 3 orange shards - got Jinglehunter - my first arena speed aura champ in 3 months, while entire Gold tier arena is filled with Gorgorabs, Kymars and Shazars. Do I wanna level him? What's the point? Reach Gold 4? Then what? It's not rage at this point, it's indifference.
all the time i opened like 10x but now i wanted to see if it is any diffrence, i said just watch the last part, for void and sacred(i'm not a youtuber or something, just a person that spend some money and keep shards for 3-4 weeks to get only Jizoh from sacred shards....)
This makes so much sense, I'm so tiered of people calling Sacred shards legendary and Void Shards epic. It's not their fault but whoever decided to color them this way. Voids should not be purple and Sacred should not be yellow, there are so many new players confused about them.There's no such thing as a legendary shard. The highest tier of shard is called "Sacred".
That said, this IS a common mistake, along with "why do void shards have worse chances than ancient shards?" It was probably just a bad idea to color-code the shards in a way that matches hero rarities, because it makes people assume that void==epic and sacred==legendary just like ancient==rare. In reality, void shards aren't an intermediate tier at all, they're basically ancient shards that draw from a different pool; and sacred shards primarily give epics, not legendaries.
If void shards were onyx black and sacred shards were white - both of which seem thematically fitting - there might be a lot less confusion and unhappiness over this point.
??? This crossed the line..and then some...miles.Each map has 3 difficulties: normal, hard and brutal:
- Normal - Drops common, uncommon, rare (90%, 8%, 2% drop rate)
- Hard - Drops uncomon, rare, epic (90%, 8%, 2% drop rate)
- Brutal - Drops rare, epic, legendary (90%, 8%, 2% drop rate)
**This gives some incentive to a player to farm a champion at a lower level stage even though it gives less coins/exp.
Miliannai said:
geneccg said:
??? This crossed the line..and then some...miles.Each map has 3 difficulties: normal, hard and brutal:
- Normal - Drops common, uncommon, rare (90%, 8%, 2% drop rate)
- Hard - Drops uncomon, rare, epic (90%, 8%, 2% drop rate)
- Brutal - Drops rare, epic, legendary (90%, 8%, 2% drop rate)
**This gives some incentive to a player to farm a champion at a lower level stage even though it gives less coins/exp.
Yeah that's kinda too good. However, many games have a concept of hero fragments. You could farm fragments of rare/epic/leg champs featured in certain location. Like, after 1000s of runs fighting Sinesha and Skullcrown in chapter 11, you'd get one for yourself.