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How to FIX end-game in 2 simple steps #MakeShadowTowerGreatAgain

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Hello trovians,

PSSSTT : Too lazy to read? There is a conclusion at the end.

I consider myself a veteran with the shadow tower and especially speed runs on DOTM, so let me tell you how MOP ruined that.

First of all, you need to ask yourself a very important question

Why do you play this game?
  • To get more mastery
  • To get more power rank for contests
  • To get better stats for ST runs
  • To build creative stuff

This thread is for the people that have answered with "to get better stats for ST runs" aka to get better damage output! Good stats.The people that look for dmg/cd/ch gems and not just high PR ones.

If your interest is something else, PLEASE don't post trash comments in here, we don't need unproductive criticism like "screw your speed runs, this game has way bigger problems that your stupid speed runs, get a life".

If that is your mind set, you can leave this thread right now.

Gear is capped and doesn't have RNG in the stats, so everyone that works hard enough can get there eventually. After you max them out they have the same max stat as any other players.

Dragons give stats and everyone can work towards getting them, they can be bought with flux, unboxed, etc.

Before MOP
A player could've worked really hard to get the max gear, the dragons for the stats to get to the final max damage possible.
That was the moment when he was ready to get actually good on specific classes. After that, he could've joined a team and within the team do a strategy to get the best out of it.

Since everyone had the same maximum damage output (stats wise) that was the constant variable.
The ONLY and ONLY thing that separated players was :
- SKILL in how to play a class perfectly with 0 mistakes
- strategy within a TEAM

Dragons were actually USEFUL! I remember when the starlight dragon came out that gave 250 magic damge, yes, just 250 magic damage. That changed everything, the requirements changed, people had to have the dragon in order to be part of the best team.

It was something to strive for. Now they're pretty much USELESS!

Back then people were saying:
  • invite X, he's a really good ice sage
  • invite Y, he's the best TR
  • invite Z, he's a really good chloromancer

Now what do you see?
  • invite X, has good gems
  • invite Y, has good gems
  • invite Z, has insane luck with gems

The class doesn't even matter anymore if the gems are good enough, if the LUCK is good enough.

Everything had to be perfect! Everyone had to play their class perfect, there was no room for mistakes, 1 single mistake and it could've blown the time and ruined the run.

The time between the #1 group and the last position in top 100 was about 5 seconds.
Any mistake could've affected the run by a small amount of time and it could've ruined it.

The only RNG that made the runs farmable was the spawn of DOTM which is perfectly acceptable. It's a really good thing to have RNG spawn, because only people who wanted it bad enough would've farmed to get that perfect spawn.

It was fun to be creative and think of different strategies and class distributions, positioning and all the other stuff! It was something that could've been improved all the time.
Studying the classes to understand how they work in every single way, it was pretty damn cool.


After MOP

If you are lucky you can get the #1 time by getting 8 shadow hunter with insane stats and hold mouse 1 and flask every 3 seconds.
THAT IS IT. WOW, SO MUCH SKILL, SUCH STRATS! AMAZINGGG END GAME.

It's completely ruined! This wasn't possible before because the damage output was fixed and the variable was class distribution, individual skill and team strategy. It was challenging! It was something to work for! To strive to get better on that specific class, to practice the skill rotation, to practice positioning, etc.

Now it's just any class as tank with the broken emblem and he can't die and 7 other ranged players that hold mouse 1. Wow. Amazing. I'm impressed, hands down.

The individual performance doesn't matter if you have good gems.
The team strategy doesn't matter if you have good gems.
The class distribution for st bonus doesn't matter if you have good stats.

Dragon stats are COMPLETELY USELESS! Since gems have 99% of your power, dragon stats are completely useless now.

HOW TO FIX THIS?

CORE IDEA: Make the damage output constant, not variable. So that, with enough work and dedication anyone can can EVENTUALLY! Get there, so then, the only thing that matters will actually be end-game stuff.

It's very simple actually, just two things need to be done:
1. Craftable diamond dragon egg with a long time-gate
Chronozilla did a thread here: http://forums.trovegame.com/showthre...nt-Diamond-Egg

2.Make the small gems like the empowered gems. THAT IS IT! THAT IS THE FIX!

Everything else is great how it is, but because small gems have RANDOM values for stats at level 1 and on top of that RANDOM boosts at level 5/10/15 it makes it IMPOSSIBLE to get to the maximum damage.

If they had non-variable stats then eventually after farming enough you'd have 6 small gems with dmg/cd/ch but at level 25/25 they would have a predicted-fixed amount on all the stats (like the empowered ones)

With this, people can actually get to the highest damage possible 100%. Then what will make the difference will be again: individual performance, class distribution, class selection, team strategy

#MakeShadowTowerGreatAgain

Conclusion

Don't get me wrong here, I like what MOP brought to us: power rank, ultra mode, gems, dragons, eggs, etc, but at the same time it ruined a part of the game.

The main message that I want to send is that before mop skill and a team was required in order to be part of the best, now it's just luck and no team-play, no individual skill required, no knowledge, nothing....

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