I think the Path of Valor as a notion is a good idea but i think their execution of it is off. Its effectively just a linear timeline with challenges on it. I think a more intriguing way of designing it would mirror the talents skill tree system. Since the “end items” are mats have a web of paths with each high end mat being the endpoint of the mat. You weave your way through the series of challenges to get to the next area to reach your desired mat. Furthermore i think the challenges themselves should be more complex outside of what we do for normal play. Just doing what we normally do isnt challenging. I have many ideas for this but its hard to implement many of them so here is my top 3 that would require an actual challenge that (I believe) are doable for the games setup.
- Tactics challenges: much like we have tournaments with restriction challenges along a multi tiered path would be the same.
A) ex Tiers 3* 4* 5* same color challenge: you can only complete the challenge with a team that meets the * and color requirement. (Easy implement)
B) Effect Battles: Ex: Zombie enemies are attacking for the challenge, Healer effects on yourself do bonus damage to enemies but buffs you add to yourself get applied to the enemy also (Harder implement but their are skills like this currently ingame so the coding isnt impossible)
- Branching Paths for items: The end path item are high end Mats but often times you need multiple mats for various things and provide multiple ways to get there. Do i follow the left fork path that gives challenges that may have either a Compass or Gloves or the right fork that might have a Shield or Cloak. Giving players a shot at something they need is better than a fixed item list and provides better incentive to purchase the Valor Pass. Also eliminating the linear number system 1 to 50 challenges means no ones disgruntled about “not finishing it” because you grinding along a varied path of your own choosing.
- Path Crafting: the harvester items are interesting but have limited appeal the way their being used. Each path challenge should give a crafting token that allows you to get these items. And i propose different ones that might appeal to higher players. Tier 1 are all the single use 1 day harvesters for season 1 use ( - the omnia harvester) Tier 2 could have harvesters like Flag Reduction harvester all S2 areas have 50% Flag cost for 6 hours or whatever time SG thinks appropriate obviously. Tier 3 could have ones like
Training/ Building Time Reduction Harvesters, time to train/build/craft is reduced by 10%.
----Naturally these tokens and items can also be bought outright in limited capacity via “Path Deals” in the shop.
I think these are the most implementable. SG can also apply their current F2P vs Valor Pass schema to the items recieved but IMO i think many more might buy it if you have more say in the item you go after youve paid.
Lastly i’d Love a hidden path option where it just lets you fight Titans by yourself. It would be cumalative like it is now but isolated to just you on the path and would not require you to be in a guild (for the mercs out there who we love) for. Rewards would be based on the Titan Level and how many rounds it takes you to be the titan. If i have time i’ll try to revisit the topic with some visuals, but i think you all get the idea.