An idea for Implementing New Costumes

Hi all, long time lurker but first time poster.

Just thought I’d share an idea I’ve had about how season 2, event and HOTM costumes could be implemented. It’s not fully formed, but would welcome any feedback / comments about whether it could be workable (or if it’s even been suggested elsewhere).

Like many on here, I was dismayed when SG announced the new costumes. From reading feedback, it seems that most of the concerns are around:

  • Implementing them only for selected strong heroes and not all heroes, creating a gap between the already strong legendary heroes with costumes and those without;
  • Forcing players to ‘resummon’ these heroes to get the latest, strongest version;
  • Increasing the gap between free/cheap-to-play and pay-to-win players.

The solution to this would be to make these new costumes craftable, but not summonable.

Crafting Costumes

A new building (tentatively called “Tailor’s Shop”) would use a new crafting item (tentatively called “Patches”) to craft costumes.

A costume can be crafted if:

  • The hero has a costume;
  • The player owns the base hero;
  • The player has researched the relevant level in the Tailor’s Shop;
  • The player has collected the necessary Patches to craft the costume.

Tailor’s Shop

This advanced building would permit players to research and craft costumes. Building levels could be as follows:

  1. Craft rare costumes (season 1, season 2 and event)
  2. Craft epic costumes (season 1, season 2 and event)
  3. Craft legendary season 1 costumes
  4. Craft legendary season 2 costumes
  5. Craft legendary hero of the month costumes
  6. Craft legendary seasonal event costumes
  7. Craft legendary challenge event costumes
  8. Craft Elemental Patches (produces a random Elemental Patch)
  9. Craft Class Patches (produces a random Class Patch)
  10. Craft Event Patches (produces a random Event Patch)


There would be three types of Patches that players need to craft costumes:

  1. Elemental Patches (Holy, Dark, Ice, Nature, Fire)
  2. Class Patches (e.g. Barbarian, Cleric, Druid etc.)
  3. Event Patches (e.g. Atlantis, Teltoc, Springvale etc.)

Elemental Patches would be reasonably common (maybe dropping as frequently as costume keys?) but Class Patches and Event Patches would be relatively rare (like unfarmable 3-star and 4-star ascension items respectively). They could also potentially be obtained in The Masquerade or in the relevant event.

Players would need to collect up to five Patches to craft a costume:

  • Rare costumes need three Elemental Patches
  • Epic costumes need three Elemental Patches and one Class Patch (class of the costume being crafted)
  • Legendary costumes need three Elemental Patches, one Class Patch (class of the costume being crafted) and one Event Patch (reflecting the summon portal for the hero).


  • Dawa’s costume needs three Holy Patches and level 1 of the Tailor Shop researched.

  • Caedmon’s costume needs three Nature Patches, one Fighter Patch and level 2 of the Tailor Shop researched.

  • Marjana’s costume needs three Fire Patches, one Wizard Patch, one Karemdol Patch and level 3 of the Tailor Shop researched.

  • Killhare’s costume needs three Dark Patches, one Druid Patch, one Springvale Patch and level 6 of the Tailor Shop researched.


I think this would benefit many players that have specific non-season 1 heroes, as they can choose to use their patches to upgrade those heroes without needing to summon them all over again.

It also retains the incentive for players to summon at event portals (since they need to own the base hero) without disadvantaging those that already have summoned the hero, as well as regulating the number of costumes based on Patch availability.

For pay-to-win players, it would open up some interesting gameplay choices, as a player with say both Master Lepus and Killhare but only one Springvale patch would need to decide between the costumes available.

Any comments or suggestions are welcomed. Thanks for reading!

Love this idea.


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