I am making this post after reading over 5,000 comments on the topic of the various Telluria/Vela nerfs.
It has occurred to me that SGG games have never established expectations, user safeguards, or compensation standards when the topic of nerfs/adjustments comes up.
So here are some ideas that will save the community massive frustration going forward:
- Consistent limitations on nerfing heroes post-beta.
There can never be a more than a 10% negative adjustment applied to any hero’s ability after it has gone live and never more than a 5% negative adjustment to their stats. So if the combined stats of a hero were to equal 2,000 points at 4-80(or max level equivalent for 3/4*s-still 10% max reduction) then they could remove no more than 100 of those stat points. Its 100 points total potential reduction, not 100 to each stat.
so if a hero had 600 attack, 600 defense, and 800 health, they could only remove 100 points from a single stat, or 33 points from each.
If a Heroes abilities were, raise defense by 40%, deal 200% damage to 3 enemies, and provide an elemental link of +100 health shield for all fire allies.
They could only reduce these stats by at most 10%. The lowest the special could be reduced to would be: raise defense by 36%, deal 180% damage, and provide a +90 health shield for all fire allies.
If only 1 portion of the skill seems to be the problem of the hero they could implement a 25% reduction to one part of the skill. So they could reduce the damage, for example, down to 150%. But, if they implement this 25% reduction they cannot touch any other portion of the hero’s skill.
There can be no negative adjustments to the class of the hero post-release.
- Now we step into Nerf territory.
It is considered a nerf whenever SGG does more to a hero than the above listed 5% to stats and 10% to skills adjustment.
Anytime this happens the compensation package is guaranteed.
If SGG has to do more than the minor adjustments then they have released a hero who should have never made it out of Beta. This leads to a ton of various problems within the community at large. Leaving people feeling like they are victims of theft or building walls between the community that are not helpful.
The compensation package:
1 “choice box” allowing players to choose any previous HOTM/Seasonal/Challenge event Hero and add it to their roster. Which “choice box” is given will depend on which hero receives the nerf. This is not a trade box, you don’t lose the nerfed hero, you gain a brand new one in addition.
6 4* ascension mats and 8 3* ascension mats of the color associated with the nerfed Hero.
Plus an additional 2 6* mats and 4 3* mats of every other color to compensate for any other updates players may have made to their rosters to build team synergy around the nerfed hero.
150 of each emblem.
10 million ham, 3 million iron.
3 reset tokens so that emblems can be moved.
This package may seem large, it’s supposed to be. This type of compensation for releasing an overpowered hero deserving of a nerf is to help deter SGG from releasing heroes who are out of balance.
The proposal provides wiggle room for SGG to make adjustments, and barriers so that players can know their hero won’t be nerfed beyond reasonable amounts without sizable compensation.
If a hero who was released ends up receiving a nerf then every player in the game receives the compensation package, because every player was in some way affected. We’re you enticed to summon by the OP stats, whether you got the hero or not, the hero as it was presented lead to you spending to get it, now post nerf, you would have maybe never summoned in the first place.
Maybe that new hero is the reason your alliance lost hard-fought wars, every single week, for 2 months. You deserve compensation.
Perhaps you’re new to the game, but you feel like all you hear from your alliance members is that the new hero is OP and the game is bad and you should get out now!
Whatever the reason; having this package set up so that everyone receives the compensation will help build trust between the community and SGG, leading to more purchases, a more active player base, and less frustration or fear of future purchases.
I know this was a long post, so if you made it this far, thanks for reading. I feel something like this could really solve a lot of the problems I’m reading every day.
- Is this compensation package way too much?
- Slightly too much
- Close, but missing something
- Too little
- Way too little