I saw in the initial post that theyâre aiming to have this in beta in a month or two. So is it fair to assume the costumes should be released this year?
I would imagine so, but I donât know what their plan is. They seem to be working on a profoundly large list of new features at the same time:
- Alchemy Lab
- Hero Academy
- Costumes
- New Challenge Event Heroes (and likely some revamps to the Events)
- New HOTM
- Season 3
I presume thereâs also some refinement work happening for Raid Tournaments as well, and itâs entirely possible they have other things in the works too that havenât been announced. In the March AMA, Tim alluded to a sneak peek for new teamwork-based features this year, and mentioned wanting to tackle Quality of Life (QOL) improvements.
I think only having the hero usable once in war is correct if one is looking at the 40% experience cost to train up a costume. And considering one can save some mats by putting a costume on an already leveled hero. So, already spent 4 orbs on a li xiu, would need only 4 more to add costume, but would need 8 if only doing the minimum to level a costume of another li xiu sitting at 1/1. But those 4 orbs still hurt and make this look relevant for late stage players. Most players will just be taking lots of costumes to level 60 and waiting. Overall, I think the design is decent, except that some costumes are well done (Sonya/Vivica) and some costumes suck (Rigard/Melendor).
I thought it was harpoonâŠ
Yeah, someone else mentioned that too, but Iâm skeptical that Harpoons are what he meant:
Let me explain⊠No, there is too much. Let me sum up.
Rumor from Beta says Return On Investment sucks.
5* hero costumes ran into some unique testing issues. Rumor says the issues are almost identical to many 1* Tourney issues ( Roster, Hero XP, leveling, etc.). So 5* hero costumes may be vaporware like 1* Tourneys.
Click for a really long sleep deprived rant that really will not have an impact for years, if ever
The genius of costumes, is they can stack an infinite number of costumes on a hero. +5% x20 is suddenly +100%. And they can nerf it to +4% if unbalanced or buff to +15% in a rebalance.
Assuming costumes is not as much of a vaporware feature as 1* Tourneys, just like 3*+20 heroes in tourneys, collecting 3* hero costumes will be very important to competing in tourneys and very very helpful for Challenge event loot tier completion rewards.
The Future
Just like HotM, 3* hero costumes are a feature they can crank out for very little development cycles ( they contract out some art ) that will have a huge Return On Investment.
Depending on how the Devs monetize costumes, they may be buffing the 5% for the second costume ( all heroes come with an original costume) or replacing it with different stats.
Argh. This implementation makes discussion sucky.
Okay.
Rumor from Beta says a max tier, max level Duke of Rock Tiburtus costume gives the original costume ( Mournful Duke Tiburtus ), the Duke of Rock Tiburtus costume, and the future Sparkly Tiburtus and future Six Finger Tiburtus a bonus Att 5%, Def 5%, HP 5%. This will stack with the future Sparkly Tiburtus healing bonus and mana bonus. This will stack with the future Six Finger Tiburtus stealth bonus ( future stat ) and loot bonus ( future stat ).
So if Duke of Rock is limited time, or RNG paywall, and the Devs buff the bonus to Mana 15%, or nerf it to Healing 12%, this will have an effect on Mournful Duke/ Duke of Rock/ Sparkly/ Six Finger Tiburtus that you have been building.
Class nodes, because of their design, are hard to rebalance, but costumes will be much easier to buff, and nerf, as required.
GUI
What makes this difficult to see is the GUI. Similar to class nodes for Att, Def, and HP and troops it can be difficult to see where all the stats are coming from. Rumors say this was brought up during Beta testing of class nodes.
Do not even get me started on Healing bonus, Mana bonus, crit bonus.
After war, class quests and tourneys, costumes may finally be the feature that forces the stiludio to spend development cycles on rebuilding the Hero GUI and Hero roster GUI. Like X*+1 finally made the studio fix Rooks 3/8 3* 3.50 Gunnar.
RNG FOMO
RNG can suck for emblems, it can really suck for non farmable ascension items, but costumes have the potential to be the RNG feature/ Fear Of Missing Out feature that really â â â â â â off F2P Elder players.
Emblems, Lodge, and Advanced House, give me hope. But rare titans, challenge events, war, and tourneys, make me cautious.
FIN
The transcript says âbeyond Titans and Warâ, so I would lump harpoons with titans, but the transcript is not verbatim.
the real problem in the game is that there is no place to earn gems. We have to pay for every gem. If there was a map to earn some gems per day (as in any normal game), I think it would not make such a big impression that everything new where they puts in game.
I want a Guinevere Paladin skin
No
I think the costume parade will just applied to the classic heroes and not to HotM or other special Heroes, due to the âfamily bonusâ they want to add for the event heroes.
Am I right?
For the first iteration, this is correct, according to the March AMA, although Tim did not rule out applying costumes to other heroes eventually.
that is my prediction - no more free hero rebalancing or buffs for free across the board. why would they do it when they can just release a buffed up costume for a hero and make you pay for it?
you can already see it for Horghal costume - buffed up stats, very similar special - slight reduced damage %, which is countered by increased attack stats, and much stronger attack debuff.
I applaud you, SG, for finding a way to monetize your screw-ups of releasing weak borderline useless heroes!!
If it ends up that all my maxâd classic heroes may as well be 1/1 heroes because theyâre wearing a costume, Iâll have lost interest in playing⊠and I cannot resist cosmetics, so I hope they do this right.
Yes⊠Why did I bother giving gloves to Quintus when I can just give him a mask?!
In the first implementation, it turned out that Costumes canât be ascended higher than the underlying Hero. So the Hero has to be at max ascension anyway.
That may well change, though.
That makes logical sense to me, and itâs the way I assumed I would go.
But finishing off the base hero after the costume is maxed is about 35% of the total feeders. SGG needs to make the costumes valuable, but the base hero still needs a clear alternative purpose.
Makes perfect sense. I just canât see any player spending money on costumes for classic heroes. Costumes for other heroes may be the only way to monetize the whole feature.
The Idea behind this costumes for the classic heroes is, to align them in terms of power to the new heroes. Atlantis, HotM, Events
If you compare the Heroes, all âpayableâ Heroes are a way stronger than the classic ones which are free to get.
It makes for SG sense to sell something which beefs up the âunlikelyâ weak classic hero to meat the same power level. Thatâs exactly what the community have asked for.
The only discrepancy is the way how they will be obtained und applied to your available Heroes.
The Costume level are the same, the cost are the same, the materials to ac are anticipated to be less (but currently not working correctly in beta)
The advantages are made to the obtaining of experience while feeding, look here the chart: