5 per YEAR? No, the average is 2 per year. But about 1/5 will get one. And 1 in 20 will get none.
And that one could be Mok Arr. Or Sargasso. Or Thoth Amon. Or one you already have and donāt want a duplicate of.
The odds are just so monumentally bad itās not something you can actually look at as āthis will improve my game in a few months!ā
And this is what was touted as a way for F2P and c2p to finally have some way to play at the same level as the spenders. Not the whales, mind you, because thatās unrealistic, but at least to eventually catch up to moderate spenders.
But itās not. Itās actually just a way to fall further behind. And the āoh, hey, about the dupesā bit was actually INSULTING.
Majority of players expressed in poll that issue of duplicate heroes that are hotm, event, seasonal, s2, s3 needs to be solved. But SGG is literarilly ignoring it. I agree with #No spend initiative, that something has to be done. Papca
and how would ONE building change this?
You are just bored of game, nothing will change it except new playing modes or events etc. Building isnt solution its same click and collect stuff
The 5 heroes per year was referring to the hypothetical case, HA10 had increased chances by each tryā¦ A good suggestion to improve HA10 that surely wouldnāt break the game. That was the argument I made. Read the whole discussion before trying to lecture me!
@zephyr1 can I ask you to check if all informations on lastest HA is right? I have some problems on reading. One thing was capturing my attention. I remember I read somewhere a post of yours where do you make calculations on running two tiers of troop training in the same time to conclude that you think donāt worth it.
So I assume you can run at least two levels at the same time. But your description say that only one level at time can be runned.
Can you check that all informations in the first topic is up-to-date? Thank a lot
This wouldnāt affect the overall drop rate, only the variance, right?
I understand that some game mechanics use this type of thing on criticals or other random events, my understanding is that it reduces lucky or unlucky streaks but the overall effect will be the same in the long run.
It should lead to a higher droprate overall and a decreased variance, at least from my understanding. Because an increasing chance would decrease the average time span to train one special hero. But other people here on the thread are more sophisticated at calculating that.
So I just want to clarify something, is the 5% chance at an old HOTM or an event hero the same regardless of what hero I put in? If they said you put in a Season 1 hero and you get a 5% chance at a an old HOTM or Event hero I am fineā¦IF say you put in an old HOTM and and your chances increase to 25% and if you put in an event Hero your chances increase to like 50% that would make sense. What the heck am I going to do with a duplicate Event hero, if I will 95% of the time get a Season 1 hero out of itā¦no way iām putting that through this.
You are right that I could use a new challenge more than a new hero. But at the same time I donāt think I have fully enjoyed aspects of the game already present fully yet. Itās funny every time when people talk about ToL or HA, they immediately refer to Gravemaker. Heās one of the finest heroes in game but tbh he isnāt on top of my wishlist. I rather have some variety for my Titan team like Ratatotskr, Greg, BK, Zim, Athena or any of the elemental def down since I donāt have any of those (even Falcon or Jackal). There are a good number of hero synergies I have just read about but never tried them. There are so many heroes I think thatād be fun to play with before GM comes to my mind.
And if heroes were slightly more accessible and it was not such a huge headache to move mats and emblems between heroes, at least Iād experiment more with heroes on bench. There would be slightly more variety in diamond than facing same GTV setup. I believe main reason many like tourneys is because it offers that variety.
His question was ādoes this building decrease enjoyment?ā And I thought it was an incomplete question because while it may not decrease enjoyment it isnāt exciting either.
Last I saw barracks, lodges, and forges were buildings tooā¦yet they have a heavy impact on game experience. So itās unfair to say one building cannot solve this issue lot of late game players are facing.
Yes it is and its impact on game is minimal.
Do you pretend people stop quitting or coming back to game because of building?
You can just summon heroes from so many portals,HA isnt and cant be solution to people who want to have 100% cgance to get particuliar hero
I donāt know about quitting just yet, no, but in the ~2 years itās been since I started playing this game thereās been a lot of other games on my radar that I havenāt gotten to because I have time spent here and a stable of heroes to show for it. The problem is that my advancement has slowed to a crawl lately, the people who have been on longer and / or spent more are so far past me that I canāt catch up, and I donāt see spending more time or money actually changing either of those situations since all I get out of my time / money are more dupes or useless resources that I canāt even spend anymore, and so maybe itās time to move on.
Gotta say, that Mystic Vision is really not helping things for SG; itās constantly spamming me with a bunch of new games that seem so much more dynamic and interesting to play than this one.
SG developers/decision-makers, I have to say, I really have mixed emotions about the Academy. On one hand - FINALLY. However, without caring for the one thing that matters (too many 5* heroes I will never ascend), itās an irrelevant build.
All you had to do was add to the current level 10 the ability to commit multiple 5* to boost the odds of pulling a HOTM. Simple. That wouldnāt have changed your approach at all. So disappointed in the final solution.
The people with this problem of too many dupes may be fewer than the rest, but theyāre also SGās highest revenue customers. Neglecting them isnāt very wise.
First off, to be clear ā there is NO such mechanic in E&P. The devs have said before thereās no āpity timersā which is what this kind of thing is often called.
It does lead to marginally higher Outcomes for the event though ā youāre chopping off the bottom of the curve, but thereās no equivalent āriches timerā to stop you from getting lucky repeatedly.
Exactly how much this affects things depends on how itās implementedā¦ in the case of HA if the pity timer was set to ensure that you get one non-S1 hero a year then it very well may not kick in until that 52nd week of retraining. And thatās presuming they do it based on time rather than attempts. In effect that would make it so the āabout 1 in 5 get only 1ā become āabout 1 in 4ā.
I can appreciate the purist thought process the devs have here, but the reality is that with this large of a data set with a million plus people making pulls constantly, you wind up with some REALLY bad outcomes. And yes, you have some really good ones too. But which ones are going to stop paying you money?