Before going any further, SG needs to be clear what the labs are all about. Are they for:
Smoothing out the RNG when players get far too much of something?; or
Giving players exactly what they need to ascend heroes?
Or a bit of both?
I hope itās more #1 than #2. Actually, if you only did #1, it would be satisfactory.
Just some thoughts as I read this:
We should be able to transmute unfarmable 3* and 4* ascension mats into mats of the same kind, WITHOUT gems, just time. I think the results should be random. This is just a service to the average player that through RNG, got too much of one thing and not enough of another. I know, Iām that player, Iāve been playing for 7 months and some of the RNG is crazy, for troops I had something happen that only had a 0.00002% probability, and yeah some help to smooth out that RNG would be great! Again, this needs to be free, even if it takes a long time. This addresses the concerns of #1.
When the results are random, they cannot be the original material you are transmuting.
We could transmute farmable 3* mats or 4* mats into unfarmable 3*/4* mats, but I donāt think this is necessary. Itās not really important to do something with our farmable mats. If SG wants to do this, it should takes lots of gems, farmable mats, and especially time. They have to be careful that the amount of time and gems is sufficient, so the game does not become too pay to win.
If the player gets to pick the resultant item they get from the lab, it should be a level 10 research ability, and the wait time should be 5+ times longer in the alchemy lab compared to a normal transmute. Possibly even a month or longer. If they get to pick, there has to be a substantial time cost.
I think the initial storage requirements for the new buildings are too high. They are so high, basically once you can get one level of research, you are close to having the storage requirements for all of them. Save the high requirements for your ultimate level, not the starting ones. Let us start using the Alchemy Lab or Hero Lab for something, anything, as soon as possible.
Will we get a heads up on V22? I feel like the SH21 update caught my Alliance off guard and not many of us had enough iron saved to upgrade our SH right away. Maybe I just wasnāt paying attention.
V22.1 has been in Beta most recently, with small bug fixes and new HOTM being tested.
Various forms of V23 have entered and exited Beta, including SH22/23, Alchemy Lab, new Challenge Event heroes, and Costumes. Each of those has been indicated as incomplete and expected to return to Beta at a later date.
When V22 was released, there was a several day period before SH21 and the Advanced Buildings were activated, so everyone had a chance to update first. Itās likely theyāll do that again with SH22/23 and the Alchemy Lab when theyāre eventually released.
This is some of the most useful information Iāve gotten on the forum, so thank you for sharing. I totally understand the concept of beta and that things can change, but it is so helpful to have an idea of where things are going and what to work on. With almost 2 years of playing, Iām invested! With every action at this level so costly, whatever helps me make good choices is happy-making for this girl!!!
Iāll update the Version 23 thread whenever Beta reopens. That often happens end of business in Helsinki on Fridays, but since weāre well past that already, I presume itāll be next week at earliest.
I donāt even know what to expect from version 23; skins, new challenge events, alchemy lab? They are juggling a ton of projects right now, all while working on Season 3. The quality of life improvements I keep hoping for probably arenāt happening
It would seem to me that the āalchemyā formula should be based on the level and of the object. For the simplest materials like taking minor healing potions and converting to regular healing potions should be a straight 10 minor-to-1 regular healing. Or, 10 regular healing potions to 1 potent healing potions. Or, 10 potent healing potions no-to-1 super. The same type of approach can be used for any battle materials. In the class of materials no gems are needed, players can re-balance inventories easily.
For 2* ascension items, can use other 2* items in some predetermined formula. For 3*, you need to put in some quantity of other 3* materials; you identify an item you want and you have a better than average chance on it for added 50 gems or 3* materials you add to the formula (e.g. 20% versus 10% or double whatever it might be). This is how hero special skills work. The more recruits, you add to leveling up the better your chances.
For 4* materials, something similar to my example for 3*. You can try to convert a 4* ascension material to what you want but you have a better chance by adding gems or additional materials to the mix.
@zephyr1 any clue on when finley will appear in seasonal draws? Since the last pirates was delayed for the new heros i was assuming in a few months from last pirates he would appear.
Its not like they will cancel pirates for ever. That being said i would expect finley to reappear in beta shortly?
To that effect i feel all this talk about finley being over powered and needing nerfed isnt so great.
My two cents is this. As the 5* heros reach max emblems our war scores will drop drastically. We all tested this in beta and even with our 5000 emblems per class we didnt have enough fully emblemād 5*ās to kill all those 4600+ level teams in beta. So to that end i feel like we deserve one hero that will help one more team in wars get one more win.
We are steadily seeing the 6/6 guys in war drop to 5/6 and then 4/6 to the point it will be 2/6 and 3/6. So for that reason im sure hoping finley does not get nerfed.