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T11 - Kabam please do something to save your game
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Why do we need another post? Itā€™s been almost a week, there is a complete disconnect between how disheartened players seem to be about this update and what is being communicated. A few ardent defenders of T11 are jumping immediately onto people who comment negatively in discord- but the reception within my guild in our private discord is far less positive with perhaps one ambivalent and the rest don't like it. I suspect more representative of the userbase given the proportional increase in inactive etc.

Iā€™d summarise T11 as: Less efficient to craft in gold per hour crafting, and more tedious / less enjoyable content overall. Call me old fashioned by I play ST because I enjoy the game, not because I want to do tedious crafting and fusing to make less gold. Its called ā€œshop titansā€ which makes you think you want to maximise gold earned in your shop.

1) Reception in our guild

Clearly reception of a new tier is an important measure. if no one likes it the game runs the risk of dieing

Currently we have one person actively crafting T11, four more who have unlocked it, several people who are crafting sigils for gems, and a lot of us who havenā€™t unlocked it because we donā€™t like fusion and donā€™t like quality precrafts.

1/20 crafting / largely ambivalent to the change

4/20 unlocked and unhappy

12/20 havenā€™t unlocked to avoid T11 bounties in case there is no sigil fix, donā€™t like the new system and unhappy

2/20 informed us that they are reducing play and to replace them with more active players

1/20 quit altogether

Is this representative? If so 19/20 people are unhappy in the range that are - or really should be crafting T11.

Iā€™d like to hear from others if their guilds are entirely enjoying crafting T11

Also worth noting: weā€™re seeing around 10-20% boost in Net Worth ranking on the solo leader board indicating thatā€™s the proportion who have quit. (leaderboards show only people who have been online in the last 24 hours)-

2) Is it worth crafting?

On a time basis, a sigil (1/2 fuse time) mastered T11 takes takes ~2.3x longer for ~2.3x the value of T10 ā€“ but this ignores the T6 ā€“ the cost of buying a blue T6 is gems ormax on market price if you are lucky enough to find it, or to fuse a green is ~1.5 million gold (plus fusion time).

Immediately you erode the value T11 by having that additional cost, the alternative of crafting you erode the time parity with T10.

The supply of flawless T6 just isnā€™t there from lower players, going up a tier you are looking at around 2-3 million gold to fuse two sigils or a huge amount of resouces and time trying to craft one

To add insult to injury ā€“ the supply of moonstones is beginning to pinch and has more than doubled in price since release. Currently this is adding 5-600k to the cost of crafting each T11. So with in our guild 1/20 people actually crafting T11, there is not enough supply of T6s and not enough moonstones in the game, if this percentage is roughly repeated then 5% of the eligible T11 crafter-base is using all sigil fusion resources.

If you donā€™t make more gold per hour(s) of gameplayā€”or the majority of players donā€™tā€”then people feel like theyā€™ll let their guilds down if they try craft it. If someone can show the math as to how T11 makes you more money over the same amount of gameplay Iā€™d welcome it. All Iā€™ve seen people show is the price per T11 not accounting for the cost and time to make a sigil.

Possible fixes:

  • Crafting maths should fall overwhelmingly in favour of T11 IMO ā€“ especially if drops are rare either increasing the gold value drastically to account for the effort to craft a blue T6 or increasing the sigils per fusion would fix this. [Iā€™d purpose 10 sigils per fusion with a flawless, and a second recipe for 2 sigil per fusion with a superior with a 10 minute fusion]
  • Add mastery to fusions if you are going to force fusion content. Adding rewards along the way (faster speed, less inputs, less chance to loose legendary, multi craft chance etc) is an easy way to get fusion adopted across the spectrum. Considering there are 4 fusions per item multiple moon sigil fusions, there is a lot of additional mastery content could be added and improve the experience of users actually using fusion. This would be one way to improve sigil crafting
  • Have [some] fusion slots separate to crafting slots. Doesnā€™t need to be easy to achieve, could be unlocked with gems or mastery of x number of fusion recipes or even after successfully fusing 10 legendary items of a tier...
  • Increase the rate of providing T11 outside of crafting. As a playerbase we want to increase our investments, level our guild buildings etc. we donā€™t want to stagnate and have the slower and slower levels wear on us.

Orā€¦

  • Rename and rebrand the game as ā€œCraft Titansā€ or "Craft Mastery" so you attract people who want to craft items and donā€™t care about the gold they make, all they want to do is master itemsā€¦

TLDR: T11 still sucks

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Iā€™m pretty much boycotting fusion until they give us separate fusion and crafting slots. I regret buying the fusion pack.

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3 years ago