1. #1

    Why No Replaying of PvE Stages?

    Why can we not choose which of the 1/15 PvE stages to replay? The rewards could get a BIT worse when you replay a 1/15 stage you've already beaten, but there should still be a chance to get a card. Perhaps fewer lockers, or not letting people open extra lockers? I mean at the end of the day how the hell can you ever expect people to get 50 of a single card otherwise?

    Perhaps for every 3 or 5 difficulties of a stage you beat, you get one that you can go back to and replay. This way people have something to go back to and play the game.

    It seems like the game is severely aimed at getting people to play competitively against each other in PvP, but what about some people who don't like PvP? There are many people who might enjoy being able to pick exactly what difficulty battle they're facing, maybe for testing decks, or who enjoy a certain stage and want to play it again. From the developer's standpoint, why would you incentivize people to only play PvP? You're just paying more for servers, and hearing more *****ing and whining from people who aren't good enough or competitive enough for PvP. Or is getting people to be competitive the best way to get them to cough up real money for a game?

    TL;DR There should be stages you can replay so that you're not INEVITABLY stuck with just playing PvP (inevitable because eventually you should be able to beat all stages at 15/15 difficulty)
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  2. #2

    Trend

    This seems to be a very common trend of what people want. The idea of making one repayable level in every 3 to 5 sounds very fair to me. Cut the rewards by 50% or heck even 75% just make it so there is some replay factor in the stuck positions. For myself I'm now on stage 49 and not going to try to press on till I get lightening bolt level two so I can smash the arrow towers. That means I can't actively play much other than pvp for this time. I am making some progression in other stages but very little as I've already progressed in them so much. If you add re-playable levels that gives even very meager rewards this will retain users right now that want to play but cannot.
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  3. #3
    Originally Posted by fred2442 Go to original post
    This seems to be a very common trend of what people want. The idea of making one repayable level in every 3 to 5 sounds very fair to me. Cut the rewards by 50% or heck even 75% just make it so there is some replay factor in the stuck positions. For myself I'm now on stage 49 and not going to try to press on till I get lightening bolt level two so I can smash the arrow towers. That means I can't actively play much other than pvp for this time. I am making some progression in other stages but very little as I've already progressed in them so much. If you add re-playable levels that gives even very meager rewards this will retain users right now that want to play but cannot.
    That's good to hear. It just seems unreasonable to create all this cool content and then make it slowly impossible to replay. There were a lot of cool stages I'd like to play again, but they're impossible now. I play PvP and I do well in it, but I don't enjoy it as much, it's too much pressure. I'm not into competitive gaming.
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  4. #4

    Yes This

    All of this, I agree with.
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  5. #5
    I agree too. Maybe if you complete a chapter, you could unlock a special level which randomize opponents, boss and prizes BUT it's in the same theme which you just completed. For instance, you beat Stan of The Many Moons and you get the special level for Adventure. You don't know what you will face and you don't know the prizes, you just know the theme of it.

    The difficulty should be the players choice. Depending on how good you've done in the rest of the theme's levels, you can adjust the difficulty from 1-15. For instance, if you have completed all the Adventure levels up to level 6, you have the option to play the special level at difficulty level 1 to 6.

    This way players can grind PvE for loot, but the loot should be way worse than the normal levels (about 50-75% less rewarding sounds fair). Difficulty increases the rewards, of course. I also believe this would, from a developer perspective, be easier to execute.
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