user311 wrote: I'm feeling starting to get more and more discouraged for playing a multiple day event only to get worthless rewards.
dearbluey wrote: Or, to put it in a more zen outlook: It's all about the journey.
dearbluey wrote: you'll have walked away with thousands and thousands of earned ISO along the way, leveling up your heroes further
walkyourpath wrote: dearbluey wrote: you'll have walked away with thousands and thousands of earned ISO along the way, leveling up your heroes further This. ISO is the most precious commodity in the game - I think alot of people overlook that when talking about what they got from an event or tourney. This is one reason the boost changes are actually appealing to me. The fact that they're more cost prohibitive means I beat what I can when I can, and don't spew ISO on boosts trying to get a few more rank points when that probably won't help me out as much in the long term. There are exceptions when that one more 3x230 in PvE or 3x141 PvP might get me into a higher reward tier at the last minute, but by and large I'm happier just focusing on maximizing ISO.
Moon 17 wrote: I'll stay with it as long as the PVE content is interesting. The last two events have been cool, and I think the overall PVE design is improving. (Scaling implementation is another matter, but I'm sure they'll fix it.) New Character design seems a little stale to me; they need to start adding abilities that are functionally different from the generic attacks/attacks + strike tiles/attacks + attack tiles/protect tile generating routine. I know they've made some board-changing moves that have caused problems with balance, but those types of abilities are neat and without them the game is kind of boring and repetitive. So, if, in the future, we reach a place where the market is flooded with boring characters, I might stop just because there's no incentive to keep collecting.
LoreNYC wrote: Moon 17 wrote: I'll stay with it as long as the PVE content is interesting. The last two events have been cool, and I think the overall PVE design is improving. (Scaling implementation is another matter, but I'm sure they'll fix it.) New Character design seems a little stale to me; they need to start adding abilities that are functionally different from the generic attacks/attacks + strike tiles/attacks + attack tiles/protect tile generating routine. I know they've made some board-changing moves that have caused problems with balance, but those types of abilities are neat and without them the game is kind of boring and repetitive. So, if, in the future, we reach a place where the market is flooded with boring characters, I might stop just because there's no incentive to keep collecting. +1 - PVE content I could care less about PVP content beyond it allowing you to succeed in PVE once you get enough covers. The story is the long-term draw, and I probably would have moved on even though I enjoy the game, had they not introduced new plot/story segments with new blood. What would really help is to have more constant content as many have suggested - Extend permanent missions after the prologue. Perhaps you might have only a few good covers in each but something to do between grindy pve/pvp content Lets see a chapter 1 tab, chapter 2 tab, chapter 3 tab etc.