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I've been able to win but it is a lot less fun when things like a destroy build, ore build or fruit build no longer seem to work and most symbols are just dead weight now after week 4 or 5.
In battlegrounds you're buying random minions from the shop to fight with that have a variety of tribes, but there are only ever 5 tribes per game, even though with the latest update there'll be 8 tribes total.
So however many item sets were in last patch or the patch before could be the limit, and which ones selected for each game are random.
Increase symbol and item draft choices from 3 to 5. Not only does it thematically fit the board, it adds a degree of RNG mitigation that's currently missing, in particular with items since you can't use rerolls and can get offered utter drek fairly consistently in the three-pick.
More symbols will be added as the game progresses, and as we've seen with Cats and Robin Hood, old symbols can get entirely new abilities. I do feel that trend needs to continue, there's quite a lot of 1 or 0 coin symbols that do literally nothing and interact only with one highly specific item or symbol, and are therefore not worth taking unless you've already gotten that one (and often weak) synergy. Dogs come to mind, as do Pearls and Coins. Pretty much anything the Diver eats may as well be a blank for that matter, they're all slow money and pay out way too little over way too many turns to be worth taking, even if you've got the Diver already. And don't get me started on birds, can't count the number of times I've been offered three symbols in the early game that all give near 0 and do nothing with no future synergy.
I feel like as the game progresses some kind of weighting system needs to be implemented. Tribes were mentioned, but sounds too generic and carries the potential to lead to very "samey" runs if too broad or literally unwinnable runs if too narrow. Rather, I'd go for a system where symbols or items that synergize with one another are tagged, and every symbol or item in your reels that share a tag increases the odds of similarly-tagged symbols or items showing up by X%. This provides some much-needed control over how your game progresses without completely removing the luck factor.
- the game needs more synergies to make worthless/hindering symbols worth it (eg: Pearl, Anchor)
- while at the same time, said synergies that you want, are too rare to pick up.
- several existing items/symbols need buffs.
So what happens is that you are always grabbing the same symbols to win. Mouse and Cat are decent 1G symbols because they have the payoff of Cheese and Milk, Monkey has multiple synergies, but other symbols aren't so lucky.
Then there's the gold scaling issue, where even if you were lucky enough to get the right items and symbols to make something relevant, 3G per symbol just isn't cutting it in the late game.
And since you don't have that much flexibility changing your inventory, you're stuck with those symbols for a loss.
I want to be playing with more "viable" symbols but they are just bad, or their synergy items are too rare/don't scale past 3G per symbol.
The pearl has several good synergies
Point being, you are removing Pearl with your Removal Tokens more than 70% of the time. Coin is also really bad, even with the x3 Gold item. See if you can get Midas as well while not falling behind in rent.
To add on, yes it does get doubled via Dame and affected by Cleaning Cloth, one of which is a rare symbol like Geologist and Diver while the other is an uncommon item you can't get out of item capsules. It's also worth the least of the various things both those methods multiply, and therefore the first to be removed even before the Shiny Pebble. Pearl is all but worthless unless you already have a geologist (specifically) to feed.