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The main thing ToF does that Genshin doesn't is offer a supply of both limited and standard pulls. Weekly missions award "Black Crystals" think of these as primos and daily missions give standard pulls. Meaning you can (and should) save your black crystals to exchange for "red" (limited) pulls, while still being able to pull on standard banners.
Feel free to read on if you want more detailed information about ToF's business model.
While ToF gives more pulls than Genshin you'll also "need" more dupes per character. How many cons/ascensions/dupes a character requires to be "good" varies from character to character. Most characters want at least one, a few work well even at zero, and a 1 or 2 characters want 3+.
Requiring more cons for most/all characters would be bad except ToF has a "sparking" system. Each time you pull on a banner you earn at least one spark currency.
Having lost the pity roll in Genshin many, many times I prefer the way ToF does things since assuming I have 120 pulls worth of resources I can still get the limited character even if I lose the 50/50.
ToF's other banner type gives "matrices". These offer a set amount of base base stats (HP, ATK, Crit). All sets offer the same amount of base stats, but they have set bonuses for wearing 2 or 4 pieces of the same set. The pity for matrix banners is 40 pulls. You do not need any duplicate matrices to activate the set bonus.
Unlike in Genshin where F2P can't really pull for weapons, SSR matrices have a very low chance to drop from certain game activities. One activity that can be done a few times a week also gives a single matrix pull. This means you can eventually earn SSR matrix sets without needing to split your resources between pulling for characters and pulling for matrices.
Limited matrix sets also aren't straight better than standard sets either. Limited matrix sets are good for a specific element or character, but standard matrix sets are good for any element or character.
I find ToF less polished - needing especially on the pc better optimization.
My Opinion - From a gacha perspective I find the my actual experience with the game to be worse than Genshin. The basic currency has yet to yield a special character, the gold and orange [red] sphere's have only yielded a character when they got to 80 [hard pity]. As a result my "weapons" aren't very strong. This is the biggest issue to me - in Genshin I can level them up independently without having to actually pay in more to move them up. Most of my C0 5 stars do great so no need or feeling of need to roll on re roll banners etc - and the weapons are likewise easy going for me. In Tower of Fantasy my big weapons are all very linked to the gocha rolls and if not lucky then your just weak [no new abilities etc]
compared to more main stream games though? it's a gacha game and by default is grossly more pay to win than something like final fantasy 14, power is tied to an ever shifting meta and how many dupes of said meta weapons you can get
if the devs give ''compensation'' for something they give like half a summon worth.
You can get characters from banners or just field bosses. Matrices are also obtained through banner, bosses, and front ops, and several other stuff.
P2W is a weird word for this game. It's more of P4C (Pay for convenience). Because this game's gacha is so forgiving. People have already mentioned the above about the black and red gold. You can't really buy anything that would make you win everything. It's not like Genshin where the weapons are a separate banner (thank god). Or paying for locked battle pass weapons, etc. It doesn't have any of that.
Everything you an get in this game, can be done through F2P. But I'm sure people will realize how forgiving it is, and spend money anyway. I eventually did. lol
Ultimately, in the end, it's still a gacha game. So my experience of getting maxed out characters with ease will probably differ. I probably just had good ass luck.
"bro" aka zoomer , you play TF2 in 2022.
CS is not an accurate representation of power, especially for when it comes to advancements. The game measures advancements the same in terms of CS. Even if an advancement could essentially double the damage output of a unit.
Nemesis at A6 gives her an additional tower, which essentially doubles her off-field DPS, over an A5 nemesis. Ruby gives 160% additional DMG at a6. Cobalt gains tons and tons of off-field DPS and burst DMG with her advancements.
If you take 2 50k CS players. One with all characters a6 and with no characters a6, the one with a6 characters will ALWAYS vastly out damage the f2p one.