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Also, it takes only 2 weeks to train up a new level 6 hero, you are doing 'extreme shortcutting' wrong. Or rather, too safe.
Thanks for the heads up - do you mind telling me what combination of boosts/quests you used to pull that off?
Regardless, it still feels that going to such extreme lengths is a tad unintuitive when it comes to re-progression of new heroes.
I'll update the OP accordingly.
Well, the thing is DD doesn't want to make heroes easily replacable, it merely just gives you the chance to replace them if you lost someone. Otherwise there would be no reason to take care of your people if you can just get a new Lv5 hero from the coach right away, and no reason to ever have more than 4 person. Just because the heroes are replacable does not mean that you are supposed to have an easy time when you lose someone.
Having an upgrade that allows you to recruit higher level heroes would most likely remove any reason to take care of your people, why should you when you can just pull off a next batch of high level heroes from the coach, ready to tackle Champion dungeons. :/
It's the same in X-COM: Enemy Unknown, you can upgrade the level of your recruits but only once.
As to 2 x Long Champion Dungeon runs with Ancestor's Portrait, as I see it that's aimed at raising just one or two heroes very quickly. If you're raising whole groups of heroes and going into that grind, then it's a different matter, and the OP's suggestions make more sense.
*Granted* the OP does mention raising just the one hero, so your replies were contextually correct. However, addressing resolve XP and grinding as a broader subject and considering the suggestions in light of raising groups of heroes rather than individual heroes, what are your thoughts?
Even if I want to raise an entire new party, powerleveling with Champ Long is still faster. It's guaranteed 8 weeks vs the 6+downtime+possible additional money grind.
If you want my opinion, I don't really consider raising an entire team to Lv6 "grinding", that's the core gameplay. And XP wise, I think lv3/4 heroes level up way too fast, the XP requirement should be raised. And the Mentor buff should be buffed so it's actually useful.
Replacing one lost hero quickly, which can be done via aggressive power levelling.
And
Replacing several lost heroes over a period of time, assuming you do not wish to power level a single replacement.
Both are viable options, and I feel there's a lot of thought to be put into the matter, since the game is especially rough in the early phases where a hero levelled too quickly starts to clog up your roster, and in the late game where the same happend with low level heroes.
Generally, I feel like the primary focus here is to lessen the late-game grind, since replacing several heroes at once is slow, clunky and time consuming.
I think it's fair to say that once you've cleared all the bosses for a certain rank, it shouldn't be expected that a player trudge excessively through lower ranks still, though I wholly agree that purchasing a level 5 hero is out of the question and eliminates most of the threat of losing heroes.
I would go as far as to say that by the time you've cleared all of the Veteran Bosses, you should be saving reasonable amounts of time on getting heroes to Veteran level, and I'd go as far as to argue that once you've cleared all of the Champion bosses, you should be well on your way to finishing the game - losing heroes at this point is an expectation, so replacing them should be somewhat streamlined, though not excessively so.
The question I asked myself is - if I were to party wipe on this mission, "how long would it take me to replace the lost party?", relative to my position in the game state, and the answer, particularly in the end game, was almost universally "too long". I was throwing away heirlooms because I didn't need them anymore, and focused entirely on farming cash to cover the expenses of raising a new hero to rank 6 (which is quite a chunk of change, especially if you want to lock in a quirk or two at rank 0, which isn't a bad idea). It got me thinking that, even with all the upgrades and discounts, I was mostly just saving money, but I wasn't saving much time.
Frankly, I feel the Champion level is too narrow compared to the rest of the game - taking rank 5 heroes out gives me rank 6 heroes back, and taking rank 6 heroes is redundant and earns nothing.
That being said, I'll reaffirm my previous suggestion - expediting the levelling process is perhaps more important to the flow of gameplay than cheapening it. I'll also add one other suggestion: there should be a reward for rank 6 questing heroes - it doesn't have to be another level, but perhaps each successive "rank" attained beyond 6 randomly buffs the hero in some manner (+1 dodge, +1 ACC, +1% Prot, etc.) so that high level quests are still rewarding beyond simply tossing out gold and heirlooms.
And I'd like to smack the developers for thinking that is even possible for the average player. 2 long champion level dungeon runs on the level 0. I'd like to see someone actually achieve this or figure out a way to even mitigate so much stress and damage that said hero would actually level up to 6 in that time frame.
I know there are ways to min/max here or exploit the mechanics of the game, but aside from the extreme. I don't see how it can be done.
As for the question of doing 2 long champion quests, only one quest is done at level 0, the second has that hero shot straight to level 4, which is quite a bit more reasonable. I'm sure its possible if you play conservatively and your other heroes pick up a lot of the slack, but to say it would be easy or intuitive solution would be a blatant lie.