3* Servant level limit
Why do you limit the 3* servants to level 70 only? Unlike the 4*, 5* servants?
Do you have any acceptable reason about it?
Because I think that there are other 3* that are usable in the long run but that level limitation is a bust. 😑😑 I hope that they would be treated like that nat 5* servants also
Guess I have to quit
For the past week I can not play because game is broken loads event page then restarts everytime I close it when it's supposed to go to the lobby tried uninstalling and reinstalling and it's doing same thing can't play that way fix the game
Player ID: 10024670885 / name: agnus23 / Server: US
Servant Management Suggestions.
1. Mass/Bulk Evolve. I'm not sure if anybody else is still doing "evolves" instead of simply doing "fusions" but it would be very nice if a mass/bulk evolve feature can be added to the game. Evolving more than 50 1 start servants (coz I still do so) takes too long 😅.
2. Auto-select / Expand. Putting servants into the barracks by selecting them one by one is sometimes inconvenient. I usually do the 1-3 star servant summons and then place them in barracks for later evolve purposes so it definitely gets annoying clicking on a hundred of them sometimes.. Or Servant Inventory can just be expanded from 200 to 500 or more.
3. Magic stones. Can we also have high (?? Not sure, the third one) magic stones be available in craft? Low and greater ones are available so why not high and even supreme ones?
4. Can we also possibly get new Nat5 non-humanoid mythical servants? Dragons, gorgons, basilisks, sirens (make them more "urban legends / gore-y" style rather than fantasy/magical) .. Just imaging their skill animations is going to be soo cool. Not sure but I don't think there are nat5 nonhumanoid servants currently, they're more on the nat 4 and below rarities.
Old collaboration servents in Mass Invasion ?
Hi Leo !
Do you think it's possible to have old collaboration servents in mass invasion ?
Since that won't be a summon, it shouldn't go against the collaboration rules.
And it will ensure that people get just 1-2 copies and not more.
Fix guild war matching system
The guild war matching has been absolutely abysmal. We don't have a problem with losing to other guilds if they're at a similar rank, but honestly a 5-rank difference between our guild and the enemy is ridiculous. There's no reason to even try at that point. We're losing rank not due to a lack of skill, but because we keep being paired up with guilds we could never beat.
Is this what you wanted? Are you rewarding players who spend ridiculous amounts of money by giving them free wins with a poor matching system? There are better ways to do that that don't involve stomping over players that are just here to have fun and enjoy the game.
I think it would be interesting to have a 2nd specialized barracks of sort where you can only store EXP Buns, Evolve Buns & Skill Buns in unlimited amounts (inspired from the building storage in Summoners War).
~skills' lock~ suggestion
Ever since i started playing this game, there this one thing that keeps disturbing me:
why would the skill lock option automatically lock everything ?
I thought it would be much interesting to be able to do it manually, for example once you click on the little lock button it enables you to select the skills to lock/unlock as you like, so you can keep one skill and not the other, or you could keep the combo and not the active skills.
I think this would be super useful for starting player like me because we don't own T10 units that can OneShot the boss and end the stage in 10sec and we don't have max awakened allies so we have no passive skills either, and the little speed/attack buffs we could get from here and there would be super nice to speed up & smooth the runs.
Locking everything and keeping just the main DPS attacking is good but it could be better and especially FASTER! Not everybody plays on PC emulators and phone batteries simply can't handle farming non stop for hours, the battery drains super fast and the phone heats up....
Well i hope you can consider adding this manual skill lock option as early as possible :)
About GW or CSGW all server
why our guilds always meet with senior guilds, so we only receive PG once, not open because of defeat.
the GW game should be like this,
do not fight between baby shark VS with the whale grandparents ✌
there are too many zombie guilds, so we keep losing, they don't have active members but they have big levels 🤣🤣
I dont care you unlike or like my post, because all I need is the comfort of all players on my asian server, not because you want yourself. guild leader who is selfish and hobbies steal other guild members by whisper, not care about GW 😝
The poin GW can drain or fill at PG gate exp, if full can opening the PG gate 100%, the reward system for the st get 100 % poin, nd 90 % th 80 % etc and we have Guild shop also for exchange GW poin to item or buying poin GW for open PG gate.
1 and 2, 10 and 11 is for the 4 big guilds to get position 9 and 18
if one of them lost. 1 or 2 go to 18 and 10 or 11 go to 9 Or take number before war came ( random )
I felt tired looking for Dark/Light Mystery dungeon. It’s rarely to find. Then, Could you addition the mystery dungeon time from 1 hour -> 3 hours ?
dont know if u guys are alive or working or what, but here goes ;
a new exchange.market needs to be opened, here exchange of each and every item in game should be made possible
on the left hand side, select the item form a dropdown box and input the quantity
on the right hand side, select the item you want in exchange and the exchange quantity displayed. press confirm to get the new items.
this exchange feature is to consist of each and everything in game, you guys decide the exchange values and make it happen. i am sure that there will be feedback and you will keep adjusting the trade ratio over time.
this will ensure that each item in game has 'some' value, nomatter how little it might be but some value is there. could mean exchanging skill buns to tshards or exchange pot stones to pot exchange stones or change ld tshards to rgb tshards. it should have every exchange possible and nothing should be left out.
even if it means trading 1k of some item for a mere 10 exchange pot stones, at least its something. as of now most items are really really useless which also include pot stones to quite an extent.
think, plan, implement it in 4.3
you cannot loose anything with this exchanging system and players gain. if you think it might lower the value of some premium item, then make the exchange ratio high enough to not make much of a difference. let players gather something over time and exchange it for that so called premium item.
this exchange market is required.
with the new t10 in effect, people are forced to concentrate on 1-2 servants.
hence, special summons should be limited to 2 selectable servants instead of 4 servants for both l/d & rgb.
with the introduction of pg, idea is to farm offline at ease.
aio pack's limit of 400 runs make it inefficient to farm properly.
need to increase aio pack count to 1k runs at least.
Is this on the road map at all?
For me personally there is a huge difference in.. excitement let's say.. when it comes to asynchronous PvP vs real time PvP.
It's just way more fun going into battle knowing your opponent is at the other end shouting cusswords.
I realise this would be quite the technical undertaking and possibly the most challenging update to develop, but it would really add an extra layer of depth that a lot of other gacha games lack.
It could start out as real-time mock duels to test the waters.. And end up as weekly tournaments where players buy in with karats for the chance to win special prizes like profile badges / accolades or limited avatars.
This would add a sense of "e-sports" to the game and greatly increase the feeling of community, instead of it feeling like you are constantly battling ghosts.
BARRACKS or GEAR
My Barracks and Gear
Always Full can you add please to be 1k sloot or more, thanks happy weekend lovely dev,
We are need for c colections effect and colections gear also 🙏🙏
Adding to Group System
Hey, as we mentioned especially at pvp last weeks in European Server there are very high gaps between Players u fight around 10x vs 1000-1100 ranked Guys while ur at 1700+ so u get 0 points at winning get winning Streaks 30+ I dont Think its motivating for Diamant Players to mess with US top ranked Players same other way its useless for me to fight this Guys they dont change my rank and i have to hope to fight one of the 10 Guys with about 1600 and give me Some points ....so how about introducing a challenger League where top 2 Players of all groups will join and fighting against orher top ranked Players After 1 week the worst 10 Players for example will leave the Challenger Legaue and 10 new Players from League System get new challengers or do something like a Relegation vs the 10 which would else rank down so higher aktive Players have a really challenge and the group System will be more fair to everyone
Valor for Gold
Hey there, i got an idea.
What about Valor for Gold?
Endgame Heirs have amounts of Gold and massive Valor problems if they Farm 4x at PG.
I guess like 1 Mio Gold for 1k Valor would be a nice move.
Think about it.
Daily raid Mission
Now u can do 140runs at 1 day but still its needed too 1x per day my Suggestion increase weekly reward for the 7x 800 rewards so if u want u can really do the 140 runs together at one day
Auto repeat "retry connection"
I often leave auto repeat on during work or sleep only to come back to the game which halted after 15 repeats and is now asking me to retry to connect.
Auto repeat gets interrupted by this message at least once or twice a day just using 4g or when the phone switches to a wifi network.
I'm no coder but couldn't there be a simple solution to this?
Ofcourse you can't prevent a shoddy internet connection from disconnecting you from the game but there's no reason for the game to wait until I notice it and press a button.
Could you guys make it so that the game automatically tries to reconnect when this occurs?
Mumm Limitation After Update
Atm with 175 karats Cost per 2500 Mumm u can minimal negative handle to farm pg with 4x teams about 40 seconds (as units get higher Daily aviable pg will increase so Limit mumm will go wrong way), changing to 4x a day for 150 is the worst Limit u can bring for now! Even if u Play diamond top 3 nearly everywhere buy Mission package and aio package u run out of mumm without even doing 1 Single Element dungeon with karat Use. For example 1 run with 4x pg runs about 6h and Cost about 14k mumm so even if u run 3x per day u need about 45k per day .... if u Use After Update aio package u get 7k per day + 10k if u buy for 600 karats, 2x Daily login about 1k Bonus Then Some crafted mumm about 1k Maximum, maybe another 1k depending on events so u lose every day alone from pg about 30k mumm to buy them u need atm a little bit ober 2k Karats per day, if u safe from pvp events and abbadon + have Some luck at Daily rolls u can nearly hold with some mummpackages for extra aktivities ... if u change it u will need about ~ 5k mumm Daily to dont run out of mumm (not 100% exakt math but its only pg no tower Invasion no Boss raid nothing included so its normally even higher than this), if u farm most effektive way (4x per Day pg) and while pg Runs doing sanctuarium shard farming u wouldnt even hold if u buy Daily mumm package + aio + Mission package which would be over 400€ per month let mumm unlimited at lowered Price!
Nerf Ignis and Heylel
You really should nerf dark Ignis and light Heylel. A fully 100% aoe strip is just too strong. Especially on an AOE dps.
You don't have a chance to decrease incoming damage. There is not any way to counter this.
It is okay that some servants are better than others but they are just op. AND they are l/d.
It is not balanced.
Just my opinion.
Universal Shards from Guild Shop
Hi we are Top 5 aktive Guild and when i buy 5x ld pieces and 1x the 10 ld universal shards i cant even farm enough guild points to get the 2nd 10 ld universal shards i can only buy them every 2nd Week 2x because of Monday reward claim from last week u should drop the Price min to 8000 so its viable to farm it else u dont even need put it in 2x per week as reward because its Shit to see and cant buy so 2 suggestions:
1.) Price decrease to about 8000
2.) Put it in as 1x Reward for 12000 but increase shards to 20 / RGB universals to 80
I’d love to see the awakening dungeons continue as they have been for the last couple of weeks. All elements open all the time! Thanks for seeing the need for this after the latest update.
A boresome and tedious grind.
Alright, here's a suggestion.. Cap max transcendence at T7.
Increasing the cap all the way to T10 won't increase the longevity of the game since it will just dull the experience of aquiring servants.
What all gacha games revolve around is the excitement of aquiring monsters / servants right?
I've found that, in HoL, that excitement is not really there as much, since nat5s really are a dime a dozen, and once you get that servant you've been aiming for, you realise that to actually make it competitively useful you need 5 more of them, which is a bit discouraging.
Now in a way the transcendence system does make up for the ease of aquiring single servants as it still provides us a challenge and a sense of having accomplished something worthwhile. The problem lies in the fact that this process of getting new individual servants on the road to T5 is quite boring and uneventful.
Even when I get a L/D nat5 I don't really skip a beat and practically forget about it in 30 minutes.
It's only fun when a servant finally starts to reach its max potential, in my experience.
We don't know the amount of exp needed for a T10 servant, but by the looks of it will be about 8-10k, so 17 - 21 servants?
Imagine what new players might think, their excitement of getting a 5 star servant will quickly be crushed by the realisation that they only have gotten one out of 17 fragments to fully unlocking its potential. It feels like you just got 1/17th of a servant.. And the other 16 feel just as uneventful, the whole process will just feel like a boresome and tedious grind, which really isn't necessary.
What I'm trying to say is that there seems to be a goldilocks zone between a challenge and a boring grind, between the ease of aquiring servants and the amount needed to transcend them fully.
T10 or 17 - 21 identical servants and the ability to farm a dozen nat5s a week seems to me like it will just make the game extremely boring as it way overshoots this "goldilocks zone".
Multiplying the speed of shard farming by 4 does help, but at the same time will make the aquisition of servants even more mundane, instead make it 2-3 times faster so it stays somewhat rewarding and challenging.
Instead of raising the cap to T10, make T7 the final max transcendence level, forever.
The whole process of building a servant to its max growth potential shouldn't take more than 1.5 times the amount of time it takes now. At a certain point players want to move on to building new and different servants so by increasing the time it takes to max a servant too much you will just make players feel stuck and confined.
Don't lock anything behind a paywall, don't discourage f2p players, the number one reason people like this game compared to other gacha games is that you give out a lot of freebies in events and game modes to support free to play players, this update will throw all of that out the window and will make you seem greedy, please think about this.
Sorry for the wall of text, but you've been asking for suggestions so here's mine.
Farm, farm and more Farm. Current concerns on HOL.
This is my feedback to you, and the feedback of my guild in SEA server, and many others who share these concerns across servers. I will give feedback and concerns of each issue we see, and will offer some solution to each concern.
First things are the problems/ revamps, the pvp grouping system.
Although the reward system has been Bumped up, the overall match making system has been aweful, and as a result players are forced to do bare minimum just to get rewards. I will further elaborate...
Diamond group is messed up completely,due to rewards and matchmaking; as now most players stay at low lvl while those who want to play are hindered as when they reach a certain limit eg. 1550 points or 1650 points.....they STILL face those 1100 or 1200 players who net them 1-3 points and in case its a bad run they end up loosing 17 points or more.
Matchmaking earlier was bad but it was there.....you progress form rank1000 to rank1 and on the way you meet -/+ 25 ranks etc.....with new grp system you only encounter really low rank players low points yieding you nothing while wasting token and over 3 mins in a fight. it ALL goes down the drain if in case you loose even 1 fight in 10 as you end up negative. while in old system once you had passed a certain rank/point you didnt encounter that and were facing newer players closer to your ranking which is not there at all now. you face strong opponents who have 1100 points where you stand to loose as well taken you down by 17+ points...while gaining only 1-3 points from such ranked players.
It is in conjuncture to each other : grp system + matchmaking which has made it TERRIBLE.
This is more so in ipvp etc but its there in all aspects of all modes.
The second revamp is probably the biggest concern which is based on the notes that your team have provided, the transcendent system. From what I gathered from my guild and I, it seems you are bringing out a power surge where it’s not needed. Your making this more of an IDLE game day by day.
As much as we love to hear your improving the farming side of things, you are making it extremely tiring by constantly making us farm shards when in reality the game does not need that much to complete.
Thirdly I must say due to a guild mate request, the overall power system is not equal to the old power system, the requirements of now has increased.
It’s like your taking one step forward and two steps back.
On groups The growth score requirement for "Platinum" should be adjusted to "199,000 ~ 499,999" and the "Diamond" growth rate requirement should start at "500,000" - because it doesn't make sense to have longterm players with full L/D teams bundled up with players who only have one or two partially built L/D units (the difference in power is far too unreasonable).
The transcendent system incoming ; is it really needed? This game is just becoming a pure afk non engaging game . The trancendant system is only welcomed when we see newer challenging modes/content.
Last solution in regards to the new players complaint towards the awakening stone f12 issue is, allow players to convert unwanted supremes to wanted supremes even on the premise of 2:1 conversion rate.
Lately it seems the love of the developers has been fixated on newer players while the end game players are just ignored.
Lately you have been bringing out stuff that is not needed in the game.
You talk about longevity but forget there are players who care about this too.
You give us a platform to speak and express our suggestion , yet only implement from the “selected few” . We ask for revamps in certain things and ask for new engaging content but you bring out revamps which is not needed. It seems your more focused on new players and forgetting the much loyal end game players. Tower is not getting any love. End game players are not getting love. Engagement factor of game is next to nothing.
The last thing I want to say may never come but I will say anyway, this game DESPERATELY needs a merging of servers, Eu servers is close to dead and same with sea server , there are far more in-actives then actives .
Whether you read this and take this as a feedback is on your part, I have done my bit by concerning some of the current issues so that players are heard.
what about the fight 3vs3 or 5va5 but random team, by choosing the best hero can join, fight with enemies or clone opponents, maybe it can be moved manually or auto, to start using auto war up to qualification, top 100 or top 50, then manual moving. may be able to add a hero character according to the world ( hero classic or modern)
with the theme of the wilderness, garden, rip, an old castle, or a special place according to the character hero,
Thanks just sugets 🙏🙏 pardome me,
ok offline farming is the biggest point i want to see an I am glad to see that it will be imlemented.
I would like to see more interactions with my guild members, gild buffs, guild vs guild or something like that
and one little thing : i disklike really your brown theme. maybe the option to change it?
After all sugestions - thank you for all the efforts of improvements you do all the time. good job
Tower Invasion Rewards
Why remove tower Invasions Reward Supreme Stone especially for higher Players u cant get enough of them because Daily limited now u cant even get them from tower so it takes longer to get ur units up, karats for Supreme stones Bad deal especially at diamond
First of all Great work and keep it up. I would like to suggest repeat battle for mystery dungeons to have no time limit(currently 1hr) for players who purchased the "All in one" repeat battle pack which unlocks 400 repeat Battles. Doesn't really make sense to purchase 400 repeats but have to refresh every hour.
Please consider, many thanks.
Supreme Trade system
It should give a Supreme Trade System 😁 that u can Trade Element supremes for magic Supremes😉
Think about it
Passivs of some subs/heals have to be changed
Hey, After the update that normal Elements dont block passive skill of lds anymore...its not necessery that 3 subs or heals have to block lenore or heylel... i Think 1 nat4 and 1 nat5 passive block for 1 servant is enough... u should change some that block lenore...or a leto...or heylel... and give one for the arc angels and valkyries and other Servants who need to be blocked....there should me more harmony and not just block for the same Servants...
When you buy an avatar you have to go to helpers to change the amount of hit you hit and that is a nuisance, they must include an option before the battle, as well as the option to change the brand, which has one to change the amount of hits of a purchased skin.
10000 Gold To Summon Nat 3☆ Is Too Expensive
Every month, we need to summon 500 nat 3 to get a nat 5. I think it is too expensive that each nat 3 needed 10000 gold to summon from shards.
NEW CONTENT idea/ revamp
Hello guys, you asked me on my last post upon ideas to help the engagement side of hol.. it took me a while to brainstorm an idea and this is one of them.
We know that tower invasion is soon to get a revamp so this idea is based on that. I posted it on discord and I will post it here too so that other players can suggest/ help with this idea.
So right now tower invasion , isn’t engaging, point system doesn’t add up, and rewards aren’t so great. While on the agenda of revamping I suggest that you make this a customisable abbadon/tower invasion for each player
So ideally it will have 7 floors , same as how tower invasion is, However each floor the player/defender controls the debuffs/restrictions on that floor.
So allow the tower invasion to be more customisable , introduce new debuffs such as
“ poison “ where by a set hp is deducted per x amount of seconds .. - this will allow players to start using vampire gears
Maybe allow defending team to place a restriction on a floor whereby two range dps servants is a condition on that floor. (Just like abbadon)
Or maybe a restriction where by attackers cannot use certain gears
And perhaps allow attacking teams to have buffs in which is a one time only per tower .. for example the ability for bonus speed, or maybe bonus attack or maybe even a free one time kill
To summarise as I do not want to lengthen this post, allow tower invasion to be more customisable, so that players are engaged each day setting new defence systems , and strategy is required upon each floor , over the current system whereby ignore def kills everything in 10 seconds.
Also to touch on the rewards, rewards system needs to improve as upgrading towers takes a HUGE amount of honour points.
I am aware that this maybe a bit too much, but it’s definitely something new to hol .. more engaging .. more challenging .. more strategic and more control for tower invasions
Something new over the current daily afk farming which requires next to 0 engagement
Plz fix Aria’s skirt/whatever’s texture; it looks appalling. See base Simone for an example, the cloth looks great. Aria looks fine until you see that skirt thing.
Servants need remodel according to their elements
Servants deffinitely need some remodel,maybe devs can change all glowing aura according to their elements like fire is red,water is blue,forest is green,light is gold & dark is purple. I believe thats will make all player easier to recognized their servants. 😁
Game NEEDS New CONTENT
I posted this on discord but not sure if it was read since it seems that moot is being used more than discord ..
Can we have events that actually are different to the monthly events .. ie events that engage players to kill certain foes / boss.. events where different skills of servants are needed and smart play is used.. events where engagement is key
right now everything is just purely based on auto running / auto farming which isn’t an issue , every event is based on auto running certain things and it’s too repetitive , where is the engaging factor in heir of light ?
This is why players leave your game after few months when they realise that this game is repetitive , and most of the players who play this game is farming something on auto play, making the players feel alone and thus having the feeing of this game being dull
Reskining events with different banners isn’t new content as panda mentioned
Events should be different to farming, the game shouldn’t be based on Farming alone
Maybe include some boss fights during events/collabs.. bring out new gear, make the collab servants have unique new skill.. rather than same skills just with different look . Game need new content that is engaging to the community once again
We as End game players suggest these ideas so that heir of light can be a long term success
A suggestion on mass invasion
Sometimes instead of giving only 4* heroes(R/G/B/L/D) on mass invasion with guaranteed enough shards for summon you can maybe sometimes do a mass invasion of a 5* farmable unit(R/G/B/L/D)
You don't have to make the invasion to give complete summon of that 5* you can give like 60, 80 or 100 shards that way not just beginners but veterans can also forward to these events and it will help them both
You also don't have to make it strictly 5* mass invasion just sometimes do it like maybe once every five invasions
Right now these mass invasions are nothing but fusion fodders to which even there is a super low chance of a 5* so i think it would be cool to have 5* heroes invasions as well sometimes
L/d nat 5*
Is there ever going to be a Nat 5 l/d summon event or even a single nat 5 l/d select? I understand that they are meant to be difficult to obtain and that a large amount of time and effort (or money) go into obtaining them. But will we ever be blessed with at least one of our choosing? It would be really nice and would give a lot of people a chance to have their first step towards getting a very powerful endgame servant, and also give others a chance to get that final l/d servant they need. I understand that crafting offers some opportunities, however the sheer difficulty of obtaining enough to sacrifice is difficult and also only being able to craft the one l/d nat4-5 summon stone per month holds us back as well, I would like to see it increased to 2 a month at least to keep up with the absurb amount of failed fusion upgrades.
First, it will be very helphul if we can buy 2500 valors for 350 karats.
Second, in pvp, healers won't use their second skill(healing skill) unless at least one team menber's blood is below half or something like that. While the frequence of skill usage is very important in pvp, it seems that this kind of setting of healers shall be adjusted.
Fusion system not rewarding enough?
Seeing the new shard system I was just wondering whether it would be at all possible to implement something of sort to the fusion system. At the moment it feels so unfortunate as I have fused 20 nat4 lvl 50s servants in a row and I have not gotten a single nat 5 out of them. I would love to see fusion system to be a little be more rewarding. It doesn't have to be anything like you get 1 nat5 every 20 fuses but just something a little bit extra as continuously unsuccessful fusing feels depressing :/
Party Raid improvement
The chat improvements in party raid were definitely beneficial. The next thing we need there is to be able to inspect ally monsters during the raid, like we can before it starts. That would give pick up teams more time to strategize about which servants can be swapped out to optimize relation effects and leader skills (and allow people to check out other people's weird rune choices during repeated battles)
Suggestion(s) regarding L/D shard farming (UPDATED)
I would like to suggest that any of the following be implemented (or at least considered) as these can make farming L/D servants feel less like a chore:
1. Increase shard DROP RATE by x2 (since non-farmable servants are all getting buffed eventually, I see no reason to make farming shards as difficult as it currently is).
2. Increase shard DROP RATE to x3 when using the shard pack (this is on top of the "amount of shards doubled" effect).
3. Maintain shard pack's current drop rate but increase the number of shard drops from 2 to 4 (x4 basically) per instance that a shard is acquired.
4. Make the double shard pack apply for mystery dungeon quests.
5. Have a guaranteed shard drop after clearing a tile every 30th time or something.
6. Apply any of these suggested changes to RGB tiles (that drop shards) as well.
7. Keep everything the way it is now but lessen the number of shards required to summon a 5-star servant. Instead of 500 shards, just decrease it to 300 or maybe 400.
NOTE: For the purpose of clarity, the term "Drop Rate" used above refers to the frequency of which L/D shards are acquired from clearing tiles (and not the amount of shard drops per instance).
UPDATE: Looks like they plan on implementing a guaranteed shard drop system (similar to suggested option no. 5) in version 3.7 of the game. 👍
I have 3 Valkyries ( 1 lvl 66, 1 lvl 62 and 1 lvl 60) and 2 Archangels (1 lvl 62 and 1 lvl 60) how am i supposed to fully transcend them with only 3 gems a month while there are only avaible until december??? That makes a total of 12 transcendences where i actually need 20.... on top of that i will need 96 5* Heroes to create them, where will i get them without having to buy what i need???
Why does iPVP sûck so much?
Any reason ipvp is a bigger waste of time and resources than the new Lenore game guide? Wait I get it, to actually get anything out of ipvp you have to spend $100s of dollars monthly. So new & f2p players, you might as well set your expectations extremely low now and give up.
What to do if you've already built Lenore?
Any other water Lenore mains feel slighted by this new quest line? I can't be the only one with a fully built lvl 70 Lenore that has no use or desire to build another, let alone invest a Skill Bun and fodder to take both of the free Lenores to 6*. Seems like a gratuitous waste of materials, especially because the 2 free Lenores that could be used as fusion are forced to be upgraded to complete the quest.
I'm all for the quest line and glad others get use out of it, but I can't be alone in thinking that an extra lvl 62 Lenore does nothing for us. I feel this is a slap in the face to those of us who have already invested time and effort into building Lenore and the devs did not think about us when pushing out this quest.
Am very curious to see what CM_HEYEL and CM_FLYNN have to say about this, and wonder if this was brought up in conversations when brainstorming on this quest.
Question about Blavatsky
The passive of water and light Blavatsky is to remove one buff of the target. However, some of the tank's Potential is to generate defense buff on hit. It keeps regenerating again and again during Blavatsky ultra. I think it is a bit meaningless of her ultra. Is it possible to stop generate the defense buff during the ultra?
Sanctuary materials are too damn rare
Might I suggest making it so that sanctuary materials are guaranteed drops? Must RnG be part of each and every aspect of this game? For players with painfully bad luck such as myself, I find myself wasting a ton of valor on farming sanctuary tiles just to get those crafting materials that are seemingly more rare than L/D shards. On average, I only get 3-4 materials from 150 runs (w/c is less than the number of L/D shards that I can get even w/o the double shard pack) .
I'm starting to really see how much this game promotes auto-battle and for me, it makes everything boring since pretty much every activity in the game is starting to feel like a chore.
Devs, please give my suggestion some thought & consideration.
About the new servants Mildred
Hi Devs Team,
First of all, I am happy to have a whole new style servant to play, really appreciate that the Heir of Light Team have created such special servant!!! And I truly understand the new servant should be powerful, otherwise no one will be willing to spend Karats for summon them. However, i would like to suggest the team to either change a little bit the servant Mildred or balance the old servants to counter Mildred a little bit.
We all know that pvp games are important in HoL. One is that they have some good rewards and the other is that PVP games are indeed a fun part of HoL, building you teams with different types of servants to have different kinds of pvp game play. When we look at the world ipvp or ipvp, Mildreds are dominating the all pvp games. They attack the back line which is related to the survival chance of the team. And also when people look at the Passive, they are obviously born to the PVP games. It's a good idea to have a different direction to play PVP, we start defeating the opponents from the back line. I guess, Mildred are being created to make some new strategies, because it was too hard to kill back lines and the tank would never get down before.
But now, i know it's a litte bit ironic, it's still really hard to kill the back lines if you don't have Mildred in your team. They are also the R-dps and they first kill you support and healer(in a normal team), than your tank are much more weaker without them definitely. Than it become harder or impossible to survive till you kill the opponents' front line and to get to Mildred.
She is way too powerful and almost no answer for her, she also get much more buff when she got transcended. The only two way i can think of for beating Mildred are:
1. get the same team that has Mildred also
2. wish you have luck that you won't meet Mildred or you meet the new Heirs with lower Transcended Team( can kill the tank faster or, you can survive from the low transcended mildred's attack)
In the end, I still really appreciate that the HoL team are willing to listen to all kinds of player in HoL, and try to find the best way to solve the problems. Thank you!!! These are only my small opinions of the servants' balance.
Skill Preview Mechanic
just a small suggestions would be cool if we had an option to preview skill animations for heroes in the game specifically the skins