Fix RNG
These are my ideas for making the game a little more competitive and making it feel less like you got lucky or unlucky.
The main fix for this is making the gold static by level. Currently the amount is pretty low with win/loss streaks providing a boost. That's not a good system. It provides the luckiest player with the best start a chance at a win streak boost and often sets other players on attempts to lose the first several rounds for the loss streak boost. Set the gold at a times 3 multiplier based on level. L1= 3g L4= 12g L7= 21g L2= 6g L5= 15g L8= 24g L3= 9g L6= 18g L9= 27g
I realize this means rushing to level but as team size increases you will also need to fill in your team. Currently you're doing about 20 matches on average. There are 7 mob rounds and 5 carousels. Most people are out by or shortly after dragon. I suggest removing the 3rd round from blocks 2-6. Block 1 will remain the same. Block 2 on will look like this. 1- Match 2- Match 3- Carousel 4- Match 5- Match 6- Mobs
With the increase in gold, I'd reduce the first 3 levels down to 2 XP each and not activate the Buy XP button until level 4. I'd also increase the amount of XP needed starting at level 4. L4: 10 -> 30 L5: 20 -> 60 L6: 32 -> 90 L7: 50 -> 120 L8: 66 -> 150
With this I would adjust the XP buy button into three buttons. [5g] [10g] [Remaining Cost for that level] This makes the process quicker allowing players to focus on team and item building.
I would also increase re-rolls price to 3g and add a button. Neeko's price which would allow you to make a copy of a character you own for twice the market price. [Neeko's Price] [re-roll] This lets you re-roll for the chance at new characters or perhaps a cheaper copy but provides a slightly more expensive way to not get screwed over. If you have a strategy that requires you get specific copies, its a great bargain but it doesn't break the game.
At this point I should mention that I would also raise Character prices by 1g, except Lux. With the influx of gold, this ensures you are making a choice between that level and a character or two. That means the range is 2g-7g and Neeko's Price is 4g-14g. Meaning that 3 star lux costs 119g if you buy one and use [NP] to make copies. Likewise 3 star Warwick costs 38g if you buy one and use [NP]
I don't know what to do about Items, but I have a couple ideas.
- The first is a shop for the basic items excluding Spatula and Neeko's Help which would only drop or be in the carousel. Some high base price like 20 gold. This eliminates the randomness.
- The other idea is just have each mob drop an orb with an item or character so even though it's random, there are plenty of items. The chance of a better item, either a combined piece or the two rare items would increase as the blocks moved on. B1= 9 orbs B2= 3 orbs B3= 5 orbs B4= 5 orbs B5= 3 orbs B6= 3 orbs
Overall, I think this would eliminate the randomness and allow players to focus on skillful choices and strategies instead of frustrating RNG mechanics. The bonus being it allows you to focus on balancing types and characters without the headache of how this plays when someone gets all the right stuff or all the wrong stuff.
But that's just my take away after 100 plus games.