"Bulldog1205;c-2230614" wrote:
"Its_not_a_moon;c-2230597" wrote:
"CG_SBCrumb;c-2230566" wrote:
"Morgoth01;d-241768" wrote:
Just checking, but the consumables which last 2-4 battles, is that going to last for 2-4 battle attempts or 2-4 completed battles?
I.e. if we consume a consumable to test out if that will allow for team X to succeed, how much of a risk factor would that be?
The consumables are only used on completing a battle with a win. Losses do not run down the battle counter for consumables. Similar with Stamina, its only depleted if you win.
Woah so if we dont win the match we don't lose stamina just energy, cool
I don't like this. This means playing RNG until you get the result you want becomes an optimal strategy, and that makes me want to bang my head against the wall. When losses are impactful, the game design has to reflect that.
How is it RNG?
1. You are losing out on energy.
2. We do not know if stamina after the battle is dependent on health/protection of our units after the battle
3. Enemy units are scaled with relic tiers, and data disks in mind, so they are pretty strong, so losing stamina might be too much difficult on top of how difficult it already is
4. Stamina refresh rate might be very slow, and you might accumulate energy faster without having the right toons to attempt the node so you are stuck not being able to use up your energy
5. Developers are aware that you won't lose stamina for losing, so the game design has that particular feature in mind when designing combat nodes, Its possible that they received a lot of negative feedback from beta testers about stamina being used up even if you lose, not as fun for players with not a lot of roster depth etc