Forum Discussion
6 years ago
"YaeVizsla;c-1834791" wrote:
The change from 8 attempts to 5 attempts does not reduce the rate at which your roster grows.
Spending 150 crystals/day on energy (which many free players do, and it makes my math easier), you can maintain about 5 farms per day at 8 attempts. Assuming a 30% drop rate, then on average, those 40 sims will yield 12 shards.
Spending the same number of crystals on energy, and reducing the cap to 5, you can maintain about 8 parallel farms. At 30% drop rate, you get 12 shards on average. Your roster advances at the same rate. Either way, in about six months, you'll finish about eight characters, in a game that generally doesn't add characters to the table at that rate. You can reasonably make headway.
But at cap 5, 40% drop rate, 8 farms a day, you get 16 shards per day and you clear content from the LS/DS table 30% faster. This has significant ramifications on the game's pace and economy, and a larger portion will face the scenario of a barren LS/DS table sooner, which is now mostly limited to folks who've been playing for a couple years.
But take in to account the number of refreshes to farm continue that farm. I now have to spend additional crystals to get the ability to farm those shards. Instead of one refresh to get 16 attempts, I have to refresh twice to get 15 attempts. I get what you're saying, the drop rate doesn't change. But I'm saying to balance out those additional crystals that will be spent to get the same amount of attempts, increase the drop rate to do so.
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