Tome/Rift #1 coming to an end, how are people feeling about it?
Ok so with one week left in tome one and rift one, I want to get an idea of where people are sitting around the whole concept.
Here are some of my biggest impressions and suggestions for improvements so far;
First off, the overall time to complete 70 tiers of the rift. It has honestly felt too long. I've played a solid amount these past few months, and I'm only closing up tier 70 today, I've played nearly every single day to claim the survivor and killer XP bonuses. Keep in mind, this comes with the caveat that this first rift counted 1-2 weeks of XP progress before it started, so this would mean I'd just be finishing in the final days.
The devs estimate of 1 hour per day, 70 total, is completely off base. In the past 2 weeks alone I've clocked 30 hours: https://i.imgur.com/urNNCLI.png and this has been my lowest amount due to finishing the challenges quickly and not being very motivated to play. I'm AT LEAST at double their estimate, or more. Some comments from the devs have suggested that they only use that estimate to refer to time spent within a match, and that's blatantly obfuscating the fact that we spend a colossal amount of game time to reach 70 hours of being in matches.
I really hope that the next rift respects player time more accurately, ideally by rewarding fragments for 600-700XP rather than 800. A 10 minute match should reward a shard, rather than requiring either a long drawn out match, or more matches. Requiring 12+ matches, including daily bonuses, for a single tier is far too grindy.
Continuing with the theme of completion time, it needs to be addressed that the rewards for challenges are pitiful. The different levels of challenges include harder and harder challenges, however we are still rewarded the same as those in level 1. A killer who succeeds "Sacrifice all 4 survivors in the basement in one match" receives the same fragment reward as those who complete "Kick the same generator twice in one match." It's laughable. It's a really basic concept of rewards in games that something harder should be worth more of a reward.
At the very least, each level should scale. Rather than splitting the rewards between "basic" and "master" at 3/5 shards, why not increase per level, 3/4/5/6 fragments per challenge?
Also it should be noted that level 1 in tome 1 actually has the most fragments total, completing level 4 is actually the lowest shard yield by a fair margin. This was even true when considering the leaked challenges that were all master challenges in level 4, due simply to the small number of them. Yes, you made a pretty eye, but it feels far worse in comparison to the rest of the tome.
There's been such a mixed bag with so many issues in these challenges, and it's been discussed to death so let's just highlight some of the basic points;
- Challenges that rely on the enemy team's mistakes suck.
- Challenges that can be saboutaged by DCing or just standing in one spot on the map teabagging suck.
- Challenges that promote one survivor hiding all game in case they get hooked a single time suck.
- Long grindy challenges (25 unhooks, 200,000 bloodpoints when bonuses are not counted, lots of gens) are not fun, and are not challenging, and contribute nothing of value except from stalling us getting to good challenges.
- Repeating the same challenges multiple times in the first rift (basement hooks, unhooks) both encourage the same boring and bad playstyles consistently through the duration, and show a complete lack of ideas when tome 1 didn't even manage unique challenges.
- Challenges requiring different perks are fun, and more interesting. It gives us a reason to shake things up and not use the default meta builds which is more fun for the other team as well.
- Challenges based around the tome theme characters are fun, but could use some variation. Claudette got the same challenge twice, and Trapper got the same challenge 4 times with increasing numbers.
- Something akin to a survivor adept would be good without being too hard.
- Something like "Kill X survivors using Trapper and his unique perks" not in a single match would be interesting.
- More variation. "Cleanse a Hex" was never done for example. I get that it's Claudette themed so Claudette = altruism but EVERY challenge felt like unhooking or healing. It doesn't feel good to open the new list of challenges and see the same batch as last time with slightly higher numbers. (Looking at you levels 2 and 3.)
In a similar vein to the challenges, it's a let down that there is so little inspiration amongst the charms when we're at the point where ideas should be brimming and limited so you have stuff for the future.
The biggest issue most players have is the recolours. 5 of the same leaf icon on wood, and 5 of the same Trapper mask icon on wood. The differences between versions 1-4 are so miniscule that they are unnoticeable unless you are using multiple (why!?) and there is no distinct progression from worse to better. You cannot tell which is supposed to be the one you get when you buy the rift, and which is the reward for 50+ tiers of work. Yes, I'll give a pass on the red ones, but seriously, these are weak.
Love the emblem charms, can't wait to have a full set.
PERK CHARMS - There's so much opportunity here. For the same effort as the awful recolours, we COULD have had Empathy/Botany Knowledge/Self Care and Brutal Strength/Agitation/Unnerving Presence charms that both allow us interesting choices of showing off our perks, and also suits the tome more thematically than "leaf." Instead, we got Empathy and Feng's Technician? We're going to slowly move through characters for tomes so why not set the mark now that we'll unlock teachable charms at a rate where we won't need to play until 3020 to unlock them.
Small changes I'd love to see;
- Raise the number of charms from 3 to 4. We could then eventually show our perk build with 4 charms, or show all 4 emblems. 4 is more represented in the game than 3.
- Remove the limitations of "survivor charm" or "killer charm." So what if I want a bear trap hanging off Quentin? When I get Pig charms I'm going to want them on everyone. Why would this ever hurt anyone to allow?
I'd say it was a fair balance of recolours and new sets. Definitely some nice stuff in there.
Big drawbacks; the Hag and Huntress sets are incomplete, and don't match with the recolours already in the store.
The lore was excellent. The exception was the really poor pacing of the narrator. Please read with punctuation, this isn't a race, we want lore not onebigsentencejammedtogetherwithnobreakshemovesthroughthedeathanddecayofthevoid.
The animations were still as cool as they were in the Halloween event. Minor disappointment that the "Revelations" collection didn't have anything.
The free track
Ok, we get it, you want people to fork out cash for the rift, but the rewards on the free track are tragic.
9 charms, event currency we'd get by playing before the rift anyway, and 6 random cosmetics from different sets.
I know I'm not going to convince anybody that there should be more than 15 rewards for the free track so at the very least, just make those 6 cosmetics be 2 full sets, like the Claudette and Trapper ones. If someone is actually playing the game enough to hit level 63-70 without paying, they're a dedicated player that deserves a bit more respect than they're getting.
Last note about the time span
If the requirements to hit 70 are not improved by either less XP required or better fragment rewards, there's going to be 0 downtime from one tome to the next, as they basically launch and end on the mid-chapter patch. That is going to be a LOT of player burnout if everyone constantly feels on the clock to get these completed. In the long run, this will harm the playerbase numbers more than it helps if QoL changes are not made.
So that's my take on the whole thing, how's everyone else feeling?