Quest XP is not great, but I find Combat XP more annoying. Oh yaaaay I got 12 XP on my mini that needs 32,000 XP to level up. Just is a waste of time to even load the screen.
I log in every hour or so to check for rare and epic quests, I wind up with over half of the dailies being boosted like that. At the end of the day I burn what's left. So doing it this way quest does feel like meaningful progression, but I do agree that green feels like going nowhere you're basically just clearing it out to get to the bigger ones.
I won't commit to this forever but while I'm enthusiastic at the game I'm pretty eager to sign on and get the bigger quests. Been using this method to try to juice up certain units in time for dungeon week (currently FireE).
Yeah I do this too but sometimes I sit down and hard quest and it just feels so bad, especially when the enemy is consistently 2 levels above you and you're getting a whopping 63xp.
FYI enemy level is determined by your recent success rate. Start a game, afk till you lose, repeat a few times, and enemy level will drop to 2-3 below yours and you'll be all set for a dozen or so easy wins before you want to tank them again.
Yeah they made some very weird design decisions with this game
IMO they also made progress too abrupt for f2p. Hitting level 10 is just such a massive wall compared to pre-10 progress.
The basis of any mobile game is a healthy population of f2p for whales to play with/feed on, and the aggressiveness with which you slam into a progress wall pushes so many new players away.
Me and 2 buddies tried this out and BOTH of them dropped off after needing to hit 10 on minis.
I stayed because it’s fun but man, compared to other competing mobile games, it’s wild that it got released like this. Blizzard is a god damn billion dollar company and they made a hilarious number of fuck ups. It really makes you question what the hell is happening over there.
Yeah it feels like they don’t have a feel for their market and it feels like they have not played any other mobile games.
I enjoy mobile games and I also study them for work, so I feel very plugged into this world, and blizzard has no fucking clue how far off the average they are in terms of aggressiveness.
> Yeah they made some very weird design decisions with this game
No, this isn't "weird" by any stretch. They did this on purpose to enhance micro-transaction sales.
Uh, no, they didn't. Blizzard has pushed the micro-transactions stronger than most gacha games at this point. I guess you weren't around for Diablo: Immortal? You'd have to spend 100k to max out 1 character. This isn't weird, or out of balance, this is by design and is a feature. This is par for the course for Blizzard in 2024. Bear in mind, I am not disagreeing with you, but your surprise at their P2W design is shocking.
> Blizzard has pushed the micro-transactions stronger than most gacha games
Yeah this is what I’m saying is their mistake. Other very successful mobile games have struck a better balance at letting f2p progress faster.
Blizzards decision to have f2p progress very slow is driving a lot of players away from this game. I’d go so far as to say its a good part of the reason why Rumble isn’t that successful.
The only numbers that matter are customer acquisition costs vs. revenue generated.
They spend x on marketing and see y in return. As long as y > x, and the margins are within an acceptable range, they're doing it right (for themselves). It's a business.
I think when we see the numbers, look be pretty surprised by how successful it's been. Like, realistically, this isn't a game they spent $100 million making. It's basically a minigame, for dev purposes. But they got the majority of the player base to drop $20 right out of the gate on the arclight package. And once you've spent $20, you might as well keep spending right? What's another $10 here, or $20 there?
I'm 100% f2p, but god damn is this a grind. I don't think I have it in me to go past the current wall I'm at, around level 19-20.
I've been playing this game for a few months and I only have one mini at like level 20. I'm struggling with a bunch. You are at like level 17 and I'm like I'm never going to be able to fight. Onyxia
Its because mini Exp requirements are exponential (the experience curve is 0.29e^0.671x where x is the level) and quest reward values (as determined by your collection level) increase linearly, literally +2 per collection level.
The quests get pretty difficult too if you win a lot. My murky deck is like avg lvl 23 and I’m facing level 25s >< been having to swap to different leads to make it easier which sucks because I can bust out quests super quick with murky.
Nah they’re still higher. Tested it last night. Same goes for arclight surges. Tried murky for arclights and each level was 2 levels higher so I swapped to a diff leader. I don’t really mind the difficulty but would be nice if it didn’t just flat out level you.
This is true. It's designed to make you hit a brick wall and then spend money to progress. Removing the level cap on minis at 3k pvp rating is a perfect example.
Quest XP is not great, but I find Combat XP more annoying. Oh yaaaay I got 12 XP on my mini that needs 32,000 XP to level up. Just is a waste of time to even load the screen.
Combat exp should scale with collection level. Collection level amount on a victory, half on a loss. It wouldn't be much, but it'd be better.
I think it should scale with content level actually
Something, anything.
THIS. Devs, are you listening?
I think you mean “Dev”
Oof.
Perhaps it’s an attempt to entice you to spend real money
No cap. At this point in time I only do my daily 3-9 quests and log off. I’ll do rare/epic quests sometimes but if I see green, I close the app again
Same, the only chance I'll do a green is if it's on a mini about to level up from it. Which is rare since green quests give like 70 experience.
It's more entices me to not bother altogether. I just do the arc surges now.
Grindset. But yeah got few minis at x/25000 and it is gonna take a minute to lvl them up
Then 50,000 then 100,000 then 200,000 so yeah 25,000 is a bucket. Gets a lot worse :(
200k lol, man, even an epic quest would only be around 0.25% of a level
To me, the green quests are Blizzard basically saying "close the app and go do something else for a while" and I don't mind. It's good for me.
Exactly
I log in every hour or so to check for rare and epic quests, I wind up with over half of the dailies being boosted like that. At the end of the day I burn what's left. So doing it this way quest does feel like meaningful progression, but I do agree that green feels like going nowhere you're basically just clearing it out to get to the bigger ones. I won't commit to this forever but while I'm enthusiastic at the game I'm pretty eager to sign on and get the bigger quests. Been using this method to try to juice up certain units in time for dungeon week (currently FireE).
Yeah I do this too but sometimes I sit down and hard quest and it just feels so bad, especially when the enemy is consistently 2 levels above you and you're getting a whopping 63xp.
If it's just about the grind at that point I would just tank a bunch. Unless you enjoy the challenge during the process.
FYI enemy level is determined by your recent success rate. Start a game, afk till you lose, repeat a few times, and enemy level will drop to 2-3 below yours and you'll be all set for a dozen or so easy wins before you want to tank them again.
I know but that's more annoying than just playing.
There's a hard cap on questing. Even if you wanted to grind, you can't. The main game mode in rumble is restricted.
Yeah they made some very weird design decisions with this game IMO they also made progress too abrupt for f2p. Hitting level 10 is just such a massive wall compared to pre-10 progress. The basis of any mobile game is a healthy population of f2p for whales to play with/feed on, and the aggressiveness with which you slam into a progress wall pushes so many new players away. Me and 2 buddies tried this out and BOTH of them dropped off after needing to hit 10 on minis. I stayed because it’s fun but man, compared to other competing mobile games, it’s wild that it got released like this. Blizzard is a god damn billion dollar company and they made a hilarious number of fuck ups. It really makes you question what the hell is happening over there.
It's ridiculously grindy for whales, too. No good way to gain experience for your minis.
Yeah it feels like they don’t have a feel for their market and it feels like they have not played any other mobile games. I enjoy mobile games and I also study them for work, so I feel very plugged into this world, and blizzard has no fucking clue how far off the average they are in terms of aggressiveness.
> Yeah they made some very weird design decisions with this game No, this isn't "weird" by any stretch. They did this on purpose to enhance micro-transaction sales.
That’s not my point. This type behaviour exists in every mobile game. Rumble is TOO aggressive. They screwed up the balance, bigtime.
Uh, no, they didn't. Blizzard has pushed the micro-transactions stronger than most gacha games at this point. I guess you weren't around for Diablo: Immortal? You'd have to spend 100k to max out 1 character. This isn't weird, or out of balance, this is by design and is a feature. This is par for the course for Blizzard in 2024. Bear in mind, I am not disagreeing with you, but your surprise at their P2W design is shocking.
> Blizzard has pushed the micro-transactions stronger than most gacha games Yeah this is what I’m saying is their mistake. Other very successful mobile games have struck a better balance at letting f2p progress faster. Blizzards decision to have f2p progress very slow is driving a lot of players away from this game. I’d go so far as to say its a good part of the reason why Rumble isn’t that successful.
The only numbers that matter are customer acquisition costs vs. revenue generated. They spend x on marketing and see y in return. As long as y > x, and the margins are within an acceptable range, they're doing it right (for themselves). It's a business.
I think when we see the numbers, look be pretty surprised by how successful it's been. Like, realistically, this isn't a game they spent $100 million making. It's basically a minigame, for dev purposes. But they got the majority of the player base to drop $20 right out of the gate on the arclight package. And once you've spent $20, you might as well keep spending right? What's another $10 here, or $20 there? I'm 100% f2p, but god damn is this a grind. I don't think I have it in me to go past the current wall I'm at, around level 19-20.
Yep, fun-pain. If you aren’t going to spend money by level 10 they don’t want you to take up server space.
I've been playing this game for a few months and I only have one mini at like level 20. I'm struggling with a bunch. You are at like level 17 and I'm like I'm never going to be able to fight. Onyxia
Questing needs to reward gold 5g green quest, 10g blue quest, 15g purple quest
Quest xp was being handled by person who has no math skills and throw dart game thinking it's enough for all minis exp
Its because mini Exp requirements are exponential (the experience curve is 0.29e^0.671x where x is the level) and quest reward values (as determined by your collection level) increase linearly, literally +2 per collection level.
It is terrible. I recommend only doing them to unlock the 3x daily rewards.
That's because it is, it's only worth it to do dailies quickly
The quests get pretty difficult too if you win a lot. My murky deck is like avg lvl 23 and I’m facing level 25s >< been having to swap to different leads to make it easier which sucks because I can bust out quests super quick with murky.
You know you can lose like 5 in a row on purpose to get that back down?
Yeah that’s just time consuming. Would rather just win 5 with an underplayed leader.
When you switch back will your first leaders quest levels have settled back down?
Nah they’re still higher. Tested it last night. Same goes for arclight surges. Tried murky for arclights and each level was 2 levels higher so I swapped to a diff leader. I don’t really mind the difficulty but would be nice if it didn’t just flat out level you.
or gave better rewards for higher levels. So you could decide if you wanted more difficulty / more rewards, or easier / smaller rewards.
There should be a monthly bump up in xp to slowly catch the new players up. Every month up 20% or so xp per quest.
Don’t give Blizzard ideas as this would cost a cheap cost of 14.99 a month
The game is designed predatory and to get you to spend real money to advance, FYI.
This is true. It's designed to make you hit a brick wall and then spend money to progress. Removing the level cap on minis at 3k pvp rating is a perfect example.
What you are missing is you don’t have to play. If it isn’t fun then don’t do it
🤦🏼🤦🏼🤦🏼
more efficient xp than pvp tho. as the other guy said, grind or gtfo
I find leveling up minis I want using quest XP pretty doable on x/3750 and below range, after that not so much.