I also think that adding the option to reset skills and get back all the gems spent on that skill(s) is a great idea, although I do have some questions. For instance, will it be reset by individual skills or by the entire skill tree across four sectors? Should we pay a small fee (Gems or coins) to have that option? Lastly, let's say our venomous skin is level 10. Before the update, we need 7,000 gems to get it to level 11. After the update, if we reset that skill (or all skills), will venomous skin be 75% more expensive if we somehow decide to get it again?V.R4.16 wrote: ↑Sat Jun 06, 2020 10:09 amI believe it is a reasonable request on our part, to provide us with some kind of compensation. It is already being done with attributes. Why not with skills as well?
The most realistic suggestion so far is providing us with the ability to reset skills, if only once to avoid further outrage within The Wolf community.
I feel like it's a bit tricky, but maybe I'm overthinking this...
I'm actually more open-minded to the new update now, whether the devs remove air bite, keep it, or turn it to something else different, as you had suggested. Side note: it's fantastic to see you guys expand on each other's ideas--simply ingenious, both of you.V.R4.16 wrote: ↑Sat Jun 06, 2020 10:09 amI agree with the developers decision to remove air biting. I have nothing against the bug, in fact I use it frequently in both coop and pvp.
If you think about it though, with the balancing of coop and pvp being introduced, [Finally!] we won’t need it anymore.
Rain made a very good point though. The game is way too simple and straight forward as it is. There is no real skill needed to get the upper hand in combat or overall strength. It’s just whoever can grind the most in coop or spend the most money to upgrade attributes and skills.
My suggestion would be to implement a "talents tree". [similar to the "skill tree"]
Maybe air bite could be reintroduced with this and become official throwing range increased as you upgrade it- setback of the talent would be low critical chance, but it increases ever so slightly with each upgrade.
Full credit to user Need Restoration for that one. Genius idea.
Can you clarify what you mean by saying that only stronger players benefit from running away, howling to den, fighting from den, port block, etc? More importantly, is that always the case? I'm slightly confused because doesn't everybody, regardless of their strength, can choose to run away, howl to den, fight from den, or port block? And since anybody can do that, doesn't it give the benefit to the person doing such action and perhaps their team?
What are your thoughts on increasing health and attack attributes to 750? What about the CP match-making system (anyone can answer this)
I see many people oppose it because they say it's going to set them back and they're so close to reaching max attack (or a certain attack) and now they have to do it all over again; it's going to put them more behind (or something along those lines).
If you have the same thoughts I described above, here's my question for you: Why are you rushing yourself? Why not just take your attributes/skills one step at a time? Grasp the developer's objective in mind: they want people to keep playing the game. So if you're reaching the max or have reached the max, chances are you won't play as often because there's NOTHING left to do. It's the end. Sure, you can hop on PvP every now and then, but there's no challenge when you're too strong.
Personally, I get that we all want to be stronger, but think about two positive aspects of this new update. First off, it's going to be much easier to upgrade attacks/HPs, especially for people who are stuck around level 200s. Secondly, there's going to be a CP match-making system, which will (hopefully) make PvP more fun for everyone. I don't know if the devs are going to keep the old PvP mode so you can fight random opponents with various strengths, but like Cerb70 spoke up, we should all give it a chance. You won't feel too discouraged because you will no longer be put in rooms with giant HPs if you're a smaller wolf. Likewise, if you're a big HP, you won't have to constantly hop to find others around your HP to have a decently enjoyable war. I'm not sure what it's going to be like for those who have small HP but big attack and strong skills, but we'll see in the coming update I guess.
Now for the old/almost maxed skills or attributes players, this aspect of the update will carve a new path for us. I don't really play this game nowadays, the maximum I play is 1 hour per week, which is significantly lower than a year or two ago. It's extremely difficult to coop for another attack level as I'm nearing 300, and I don't have the motivation to do it. However, this update will change that.