I'd thought it was going to be a fun little minigame we could play on our phones when we didn't want to log in. Pretty disappointed in that.Adventures seem overpriced in both the sending and the healing. Things aren't explained well enough (for instance, it is quite possible to place your characters in ALL available spots and still not actually hit one of the enemy mobs).Imo, lower the cost to send them out (hello, anima drought anyone?), make them heal up instantly after returning from a mission (WoD mission table) and then make a minigame out of the app that we can play outside of the actual game! The rewards can be negligible even, as long as its fun and entertaining.
I just compare attack and health to the opponent teams and use positioning to my advantage. I don't know what people are struggling with.
The anima costs are insane, especially if you heal your followers after failing a mission. I know the shadowlands is in a drought but 300+ anima to heal a follower seems excessive.Another issue is the wild range of quests. My followers are 30ish and I have only missions that are 50-60. Why send followers out and spend anima on a mission likely to fail. But if I don't do them there is no way to level them farther.
The main thing, for me, is that I need to understand the mini game with external third party websites or guides. I mean, what is the purpose to do something so opaque, so obscure, that most of the people who already dislike the initial form of it (old mission table system), now are frustated and asking for a removal of the feature?Something that no one asked for it, now it's harder and frustrating. I like strategy games, I play Hearthstone too, but this for me is a non-sense.For Kyrian, it will be enough to put phalanx on a frontal line with ranged units doing the damage (old classic war formation), but guess what, doesn't work.And then you can try other classical strategies and doesn't work neither. It seems that it's just a dps check feature, the hp doesn't matter, you need to find a way to kill the enemies before they kills you and that's all.For me, no one will light a torch if mission table is removed definitely and forever.Edit: typo
Why cant troops be maximum companion level - 20% of maximum companion level?Why cant new companions come in at the same level as your troops?Why is mission levels based on campaign progress instead of maximum companion level?Like I understand the need for a little difficulty but that difficulty should be countered by party construction not just level difference and RNG.
People here thinking that healing the troops is expected behavior... theres a reason why 3rd level table hastens auto healing rather than reducing the cost of anima healing.
Cant see when missions expire on the app.
I would also like to see the following added:1. The base XP reward for each mission shown. (I've been working on my own spreadsheet).2. A toggle to show the hp numbers on units. (Currently, I have to hold mouse over to see them).3. Base attack of each enemy unit when moused over during mission selection/inspection.4. Target information for enemy units when placing companions/troops. (Currently, only shows who my units will target and not who will target them with base attacks).5. Pause, Play, Rewind, Replay features? (Currently, my work around to replay the mission is exiting the table before it ends. I sometimes have unavoidable external distractions during playback.)6. More information regarding what lies beyond each campaign mission and how it upgrades the mission table after completion.7. Animated character combat. (Like actual animation and not icons that attack via bouncing off other units. This is probably a pipe dream?)I think the new mission table is a great step toward a fun and challenging mini-game compared to previous iterations in the past. I'm a fan of auto-battlers, but it suffers from a lack of features most other auto-battlers have, which have been around for years. However, I am hopeful it will get some more love. It has such great potential!
Something else that needs adding / explaining, is which mob your follower will hit once the one shown by the target arrow when you place it is dead.Also something I've found particularly frustrating on my Venthyr is I'm stuck at a campaign mission where one of the enemy mobs reduces the damage the whole team takes by 50% for 2 rounds, 5 round CD. Obviously I need to try and kill it first to stand a chance of killing the team.I have one follower that can hit it, Theotar, who does 97 damage on a 2 round CD. The mob has 3,480 health...
the whole experience is kinda the worse garrison system ever in WoWplaying it with 3 main char- no idea what's going on/how to improve- replay is sooooo long (i would appreciate to see the final result, then decide if replay is worthwile to watch in details)- level of the Troops is the median level of your Companions : WTF!- and worse : mission generator doesn't take consideration for companion level (having new lev1... have to wait xp reward and go sacrifice them)- no IG librairy with the whole compagnons list (as in past)- mission cost? seems too hight while troup are almost free- covenant unbalaced? nightfae FTW- having 10+ compagons,..ogistic headhach: how to optimize them for most missions possible... can't set a plan (draft mission then execute when all mission are fulfil) Bliz employes in charge of this new garrison should deserve a blame and should be assigned to create new poo quests
I really just want to throw my support to the author's POV. A system that rewards you for NOT getting new adventurers and expanding your options is simply broken. Additional information and functionality is almost always the better way to go when designing a system. The biggest positive change they could make is having your helpers be the median level of the adventurers on a mission.One other thing I'd suggest that I don't believe was mentioned is that you stop getting lower level quests as your first adventurers rise in level. Thus, when you do get a new level one adventurer, you have missions that are level 30+ and not the level 1-12 adventures that these new recruits need to level.
They put in table missions in WoD, in Legion people found out they could 'farm' millions of gold, without touching the AH at all, in BfA they 'tried' getting people out of table missions more than in Legion (since with WoD's one you would only go out of garrison for fewer stuff, specially if you were a casual player) by 'nerfing' the gold missions to around 10% gold.In SL they now nerf the UI, by not giving the player even basic information like Troops, Champions and enemies' HP and Power information at-a-glance (not needing you to keep mouseovering them everytime).
Just my two cents on why I feel it's poorly designed. I'll give you my opinion by describing how I do all my missions, which I am sure is neither the intent of the developers, nor the "best way" to play the Adventure table.A) Look at the level of the mission. Include one champion that is equal to or greater than the level of the mission. Fill with "grunts"; half DPS and half heals. Win every time.B) Lacking a champion that beats the level of the mission, stack my team until my numbers (health / dps) beat their numbers. Win every time if the margin is large, win most of the time if the margin is tight.I've got champions almost up to level 25, I'm beating any mission I want, including rare missions, elite missions and "campaign" missions.To defeat such a "deeply designed" system with first-grade math surely isn't intended. I found beating earlier missions (BfA, Legion) quite a bit harder, as I had to have certain counter-tactics on the particular champion or troop. With SL, all I need to do is have higher numbers - that's the only tactic involved.
It feels like this was designed while auto-battlers were all the rage and now they're not but it was too late to revert the design so we got stuck with it. I don't even care, I just right click my people until a weakaura tells me I'll probably win.I hate getting a new companion because it drags my team down and then I need to level them and have no xp missions low enough for them to go on. I can't complete anything of significance, meaning soul ash or even the campaign quests, without significantly overleveling them and/or just getting lucky. The Ui is fine except for the fact that it took a video and 2 weeks to learn I could use my troops more than once a mission (as is expected after it being one-per for 3 past expansions). I love the goody bags, those are cool, except we have better ones from soulbinds so err..kind of pointless. This thing is a disaster so thanks for the addon link, I hope to never have to use my brain on it again. Stop giving us mission tables. ><