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Thread: Banish Cap - Yes another thread

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  1. #11
    Lightbringer
    Join Date
    Aug 2013
    Posts
    685
    I think the fact is that many people are worried about the effects on player incomes and game longevity and balance is the cap was just dropped completely and suddenly. But in fact, this is not what most rational players are proposing.

    MattP proposed some good alternatives in between the current cap and dropping the cap completely. I have proposed another alternative that I will reiterate below.

    The problem is that Banish incomes grow exponentially because boss HP grow exponentially, compounded with the fact that players damage can grow exponentially too. Yet the only, "cost" of any upgrade that grows exponentially is runes, which grow at a factor or 2 while banish hp grow at a factor of 5. Other costs, such as blacksmith, talent, and cards (in terms of the amount of credits spent to gain a certain amount of spirits) exhibit linear, or at most quadratic growth.

    A result would be to either reduce the factor of hp gain (as proposed by MattP), or even more effectively, eliminate the factor of income gain while maintaining the factor of hp growth, thus solving the problem of exponential growth in damage.

    This could be implemented as such:

    250M and below: 1M coin for each 10M damage done.
    1.25B: 1M coin for each 12.5M damage done
    6.25B: 1M coin for each 25M damage done
    31.25B: 1M coin for each 50M damage done

    Under this system, a player doing the MAXIMUM THEORETICAL DAMAGE POSSIBLE cannot earn over 100M coin at any Banish.

    And while they are at it, they can add a coin reward equal to the credit reward x2.5 to Rag and then multiply the rewards by 10 * (Player Level / 100) while giving rank 1 a bonush 10M coin, rank 2 a bonus of 7.5M coin, and rank 3 a bonus of 5M coin, and ranks 5-10 a bonus of 2M coin.
    Last edited by Yelsha; 04-30-2014 at 08:00 PM.

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