First of all, check this Online Survey posted by fellow member K1ng Charl3s. Results here.
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Hopefully this can become a sticky and bumped and become an official thread for in-game suggestions. I'll try to keep this page updated and add constructive quotes from other players here as well, such as other suggestions and feedback.
I'd like to say this is the first mobile game that really got me addicted. I love the amount of fan-service done with characters; I don't care if people say the characters are WoW-ripoffs, I like to call them as "tributes" or "homages". I honestly find the VIP system quite fair (though it needs some polishing), because yes, making a game is not easy, but a pay-to-win system is not fun either.
The game is good, yes, but it does have its flaws. I know the game marketing is a tight one, and every move can lead to either success or failure. That's why I made this thread, to hopefully reach the developers so they can help making this game better. My criticism is purely constructive. It's not something to give advantage over other players or lead to more unbalances. Heroes Charge is currently going to a path that could lead to its self destruction.
Aside from my personal opinions, I'd like to hear from other players as well. I don't want this thread to become a flame war, though. Should a clash of opinions happen, I ask from you guys to refrain from insulting each other.
I'll also link other threads with good suggestions and feedback that I find valuable.
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::: PROGRESS :::
• The problem:
I feel that the game should have an overall faster progress. I know that Heroes Charge is an MMO, but Progress X Effort is so slow it's obscene. When you start the game everything is beautiful, you go from Level 1 to 10 in like no time. But in later levels it takes a long time to do stuff for very little to no progress, even as a VIP.
As the Levels progresses and earning money becomes harder, the game reaches a point of stagnation, and that bores the HELL OUT of players. Leveling up becomes a chore without EXP items (I know they're relatively easy to get, but still) and the amount of Soul Stones required to summon 3 Star Heroes is so high it's revolting. Playing the game becomes a boring task after a while, with the trials being less and less attractive. When I first started where everything counted and you progressed, it gave you more motivation to play. Now I play just to complete Dailies, bored as hell, and that is it. When you reach that point it means something is seriously wrong with the game. This thread regarding EXP explains pretty well what the issue is.
• The solution:
Increase the ratings of everything, or decrease the cost of everything, or heck, do both. EXP gained from levels and Dailies should scale with the Team Level better, to the point each Trial and each fight in the campaign REALLY MATTERS. Same with Gold earned. Everything scales. And VIPs get higher scaling to their respective VIP levels. Everybody wins.
Look, I know everything would be too easy if you could unlock Heroes and gear too fast, but it's annoying to play a good game like this while having to deal with the "WoW experience". In WoW it is at least faster because you don't have Stamina to hold you off and you can play to your heart content. Heroes Charge, on the other hand, is a mobile game, it's supposed to be somewhat "casual" and not so time consuming.
This leads to another problem, which is:
::: DROP RATES AND RNG :::
• The problem:
This is directly linked to "Progress", as lower drop rates equals to more grinding, which equals to more time consuming tasks, which equals to less progress X effort I've discussed above.
This is something that specially bothers me regarding Soul Stones when doing Raids. It's extremely low. I've been farming for War Chief's Soul Stones in his three Elite Stages and sometimes I do all 9 attempts only to get 1 or 2 Soul Stones, it's very infuriating.
Also, regarding Gold/Crusade Chests. I know 3 Star Heroes are supposed to be "rare" Heroes, but still, the RNG (for those who don't known, "Random Number Generator") is messed up, very messed up. I'm currently Team Level 64, and I've bought many of those x10 Gold Chests and so far I've only got one 3 Star Hero from it, which is Succubus. And lately I haven't been getting anything rare from those chests, not even rare gear. It wasn't like this before.
• The solution:
Maybe reduce the amount of required Soul Stones for both Hero unlocking and Evolutions. It's too damn high! And also increase the Soul Stone drop rate and chances of getting Heroes from chests. I think I might speak for many when I say we don't really want the "WoW Experience" in this game. It shouldn't be stupidly fast, but also not stupidly time consuming.
I also think the RNG regarding Gold/Crusade Chests should include a "smart roll": once you unlock a Hero, the RNG has a higher chance to give Soul Stones or summon Heroes you DON'T have (honestly I'm tired of getting Admiral and Lightning Master Soul Stones every time from Gold Chests). Or even, subdivide the Gold Chest into two: one for Heroes (where you can get Soul Stones and instantly unlock Heroes) and one for loot (where you get reels and complete gear).
::: TOOLTIPS AND LOCALIZATION :::
• The problem:
This is more an aesthetic problem rather than technical. The localization sometimes sins terribly with translations of names and tooltips. Some skills, most notably Ember Blade's Ultimate Skill, has a very ambiguous description, saying "Release 3 fire remnants on the battlefield, when Ember Blade is hit by critical strikes, the fire remnants will explode and Ember Blade will dash to the last remnant's location.". As far as I noticed, the remnants only explode and his dashing strikes are triggered when Ember Blade reaches critical state (low HP), and not being hit by critical strikes.
Tooltips in the game should be more precise about the skills, specially those with a more complex mechanic, to avoid those problems. I also noticed some grammar and punctuation errors that hurts my very soul, and english is not even my native language.
• The solution:
Revisions, simple as that. Shouldn't be so hard. I can gladly help with that if needed and point out each error.
::: GENERAL DESIGN AND GAMEPLAY ISSUES AND SUGGESTIONS :::
• The problem:
Man, where to start... This thread and this one points out pretty well some of the stuff I want to say.
Also, I think the Hero purchasing is very inconsistent, because you have no clue what you're about to buy and how good that Hero is. Weeks of Arena/Grand Arena/Crusade could be lost in that process.
• The solution:
One idea: Hero "Test Drive". Some Heroes take AGES to unlock (which was discussed above), and in the end you get something you don't really like when checking skills and such, which sucks balls. I know we have URGametips and the Wikia to help players to know which Heroes they should invest in, but I still think there should be a "Test Drive" mode, where before you purchase the Hero you're taken to a institutional video or something that showcases all the Hero's skills and everything the player needs to know about the Hero he is about to buy. That way the player doesn't end up buying a Hero he/she will regret later.
Another suggestion: Soul Stone Trading. An option that lets you use your own Soul Stones to trade for other ones in the Shops. Let's say you, like most people, wanna buy that sweet Fallen Dominion from the Grand Arena. You have 79 of his Soul Stones, but have like 100 Grand Arena Coins. You could trade Soul Stones of a less desirable Hero or one that you don't like and get that one last Soul Stone to unlock Fallen Dominion.
Yet another suggestion: Auction House and Player Shop. Heck, let's say you don't like X Hero and wanna get rid of him. You can put him in your own Shop for other players to buy. The game would automatically calculates the "Hero Value" based on current gear, enchants, level, skill level and evolution and set up a price, in Coins. Similarly, you can sell other stuff, like Gear (Full or Reels) and Consumables (EXP Potions). That way, if you need that specific piece of gear but you're out of Stamina, you can search other players' shop and buy the stuff you need.
And yet another suggestion: Guild Wars. Much like an Arena, but in a form of event. The Guild Leader and Officer(s) picks a handful of Teams from other players and set them in a fight against other Guilds. Guild Leaders can even pick Teams from other players without their permission and "enlist" them in the fights (the Teams would be the default set by players for Arena). It would work a lot like Grand Arena, but in a much larger scale. Victors would be granted items and Soul Stones, etc. Would work kinda like a Tournament.
You see, this is the kind of thing we need, to spice the game a bit more, to add more excitement, renew gameplay and attract more players.