This ensures that party composition, not just in general role, but also in kit, is extremely important. You enter a small room, there will usually be 3-5 enemies in that room, rarely smaller enemies could be 7-8 or so but those enemies are usually easier to dispatch.įurther, instead of all your party members chaining skills together in unison like a well oiled machine, Shining Beyond has a queuing system reminiscent of turn based games (in real time) where only one party member casts a skill at a time, so you can queue up your skills to tell the game which order you want your party members to cast skills in, and the game will follow that order, waiting for resources to carry it out if necessary. Instead of big seamless maps with dozens of minions swarming your party, you're trecking through dungeons reminiscent of the original Zelda in structure (but not gameplay). In contrast, Shining Beyond is a little slower and more modest in its combat. Grand Chase usually has larger maps, TONS of enemy units and skills incoming and outgoing at an insane pace, made more insane by characters that give resources, lower cooldowns, etc. The closest game I've personally played to something like this would be something like Grand Chase, but there are notable differences. This is not a game with a screen joystick like Dragalia Lost, but rather a "hold screen to move party here" kind of game. The main genre that dictates combat is that this is a real time, party movement based game. Shining Beyond is a gacha (obviously!) but what kind? This is a hybrid gacha of multiple kinds of genres and I think they use them all to add a lot of polish to the game. So while I'm annoyed with being slowed down, so far this seems like a "let's slow everyone down across the board change" rather than a "let's screw over F2P" change. They're trying to smooth out the pace at which players gain power due to how fast experienced players were blitzing through normal (usually within the first week) on beta. What this means is that while the above forge changes slow progression a bit, progression is now more tied to days played which slows progression for everyone anyway. You now have to be account level 10 to progress to 4-1, things have tightened across the board as far as account levels vs progression is concerned. The game has also introduced more bottlenecks since beta. That's probably the most substantial to all the nerfs of the forge system. It used to cost gold, now costs 500 gems. Summon SR ticket now costs 600 R shards (up from 400), and summon SSR ticket costs more SR shards too, but more importantly NOW COSTS GEMS. The real bad nerfs are the nerfs to crafting summon tickets. That nerf is going to slow progression a bit but it's not terrible. Base costs for crafting specific shards are now 150 -> 50, instead of 100 -> 50. I suspect shard / ticket gain may be nerfed, will update after game release one way or the other.Įdit 3: The forge costs were indeed nerfed as I feared. I just read the notes and am now updating the post. What I have just described with the shards below may now be out of date. Forge - Rebalanced the Forging costs needed for Heroes’ Shards and made adjustment to the Forging costs of SR and SSR tickets." New patch notes have just been announced that say the following: Hey everyone, I wrote a SinoAlice FAQ that seemed to be pretty helpful for people, and I'm really excited about Shining Beyond after playing beta for a bit, so I figured I'd write this up and see where it goes!Įdit: Preregistration link from the comments:
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