I'm just gonna go ahead and say it despite my fear of getring backlash:
I am not a fan with how WHB handles the usage of Solomon's Tears.
(Rant post, feel free to skip over, rest under the cut. I just needed to get this out of my chest.)
Thank god they've made a statement about the availability of Tears, but in my opinion, their way of handling this is the equivalent of slapping a bandaid on a gaping wound - it fails to address the root of the issue that's making Tears such a necessary material in the first place, it being several aspects of the game design.
There have been several design choices that confuse me when it comes to WHB, which I would chalk up to WHB being PB's very first game that purely isn't otome. But these design choices often involve game balancing issues, which for me personally directly impacts my enjoyment of the game. And it is these design choices that immediately impact the need for Tears, and why the initial update changing the availability of these Tears sparked so much controversy.
But before that, I have some menial complaints that can be chalked up to me being spoiled by other games. First of all, the large amounts of filler stages, while normal for a gacha, still doesn't make it a fun experience to play through - especially when there are barely any changes to the stage layouts. The only reason why Plants vs Zombies were able to do this is because of the way their stages are set up:
Stages 1, 3, 6, and 8 introduce a new mechanic/zombie
Stages 2, 4, 7, and 9 are harder stages that test what you knew from the previous stage
Stage 5 is a minigame stage
Stage 10 is a conveyor belt boss stage
Every stage gives you a new plant, oftentimes one that is relevant to the new mechanic/zombie at play/about to be introduced (for example, Puff Shrooms upon ending 1-10, a 0 Sun plant with shorter range that helps in earlygame because the next world is nighttime, which means no Sun from the sky)
As for the other TD games in the market? Arknights has different maps for each story stage. So does Path to Nowhere, from what I recall. If there are filler stages, they're very few and far in between. It's why Granblue Fantasy changed their story chapters to no longer have a solo battle at each segment - it hinders the storytelling.
One of the most baffling things in my opinion is the fact that the game has the same upgrade requirements for all units regardless of rarity. This is such a weird design choice for me because in most games, lower rarities are cheaper when it comes to upgrade costs.
For comparison's sake, some screenshots I took for promoting S and A+ ranks.
Belial, an S-rank Marksman, requires 22k Gold, 22k Books, 10 Tears, and 22 Fire Jellybeans.
It's the same for the A+ Healer Morax, save for the elemental jelly beans which is changed to his element, Light. And this is the same amount needed for upgrading L characters as well.
This design choice isn't particularly good, in my opinion. It bottlenecks players and puts them in a mindset position of "upgrading anything apart from Ls and some choice S/A+ ranks is a resource sink". It makes people think that building anything except the strongest of units isn't worth it, which in turn renders the existence of lower rarity/weaker units moot, especially considering the scarcity of the Tears in the first place. Because why would you raise them if you're going to gain more of an advantage from building these high-rarity units? You're going to get a more immediate and significant power boost by upgrading Ls in the first place.
This is even more pronounced in WHB specifically because in most gachas, lower rarity units tend to require less to upgrade. Take a look at the E2 requirements of three Tactician Vanguards in Arknights, in which Elite upgrades are the closest approximation to promotion in WHB.
Beanstalk is the lowest rarity of the archetype at 4*, and her E2 material requirements consist of two types of tier 3 materials (Coagulating Gel and Manganese Ore, both with blue borders), Vanguard Chip Packs, and LMD.
Then you have the 5* Blacknight, whose material requirements now include a tier 4 material (Incandescent Alloy Block, with a pink border) in addition to a tier 3 material (Loxic Kohl), Vanguard Dualchips (crafted from Vanguard Chip Packs and Chip Catalysts, both of which are farmable regardless), and more LMD.
And finally, the 6* Vigil, whose material requirements are now a tier 5 material (Crystalline Electronic Unit, with a yellow border) and a tier 4 material (Optimized Device), more Vanguard Dualchips (4 to Blacknight's 3), and even more LMD.
Yet in other games, I don't mind raising lower rarity units - for several reasons, depending on the game. In Granblue Fantasy (despite my complaints about how quickly the meta evolves and how lim-centric it is), SR units serve as the stopgap for party comps until you can fill out your roster with SSR characters, and some of these SR characters still see use like Lyria. In other games like Fire Emblem Heroes, Memento Mori, and Princess Connect: ReDive, all units gain the potential to hit the highest rarity - I have a Yukari (originally a 1* unit) ready to hit 6* in PriConne, while I have a +9 merged 5* Fallen Takumi (farmable unit at 3*/4* base) in FEH. Arknights' case is more nuanced, where it's partly the same case as GBF, but also the fact that lower rarity units can fit into niches that high rarity units don't fill.
With these other games, I never feel like raising a lower rarity unit is a waste of resources. The costs of uncapping characters in general is negligible in GBF, except for the Eternals and the Evokers - those of which are reasonably time-gated because of their sheer meta impact and how strong they are compared to all other characters. Except for particularly egregious cases like Tsukinogi, every single Arknights Operator has their uses, and they often see use in Integrated Strategies.
And let's not get into the debacle that are skill levels, because of course you need more materials for that. I don't mind having high costs for optimizing skills - Masteries in Arknights works like that, after all. Pictured below is the cost of M3-ing Bagpipe's third skill.
That's right - a tier 5 (Bipolar Nanoflake) and tier 4 (Oriron Block) material. And luckily, you can farm for all of these skill upgrade materials outside of events, crafting the higher tiers as necessary. There is less opportunity cost for me to E2 my 4* and 5* units because I can just farm the materials again anyways - and even then I some Masteries on these units are amazing. S1M3 Myrtle (4*) is probably the best DP generator in the game, while S2M3 Lappland (5*) also helps with her skill uptime.
Then you go back to WHB's skill upgrades, which mind you is also the same cost between rarities, and guess what else you need?
Yep. Tears. A ludicrous amount of it, considering its availability. And let's not even get into the Tears required for the Unholy Board, if that matters to you (and it does, because it also gives buffs for your L units).
This skews the game balance towards the L units even more. Ideally you'd be raising skill levels once your units reach high levels, because everything is percentage based and the lower your base stats, the lower effect these skill levels have on your skills. But that just means you'll still need Tears because, well, you still need to promote. And remember the opportunity cost again, because all rarities have the same skill upgrade cost, further incentivizing you building Ls and ignoring everything else.
It's ridiculous.
And the added nail in the coffin: the reduced rewards that basically halved the amount of Tears you get.
I seriously, genuinely hope they take the availability of Solomon's Tears as well as game balancing into consideration when performing the next balance patch. Because otherwise, I can't see this game being an enjoyable experience for me moving forward.
Unless, this was the intended way the game was designed, in which I just...I have no more words to say.
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idk why some people are still fighting with tooth and nail over "theories" when season 1 isn't even half of the "whole truth" of the past.
Thee Whole Truth = (louis' account + claudia's account via diaries + lestat's account) - (untold lestat's account**** + editorializing of claudia's diaries + louis' perspective bias because he's not informed enough in the past* + whatever the heck is happening with louis' memories** that allows him to even put words into someone else's mouth***)
(*) mostly thanks to lestat's witholding information about the nature of vampires and their seemingly lack of communication
(**) might be affected by all kinds of influences, from guilt, repressed memories due to trauma, armand being armand, or maybe just maybe louis really wants to provoke "someone" there. tl;dr louis can be wrong and not lying at the same time
(**) see: episode 7 when claudia refusing to burn lestat. we don't have any idea how many times it happened during the retelling
(****) ofc when lestat telling his own account, there will be more negatives added to the equation there. he def has perspective bias since he came from a very different background than the other two. and we still don't know the purpose of him telling his story in the show yet
i mean, this show is made to theorize about. the writers are aware fans paying attention to the littlest details (confirmed by their answer to @immortal_daily). but theorizing, writing metas should be a fun activity. and on top of that, as i said above, in this point of the story in the show, we can not make an informed conclusion about a lot of things. which is why i keep saying season 2 is very important, not only to reveal what's true/false from s1, but it will also tell us how the series will go in the future: what are the vampire lores they'll use, how much they will take from the books, basically the overall tone of the whole series. so idk, keep an open mind maybe? and not attacking people just because they have different theories? and don't depend on other people's theories to make your own conclusion? 🤷♀️
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