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TOPIC | Questions & Solutions
Hey, so, I got a few questions and suggestions about the Coliseum.
  1. I read somewhere that the Coliseum Battle System is unbalanced; is that true?
  2. Why does it feel like Physical Attacks are so much stronger than Magical Attacks? Are they more powerful?
  3. What's up with the difficulty jump in Leveling? In the Training Fields it only takes 3-6 Fights Won to get to Lv.2, but it takes what feels like 1'000 Fights Won for Lv.19-Lv.20, it takes such a long time, and as a casual player its very difficult to do. Its quite a bit of work, and while I don't mind grinding, having to win 150 battles for a single Level just isn't worth it.
    • Maybe give more Exp. for certain Enemies, or maybe a multiplier based on the number of Enemies you're faced with.
    • Make ways to up the rewards you can get, like equip-able charms/consumable items that you could use to increase the amount or rarity of Food, Materials/Other, Apparel, Skins, Battle, and Familiars you can potentially gather.
  4. Why are we not able to make Healing Potions, Tinctures, Tonics, and Fragments in Baldwin's?
    • Items or materials like "Jar of Sea Water" or "Jar of Mineral Water", and then a recipe like "Jar of Sea Water, Dried Lilium Petals, Murky Scales, Bottled Embers, & Alstroemeria" = Greater Healing Potion x2, or something.

I'll probably edit this to add more ideas later on. Thoughts are welcome!!
Hey, so, I got a few questions and suggestions about the Coliseum.
  1. I read somewhere that the Coliseum Battle System is unbalanced; is that true?
  2. Why does it feel like Physical Attacks are so much stronger than Magical Attacks? Are they more powerful?
  3. What's up with the difficulty jump in Leveling? In the Training Fields it only takes 3-6 Fights Won to get to Lv.2, but it takes what feels like 1'000 Fights Won for Lv.19-Lv.20, it takes such a long time, and as a casual player its very difficult to do. Its quite a bit of work, and while I don't mind grinding, having to win 150 battles for a single Level just isn't worth it.
    • Maybe give more Exp. for certain Enemies, or maybe a multiplier based on the number of Enemies you're faced with.
    • Make ways to up the rewards you can get, like equip-able charms/consumable items that you could use to increase the amount or rarity of Food, Materials/Other, Apparel, Skins, Battle, and Familiars you can potentially gather.
  4. Why are we not able to make Healing Potions, Tinctures, Tonics, and Fragments in Baldwin's?
    • Items or materials like "Jar of Sea Water" or "Jar of Mineral Water", and then a recipe like "Jar of Sea Water, Dried Lilium Petals, Murky Scales, Bottled Embers, & Alstroemeria" = Greater Healing Potion x2, or something.

I'll probably edit this to add more ideas later on. Thoughts are welcome!!
Catch me out here, hoarding familiars in the Scarred Wasteland.
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1 & 2

Yes, it's unbalanced, because physical attackers do not need to set up to start making damage (mages needs breath), and physical attackers have access to Eliminate, which is a very high damage dealing move which can potentially not use your breath. All special attacks, however, require you spend breath, unlike Eliminate.

3

Same as an RPG level progression. Easier to level up at the lower levels, harder to level up at the higher levels. Leveling, in my opinion, is fine as it is; go to higher venues to get more EXP.

Also a multiplier does exist: it's the venue bonus. You get the bonus by being in a venue that matches or exceeds your level, to reward you for taking on more challenging enemies.

4

They're cheap in the Marketplace. Even grinding in the Coliseum casually, you'll get a ton of potions.
1 & 2

Yes, it's unbalanced, because physical attackers do not need to set up to start making damage (mages needs breath), and physical attackers have access to Eliminate, which is a very high damage dealing move which can potentially not use your breath. All special attacks, however, require you spend breath, unlike Eliminate.

3

Same as an RPG level progression. Easier to level up at the lower levels, harder to level up at the higher levels. Leveling, in my opinion, is fine as it is; go to higher venues to get more EXP.

Also a multiplier does exist: it's the venue bonus. You get the bonus by being in a venue that matches or exceeds your level, to reward you for taking on more challenging enemies.

4

They're cheap in the Marketplace. Even grinding in the Coliseum casually, you'll get a ton of potions.
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I can't speak to the first two as I'm no Coli expert, but I'll speak to the latter.

The difficulty jump is because higher levels are something you're expected to work towards - level 25's being as easy to get to as level 15's would diminish a ton of their value, as well as all the stones that're limited to higher-level dragons. I can only assume their intent, but I feel like that's the case in almost anything that asks for grinding - the higher levels hold value and/or utility because they're hard to get to, and it's why maxing them out is an accomplishment rather than solely a chore.

As I understood it, you already get more exp. for various things - bosses, leveling in a venue that's at or above your dragons' level range, etc. A multiplier based on number of enemies faced might also put pressure on people who only play for a little while at a time, and would disadvantage fodder-leveling players who make up a large part of FR since they can generally do so quickly and would never access any bonus.

Rarity stones/luck stones have been discussed in a lot of threads - I'd recommend searching to get an idea of arguments for/against that as it's more complicated than I could do justice for in a quick bit here. I did make this post about rarity drop odds earlier today, though it's only minorly helpful.

Your last point is actually something I'd agree with and has been suggested before! Being able to use the (at a point, useless) minor healing potions that drop nonstop for something other than a Hibden task would be nice, especially since you can dump in battle stones to get.. fancier battle stones (?) for purely cosmetic purposes.
I can't speak to the first two as I'm no Coli expert, but I'll speak to the latter.

The difficulty jump is because higher levels are something you're expected to work towards - level 25's being as easy to get to as level 15's would diminish a ton of their value, as well as all the stones that're limited to higher-level dragons. I can only assume their intent, but I feel like that's the case in almost anything that asks for grinding - the higher levels hold value and/or utility because they're hard to get to, and it's why maxing them out is an accomplishment rather than solely a chore.

As I understood it, you already get more exp. for various things - bosses, leveling in a venue that's at or above your dragons' level range, etc. A multiplier based on number of enemies faced might also put pressure on people who only play for a little while at a time, and would disadvantage fodder-leveling players who make up a large part of FR since they can generally do so quickly and would never access any bonus.

Rarity stones/luck stones have been discussed in a lot of threads - I'd recommend searching to get an idea of arguments for/against that as it's more complicated than I could do justice for in a quick bit here. I did make this post about rarity drop odds earlier today, though it's only minorly helpful.

Your last point is actually something I'd agree with and has been suggested before! Being able to use the (at a point, useless) minor healing potions that drop nonstop for something other than a Hibden task would be nice, especially since you can dump in battle stones to get.. fancier battle stones (?) for purely cosmetic purposes.
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@Grimgar This really belongs in Help. 1. It depends on what you mean by "unbalanced." The coli favors a glass-canon style build (fast, hard-hitting) to go through battles as quickly as possible. Many players come from a different expectation that other builds (tanks, healers, agility-based) ought to be just as fast as a build designed to just be fast. 2. Elemental strength/weakness match-ups. Depending on what your dragon is vs. what it's hitting you will do neutral, double or half damage. [img]https://i.imgur.com/2dY0HhC.png[/img] 3. I believe you mean why is the amount of experience needed to get to the next level so much [url=https://www1.flightrising.com/forums/gde/2480750#post_2480750]higher[/url] the higher you level? Because otherwise L1-25 would take a couple hours (if it all scaled at L1-5) or it would take 40+ hours to get from L1-25. Monsters at each level give more experience (assuming you're the current level for that level). All told it only takes 7-8 hours to go from L1-25 with a trio or a bit over 2 1/2 hours to get one dragon to L25 ([url=https://www1.flightrising.com/forums/gde/1344211/14#post_37190279]trainers[/url]). 4. Baldwin hadn't been around that long, many of those items are a treasure sink and if you're battling those things accumulate like crazy. I've got thousands of various healing potions. Or the admins just don't want to.
@Grimgar

This really belongs in Help.

1. It depends on what you mean by "unbalanced." The coli favors a glass-canon style build (fast, hard-hitting) to go through battles as quickly as possible. Many players come from a different expectation that other builds (tanks, healers, agility-based) ought to be just as fast as a build designed to just be fast.

2. Elemental strength/weakness match-ups. Depending on what your dragon is vs. what it's hitting you will do neutral, double or half damage.

2dY0HhC.png

3. I believe you mean why is the amount of experience needed to get to the next level so much higher the higher you level? Because otherwise L1-25 would take a couple hours (if it all scaled at L1-5) or it would take 40+ hours to get from L1-25.

Monsters at each level give more experience (assuming you're the current level for that level). All told it only takes 7-8 hours to go from L1-25 with a trio or a bit over 2 1/2 hours to get one dragon to L25 (trainers).

4. Baldwin hadn't been around that long, many of those items are a treasure sink and if you're battling those things accumulate like crazy. I've got thousands of various healing potions. Or the admins just don't want to.
I want to live in Theory. Everything works there.

Have you checked the Gem MP for Gene and Breed scrolls before buying an AH listing from me ending in 5g?
Levelling to 25 is something I've done in the past few days (with trainers, not going through the venues), and it takes exponentially more exp the higher you level, but I got a dragon from 1 to 25 in maybe 5 hours? And that's with some detours (at level 21 I dropped one of the trainers to level fodder along the way.) It would take WAY longer without Eliminates and Ambushes, though.

Mages, tanks, etc., are not going to match optimized physical DPS builds. The Coli is designed such that dealing the most damage the fastest is the best way to go, and mages have too much downtime (and tanks don't do enough damage.) My builds are a little janky in that regard (less STR, more VIT and QCK) but still basically match the fast hard hitting strategy. If mages got stronger neutral-element attacks it would help them with viability, but honestly Eliminate is so OP that unless an equivalent was made for them, physical builds would still always be better.
Levelling to 25 is something I've done in the past few days (with trainers, not going through the venues), and it takes exponentially more exp the higher you level, but I got a dragon from 1 to 25 in maybe 5 hours? And that's with some detours (at level 21 I dropped one of the trainers to level fodder along the way.) It would take WAY longer without Eliminates and Ambushes, though.

Mages, tanks, etc., are not going to match optimized physical DPS builds. The Coli is designed such that dealing the most damage the fastest is the best way to go, and mages have too much downtime (and tanks don't do enough damage.) My builds are a little janky in that regard (less STR, more VIT and QCK) but still basically match the fast hard hitting strategy. If mages got stronger neutral-element attacks it would help them with viability, but honestly Eliminate is so OP that unless an equivalent was made for them, physical builds would still always be better.
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