🎰 New Badge Bonus Conditions - Long Overdue

FuriousMoldovanFuriousMoldovan Member Posts: 2,106
edited July 25 in Suggestions & Ideas
Title says it all @Lexia @Fluxxx
It's getting harder and harder to get badges with matching trait bonus conditions, especially for melee classes.

So many new survivor traits introduced over past years - Critical Aim, Revenge, Punish, Follow Through, Perseverance, Weakening.
NONE of them were included into possible pool of choices for badge bonus conditions. I think it's long overdue to add them to badge crafting.

If adding all of them is too much work for devs, then place them instead of obsolete trait bonus conditions (Defensive Stance, Bullet Dodge, Vigilant) and remove obsolete ones. 3 traits to replace them should be Punish, Perseverance, Weakening:
Defensive Stance ->> Perseverance.
Bullet Dodge ->> Punish.
Vigilant ->> Weakening.

This won't break badge crafting mechanics and will help melee classes big time. It's much easier to get matching trait bonuses for ranged survivors.


PS: removing the "class/hero teammate" badge bonus conditions is a whole different conversation - we don't need these whatsoever.
Leader of the original TWD guild family (est. 10/2015). We Are TWD 😎
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Comments

  • BillbamBillbam Member Posts: 1,214
    If the badge system got an overhaul I would definitely get back into back crafting, it has been months since I made a single badge.  Main reason is there just isn't anything worth getting.
    Killdozer187_FuriousMoldovanRiotZappaShezza10
  • BenjaminTBenjaminT Member Posts: 294
    Yes please!!! Badge crafting certainly feels to me like the most challenging/frustrating aspect of the game. Even when I’m spending ages gathering up lower level components I then need to make loads of step badges to get to a LMS/IPR location. Today I was using epic components for step recipes and still didn’t manage to produce a single perfect badge.

    it would be great if there were spots on the map which at least had a guarantee of a good bonus, there would still no guarantee of the numbers maxing. But after using hard earned epic frags for 20+ step badges today I’m still ending up with low number legendary badges with an Iron Skin bonus
    s7eyeW8
  • BenjaminTBenjaminT Member Posts: 294
    WellyLuga said:
    Fully behind this, the crafting recipes will need to be changed to reflect this. My only reservation is that some of the traits aren't available for all of the classes. So if you get a badge with a punish bonus the you're very limited about who you can equip it on and the type of badge you want it to be. Any decent damage/crit damage badge with a punish bonus is going to be scrap unless you want to start rolling the bonus.
    Simplest solution to this is to replace Bullet Dodge with Punish, at least then you could craft defensive badges with Dodge/Retaliate/Punish bonuses 
    FuriousMoldovan
  • Killdozer187_Killdozer187_ Member Posts: 744
    WellyLuga said:
    Fully behind this, the crafting recipes will need to be changed to reflect this. My only reservation is that some of the traits aren't available for all of the classes. So if you get a badge with a punish bonus the you're very limited about who you can equip it on and the type of badge you want it to be. Any decent damage/crit damage badge with a punish bonus is going to be scrap unless you want to start rolling the bonus.
    Everything is scrap when you're the bulldozer 😆
    FuriousMoldovanStalker20WellyLugaGovernator
  • BenjaminTBenjaminT Member Posts: 294
    zbot said:
    I prefer no trait bonus condition but a bump in the % so that it's not needed.  Simplify by getting rid of it rather than adding as new traits are introduced.
    I never thought of this!! How much lower is a maxed no bonus badge than a maxed bonus badge? I seriously think how much more straightforward crafting like this must be could be well worth dropping a few percentages
  • Killdozer187_Killdozer187_ Member Posts: 744
    I'm just going to say it. I hate the badge system. Class bonuses would've been sufficient.
    WastelandManRiotZappaKratos
  • Killdozer187_Killdozer187_ Member Posts: 744
    zbot said:
    I prefer no trait bonus condition but a bump in the % so that it's not needed.  Simplify by getting rid of it rather than adding as new traits are introduced.
    💯 thousand %
  • FuriousMoldovanFuriousMoldovan Member Posts: 2,106
    edited July 19
    zbot said:
    I prefer no trait bonus condition but a bump in the % so that it's not needed.  Simplify by getting rid of it rather than adding as new traits are introduced.

    If no-bonus badge values are upped to match those with bonuses - I'm all for it.
    Leader of the original TWD guild family (est. 10/2015). We Are TWD 😎
    FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
    Killdozer187_
  • Killdozer187_Killdozer187_ Member Posts: 744
    zbot said:
    I prefer no trait bonus condition but a bump in the % so that it's not needed.  Simplify by getting rid of it rather than adding as new traits are introduced.

    If the no-bonus badge values are upped to those with bonuses - I'm all for it.
    Craftsman level 3 

    Soon? 👀
    FuriousMoldovanAngelspitWastelandMan
  • FuriousMoldovanFuriousMoldovan Member Posts: 2,106
    zbot said:
    I prefer no trait bonus condition but a bump in the % so that it's not needed.  Simplify by getting rid of it rather than adding as new traits are introduced.

    If the no-bonus badge values are upped to those with bonuses - I'm all for it.
    Craftsman level 3 

    Soon? 👀

    ...but NO Council upgrade please 😂
    Not just yet.
    Leader of the original TWD guild family (est. 10/2015). We Are TWD 😎
    FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
  • rapidsagiirapidsagii Member Posts: 23
    Craftsman level 3?
    FuriousMoldovanWastelandMananniesprinklesShezza10
  • Killdozer187_Killdozer187_ Member Posts: 744
    ATLAS-Z said:
    My original content here:
    https://forums.nextgames.com/walkingdead/discussion/comment/457589#Comment_457589

    @Lexia or if you want to simplify the badge bonus situation, just add a few % to all (no bonus) type badges, until its equal or 1 less than bonus would be. Examples below. 

    Damage (no bonus)
    - current max 20
    - new max 21-22%

    Critical Damage (no bonus)
    - current max 24
    -new max 27-28%

    Damage Reduction (no bonus) 
    - current max 23
    -new max 25-26%

    Health (no bonus) 
    - current max 25
    - new max 28-29%

    Critical Chance (no bonus) 
    - current max 23
    - new max 25-26%

    Bump these and you'll eliminate the need for future traits to be incorporated.

    You can even add in a Building upgrade if you want to make us spend some tomatoes on Craftsman 3.


    Beautiful
    ATLAS-Z
  • CromwellCromwell Member Posts: 8
    It is indeed about time to update trait bonus, most of them are useless. Those which used to be good is now being replaced with better traits, but you can’t get badges to match them.
    FuriousMoldovan
  • WastelandManWastelandMan Member Posts: 145
    zbot said:
    I prefer no trait bonus condition but a bump in the % so that it's not needed.  Simplify by getting rid of it rather than adding as new traits are introduced.

    If the no-bonus badge values are upped to those with bonuses - I'm all for it.
    Craftsman level 3 

    Soon? 👀
    with flat badges of course 
    FuriousMoldovan
  • WastelandManWastelandMan Member Posts: 145
    ATLAS-Z said:
    My original content here:
    https://forums.nextgames.com/walkingdead/discussion/comment/457589#Comment_457589

    @Lexia or if you want to simplify the badge bonus situation, just add a few % to all (no bonus) type badges, until its equal or 1 less than bonus would be. Examples below. 

    Damage (no bonus)
    - current max 20
    - new max 21-22%

    Critical Damage (no bonus)
    - current max 24
    -new max 27-28%

    Damage Reduction (no bonus) 
    - current max 23
    -new max 25-26%

    Health (no bonus) 
    - current max 25
    - new max 28-29%

    Critical Chance (no bonus) 
    - current max 23
    - new max 25-26%

    Bump these and you'll eliminate the need for future traits to be incorporated.

    You can even add in a Building upgrade if you want to make us spend some tomatoes on Craftsman 3.


    you forgot to add values for flat dmg badges 
  • FuriousMoldovanFuriousMoldovan Member Posts: 2,106
    ATLAS-Z said:
    My original content here:
    https://forums.nextgames.com/walkingdead/discussion/comment/457589#Comment_457589

    @Lexia or if you want to simplify the badge bonus situation, just add a few % to all (no bonus) type badges, until its equal or 1 less than bonus would be. Examples below. 

    Damage (no bonus)
    - current max 20
    - new max 21-22%

    Critical Damage (no bonus)
    - current max 24
    -new max 27-28%

    Damage Reduction (no bonus) 
    - current max 23
    -new max 25-26%

    Health (no bonus) 
    - current max 25
    - new max 28-29%

    Critical Chance (no bonus) 
    - current max 23
    - new max 25-26%

    Bump these and you'll eliminate the need for future traits to be incorporated.

    You can even add in a Building upgrade if you want to make us spend some tomatoes on Craftsman 3.


    you forgot to add values for flat dmg badges 

    @WastelandMan it's a year 2022. Join us in the Present ;) 😁
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    ATLAS-Zs7eyeW8
  • ATLAS-ZATLAS-Z Member Posts: 6,438
    @Agoatrodeo yeah I think that's been brought up before and it's a good idea. 


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  • FuriousMoldovanFuriousMoldovan Member Posts: 2,106
    That would definitely make class badges somewhat useful.
    Leader of the original TWD guild family (est. 10/2015). We Are TWD 😎
    FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
  • WastelandManWastelandMan Member Posts: 145
    edited July 21
    just to clarify, don't use Agree or Like buttons use Insightful button :)
    FirekidStalker20FuriousMoldovanZXer
  • kmrkmr Member Posts: 167
    Absolutely agree with it.
    Hopefully will happen with recent update... @Lexia

    FuriousMoldovan
  • Shezza10Shezza10 Member Posts: 66
    ATLAS-Z said:
    My original content here:
    https://forums.nextgames.com/walkingdead/discussion/comment/457589#Comment_457589

    @Lexia or if you want to simplify the badge bonus situation, just add a few % to all (no bonus) type badges, until its equal or 1 less than bonus would be. Examples below. 

    Damage (no bonus)
    - current max 20
    - new max 21-22%

    Critical Damage (no bonus)
    - current max 24
    -new max 27-28%

    Damage Reduction (no bonus) 
    - current max 23
    -new max 25-26%

    Health (no bonus) 
    - current max 25
    - new max 28-29%

    Critical Chance (no bonus) 
    - current max 23
    - new max 25-26%

    Bump these and you'll eliminate the need for future traits to be incorporated.

    You can even add in a Building upgrade if you want to make us spend some tomatoes on Craftsman 3.


    Keeping this thread alive as this NEEDS to be done ASAP please.
    ATLAS-ZFuriousMoldovan
  • Stalker20Stalker20 Member Posts: 1,219
    I think crafting needs a total rework, not only are the trait bonuses out of date but the lottery of crafting badges is the worst part of the game for me. 
    Superhero
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