With a new atlas defensive rider along with Amalia turning out to be defensive, we’ve seen an outcry of how much defensive riders are disliked. Now I’m starting to wonder if PG really understands why we don’t like defensive riders. Focusing on the fact that this is a strategy game, here’s what I can see.
- There are three total perches where defensive riders can be used. This means for true end-game players, only the top three defensive riders that have ever been released will be used. Additional riders might be able to used for rider missions, but it’s more likely that anyone at that point would have plenty of 3, 4 and 5 star riders to constantly run their missions any way.
For those of us who do not need 3 perches, we’re using one or two defensive riders. We dislike seeing new ones even more, because there’s no way we’re taking down Kassima or Crom.
Now why would players still be getting defensive riders? I imagine the designers are saying “look at our stats, both new players and end-game players are collecting these riders so they must like them”.
This is because there’s nothing else to get. The atlas defensive rider will be picked up because players need to use their blue shards and then train it because that’s their only way to get points in the Train Prims/riders atlas event. Seasonal riders will be collected because players need extra keys, and what else should they use the sigils on? They might also be because this is also a collector’s game, and the portraits are pretty cool.
So how could PG fix the problem and make it so we actually look forward to the second rider of the season?
- Make 2 offensive riders each season (maybe an occasional defensive rider for new players without atlas, but with the new rollout I’d guess everybody that wants atlas has access to it).
- Make defensive riders different so that there are multiple viable riders. For example, one that only boosts health, but much more than the riders that are currently out there. One could boost beam towers. One could be a utility rider, meaning a larger boost on building time reduction or grant more egg tokens from the mission balloon.
- Make the prizes considerably better for the defensive rider. I don’t need all the electrum bars that line offers, but I get it and will continue to, because I like the extra timers and gold chests. If the defensive rider line looked anything like that line and was stuffed full of timers, egg tokens and gold chests, I’d probably get it too.
Apologies for the long post, but tried making it as thought out as possible.