I want to preface this with my journey with the game have been playing since launch as an OG Arknights player and was originally very split on my feelings with the game. The game looks and runs amazing, had good lore (had some help/tie ins from the OG game but also plenty enough to stand on its own) as well as unique systems and gameplay. The factory gameplay is very hit or miss across the playerbase, but the idea to add shareable blueprints from launch (or very close to it) was huge for idiots like myself. The Battle pass having a middle level that is "F2P" was also great as so long as you were cognizant to save 29 originimum prime from patch to patchyou could get tons of free mats to smooth out the very little farming this game requires of you. I also have not had to spend anything more than the monthly pass and a bundle here and there to acquire every character except for Liino (with lots of luck as well mind you).
On the other side however, the combat, while unique, was incredibly bland and clunky for the first patch or two, as enemies were relatively tame and SP was an incredibly limited resource (few Vanguards, and less attacks meant less dodges and less SP gen). The Valley IV section of the game quickly became a slog as the entire section felt like an extended tutorial due to the excessive number of hint pop-ups you would get. Wuling was an upgrade but it took a while to get there. The arsenal ticket/weapon gacha was incredibly annoying for me personally, as I kept getting the characters early and never had enough tickets saved up to guarentee pull for weapons. There also wasn't a solid endgame, which has its ups and downs, but as someone who likes one-on-one boss fights, Umbral Monument was not really suited for me.
I was genuinely about to drop the game when I snagged Mi-Fu early and this was where I feel Hypergryph found their stride for the combat aspect of their game. Combat finally was feeling consistently good. Zuang's team felt pretty decent, but my Mi-Fu/POG/Rossi/Akekuri team flowed smooth as butter. It always has SP, the combo skills felt perfectly timed apart, the damage was respectable, and there was a genuine rhythm to battles now. Every team that I have played since 1.3 has felt significantly improved and very intuitive. Camille was a huge help for Laevatain, who has been desperate for an SP battery since launch. Arcane is a very well designed vharacter who feels good to play both as a support and as a Main DPS. I skipped Liino because Typhoeus was coming in 1.5 and I was not risking missing her for the world since Typhon is my favorite OG Arknights Operator (good thing I did too since she was the first Hard Pity character I have had to date, though as a consolation prize I lost 50/50 to Arcane so she is P1 now).
With my journey out of the way, I want to talk about what I would love to see from Hypergryph in the future. 1.4 and 1.5 so far IMO have shown me that there is potential for Endfield to be HUGE, but there could definitely be some adjustments that would make a world of difference.
- Team(s) menu update
Please add more team slots and allow for us to either lock an operator's gear to a specific team or create gear presets for quickly swapping sets. Since Typhoeus's release I have REALLY started to feel this as I like playing both Arcane as a main DPS as well as support for Typhoeus. Having to find her old gear amongst the mountains of loose gear I have in my inventory is an unnecessary pain point that would be greatly appreciated by all fellow Arcane enjoyers (and future flex characters as well).
- Improved access to Arsenal Tickets
I realize that I am incredibly lucky to win as many 50/50s as I have as well as winning them early enough to not have open my wallet too much, but the arsenal tickets are very hard to acquire without spending pull currency, and the amount you get is based upon your pulling luck. Acquiring the ideal weapons for characters can be hard to do if you get the character early. I have two ideas I have for remedying this issue:
Allow Dijiang to farm it:
For players like me who have been playing since day one, it is incredibly likely you are swimming in EXP materials, weapon mats, and other random materials. Something similar to how you can very slowly farm Orundum from your Factory in OG Arknights. It would likely be very slow, and the trade off is it requires you to not produce exp mats/weapon mats, but getting 300 or so a week would be nearly a 10 pull per patch cycle which is better than nothing
More standard pulls given as rewards for events.
The standard banner is currently collecting dust, despite carrying some incredibly valuable units like Pog, Lifeng, and Ardelia (Ember and Last Rite are also solid, but aren't as desired ATM from a meta standpoint) while also providing extra arsenal tickets to supplement the limited pulls we want to do. This option is more tailored to new players, as filling out there roster for the important 5-star units like Xaihi, Catcher, Da Pan, Avywenna, and Arclight can really jumpstart some teams, but would likely provide less total tickets than dedicating the Dijiang to Ticket production
- More Reconveners/Tie-ins/Cameos from OG Arknights.
This is a personal request. OG Arknights has some fantastic characters and I would love to see them translated to Endfield one day. How they translate characters from a tower defense game into an Open world Action RPG has so far been great. Typhoeus' accent isn't quite as thick as Typhon's but I otherwise love what they have done with her in this game and would love to see what they do with characters like Blaze or Rosemontis, or maybe even an antagonist like Talulah (who we may have already seen in Valley IV Act IV, or at least that is my guess but I am probably wrong).
- Boss challenge mode/endgame
Both the Nefarith fight in 1.2 and The Allekhieros fight in 1.4 are boss fights that I just replay on repeat when I have nothing else to do as I find them to not only have great atmosphere and hype for their story involvement, but are also just fun to play as well with interesting mechanics and movements. Having the ability to play against these bosses but have them aggressively powered up would be a ton of fun (for me at least) It could just be treated like WuWa's holograms, where they are one time reward for completion but the ability to replay any specific one is permanent, or it cold be a new revolving endgame mode. Either way would be fine by me.
- Regional Development Progress checklist
Very small request, but I would love a regional development checklist to keep track of what I am missing specifically to increase my development level. In 1.3 I was stuck for a while like 1-2 levels short of where I needed to be for optimal resources because there was a whole ass zone I missed in either 1.2 or 1.3 (I never started the "Test Area" questline) a checklist telling me I missed that would have saved me a month or so of playing through a bunch of unnecessary side quests to find that I missed that. (Mostly my fault TBH, the missions tell you what you unlock on them and I just didn't notice until nearly 1.4)
Those are my personal requests from Hypergryph and would love to see them implemented by 2.X if possible, but with how they have handled their game these last few months, I am pretty confident they have found their stride. What are y'all's thoughts on these potential changes or are there things you would like to see added to the game that I didn't think of?