RAID: Shadow Legends is renowned for its RNG-based (random number generator) system when summoning champions. The excitement of pulling shards can quickly turn into frustration, especially after numerous attempts without securing a Legendary champion. To mitigate this, Plarium introduced a feature known as the "Pity System." In this guide, we'll delve into the mechanics of this system, evaluate its effectiveness, and explore its impact on free-to-play (F2P) and low-spender players.
The Pity System is a subtle mechanic designed to boost your chances of summoning higher rarity champions—Epic and Legendary—as your luck wanes. Essentially, the longer you go without pulling a high-rarity champion, the more the game adjusts the odds in your favor until you finally get that coveted pull. This system aims to prevent those disheartening "dry streaks" where players might summon dozens or even hundreds of shards without success. While Plarium doesn't openly advertise this feature within the game, its existence has been verified through datamining, developer comments, and numerous player experiences.
For Sacred Shards, the base chance of pulling a Legendary champion is 6% per pull. The Pity System activates after 12 pulls without a Legendary, increasing the odds by 2% with each subsequent pull:
The effectiveness of the Pity System isn't a straightforward yes or no. While it's designed to offer some relief, many players report that the system kicks in too late to be regularly beneficial. Often, by the time they reach the threshold where the pity system boosts their odds, they might have already summoned a Legendary champion through sheer luck. This raises the question of how the system could be improved. While the presence of a pity system is beneficial, especially in a gacha game like RAID: Shadow Legends, there's room for enhancement.
For free-to-play players, the grind for shards can be particularly frustrating without the occasional high-rarity reward. The Pity System is crucial for these players, but adjustments could make it more impactful. For instance, reducing the threshold from 200 to 150 or 170 pulls could help players save shards more effectively and feel the benefits of the pity system more tangibly.
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