Question about AQ map updates....

I am seeing a reduction in fights in map 5-6 with the new update.. will this also result in fewer overall points for the AQ week? If so.. does this not give a DRASTIC advantage to allies currently running maps 7-8 even if an ally runs 1 of those maps and 6 or below for the other 2? If nothing else.. will this not cost allies point tiers (IE less crystals and glory)? Did they update the point payout to compensate for this? I don't see anything about the issue in the announcement post below:
https://forums.playcontestofchampions.com/en/discussion/300111/alliance-quest-season-9-5-update#latest
For context the number of "encounters" (fights per map) have changed as follows:
Map 6 Encounters: 118 encounters reduced to 108 (9 fewer Encounters)
Map 5 Encounters: 112 encounters reduced to 97 (15 fewer Encounters)
https://forums.playcontestofchampions.com/en/discussion/300111/alliance-quest-season-9-5-update#latest
For context the number of "encounters" (fights per map) have changed as follows:
Map 6 Encounters: 118 encounters reduced to 108 (9 fewer Encounters)
Map 5 Encounters: 112 encounters reduced to 97 (15 fewer Encounters)
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Comments
I don't understand the logic of claiming you are getting rid of hiding the enemies' identities which would make it easier so you have to compensate by adding more and harder nodes. After the 1st cycle or 2 of any new aq map changes we can find the new enemy identity posted so no one who bothered looking was going into aq hidden fights not knowing who they were fighting. You didn't make things easier in that regard.
Also, swapping out the older enemies for the newer champs greatly increases the difficulty because the newer champs have much more complicated abilities to deal with.
You said you want people to push for higher maps so you reduced the 1st and 2nd section number of paths in map 5 to make things easier but you added more noded enemies, more difficult nodes and more difficult enemies. These difficulty increases are also coming as we are getting closer to you stopping the compensation which will make it harder for people who needed those potions as well.
If you are going to add higher maps as the game progresses I don't see why you need to increase the difficulty of existing lower maps. If you want to freshen things up so these modes aren't as boring you should do so with your intent being to maintain and not increase the overall difficulty. I understand that can be subjective but it seems objectively obvious to me that these listed changes actually increase difficulty.
If only it wasn't for the class path identities.
It has brought a lot more trouble to organize and restricted hugely, not only people's choice of champions, but also who can back up what lane.
I got a guy with full energy twisting his thumbs right now coz there are 4 paths he can't take, the two paths he has counters for have been cleared.
It's a very dumb design. We don't need this on top of the nodes and the rotating weekly champions.
It's good that the number of paths has been reduced but as of now we have less people who want to do map 6, not more.
Big fail honestly.
Some paths are just poor design when you combine it with the modifier, like tech/skill class on poison + power snack and parry curse.
Can’t bait / can’t parry / must use tech/skill with poison immune vs some defenders that limit your rooster even more.
Why they had to make it harder?! If I wanted harder I would’ve switch to map7 (that is easier than the new map6 imo)