**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Comments
Healthy means healthy for the game. You can't increase growth and progress at the top to the point that it makes it impossible for anything underneath to catch up. Various points in the game, from the beginners all the way up to the top, have certain limitations. You'll find that growth is much faster at the beginning stages and slows down as you advance. That's done specifically to allow people to advance over time. You can't put all the eggs in the top basket without making it impossible for people lower on the spectrum to ever reach past a certain point. What that creates is a static system at the Top Tier. You can't put all the strongest Rarities, all the highest Cats, AND speed up growth beyond what is healthy overall. I've already said in the previous Thread that the increased ways that Gold will be available will not be significant enough to meet those expectations, and people will still have to Grind for it and save it. In fact, I believe Miike specified that people will still have to work for it. He also mentioned Dungeons, and I suspect that Incursions will be a source. If you're implying that they made Champs available and Cats available, and expect people to take time Ranking them, I'd say absolutely.
Your arena grinding numbers don't seem to work out. I did a very large statistical analysis of arena crystals: over the long run you should be able to get about 1.9 million gold from every million BC. I earn a bit less than that many per month on average (probably around 800k), and I grind less than five hours a day. It is difficult for me to believe I'm earning less than 2 million gold per month from all sources combined, although I haven't added up every single source.
Selling ISO, which I'm always overflowing from, is a significant source of gold but I'm not counting the full amount here as I don't know what the ISO situation would be with certainty if I were to attempt to rank up at maximum speed with no catalyst cap. However, as an arena grinder I have an influx of units constantly coming in, and I spend a percentage of those on Cav crystals. Those are, if nothing else, a constant source of ISO from champion duplication, particularly 4* and 5* pulls from those crystals. I doubt I would run out even if I ranked up as fast as possible. And that's a zero cash proposition which any F2P arena grinder could do. Counting ISO selling, I'm pretty sure I'm earning at least 2.5 million gold a month.
That's comparable to the gold cost to rank up a 5* from rank 1 to rank 5 assuming you use correct class ISO rather than basic ISO. Anyone claiming to be grinding five hours a day should be earning gold significantly faster than me if they were playing efficiently, and spending less gold than you quoted ranking up champions, again if they were playing efficiently.
If a player wasn't doing what was necessary to spend gold efficiently, then they wouldn't be doing everything possible as an F2P player.
Meanwhile, there's another demand side thing to consider. Top tier players aren't going to be spending T5B at the same rate it is earned on ranking 5* champs alone. For one thing, it is unlikely anyone thinks Kabam releases enough rank 5 worthy champs. They currently release about two new champs per month. If about a third of them are considered rank 5 worthy by any particular player, that's two every three months, or one every month and a half. If that's all that existed, players would be forced to burn T5B on less attractive choices just to spend them.
But that's not all that exists, because top tier players should also be getting 6* champs that are worthy of rank up. And 6* champs burn far less gold per T5B. A 5* champ burns 2.5 million gold for every two T5B you use on them. That's about 1.3 million gold per T5B. But a 6* champ burns three T5B going from rank 1 to rank 2, burning only about a million gold going from rank 1 to rank 2. That's only 333k gold per T5B. Top tier players would be ranking some mixture of 5* and 6* champs. Even if that ratio is highly skewed, let's say four to one, then that averages out to only about 1.1 million gold per T5B spent. And the long term ratio is likely to be higher than that, because that ultimately wastes T5B on less attractive options. Assuming the ratios above, you'd expect to earn about 24 T5B in a year, and have about eight rank 5 worthy champs released in that same time. Assuming you get them all, that's 16 T5B used on them, leaving 8. That's enough for almost three 6* rank 2 rank ups. The actual implied rank up ratio here is three to one, which equates to an average gold to T5B ratio of about 1.06 million per T5B. And that means earning about 2.12 million gold per month is about what the economical balance point is for two T5B per month.
Which, as I calculated above, is doable for a F2P arena grinder grinding for less than five hours a day (probably closer to 3.5 to 4).
2-4 for anyone not uncollected
3-5 for anyone uncollected and up