**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.
Cavalier players should get 6* shards for incursion
Cowboyschamploo1
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First of all, Incursions are more of a skill and roster-based content, and it rewards both skill and a different set of champs than is normally considered the best for high end content. I see no reason for Cavalier players to get better rewards from Incursions than non-Cavalier players for doing the same rooms given that focus. That would be like giving Cavalier players more rewards in the arena.
Second, we sort of do get 6* shards in Incursions indirectly, by getting 5* champs. You can theoretically get something like almost three 5* champs per month via Incursions, I think. If you have a small 5* roster, most of those will be new 5* champs. If you have a large 5* roster, most of those will be dups. You could be getting maybe about 800 6* shards in there. At the moment, I prefer rewards that work that way, where lower progress players get rewards appropriate to that level and higher progress players get rewards more appropriate to that higher tier of progress and it all happens implicitly rather than explicitly.
Third, I'm in no hurry to replicate the mistakes of the past and see 7* champs arrive and widen the gap between the top and the bottom more than necessary, and make investments in 5* and 6* champs seem mooted as happened when 6* champs were first introduced.
And finally, if you put too much 6* shards into Incursions you shift them away from being an optional activity and more into being a mandatory activity for higher tier progress. In my opinion we already have too much focus on cranking up rewards and cranking up difficulty to match, making the game too difficult or too stressful for too many players. There has to be a balance between rewards being useful and rewards being necessary, and I think too much 6* rewards in high difficulty content throws that balance off. Right now the best source of 6* champs in the game tend to be activities open to a relatively wide range of players above a certain minimum progress level. Uncollected quests, epic side quests, even grinding arena for units to spend on Cav crystals are all activities theoretically open to a wide range of players for whom 6* champs are reasonable rewards to pursue.
Adding 6* shards to the highest rooms in Sector 7 means people have to do the highest tiers of difficulty or get left behind. Adding them to the lower rooms in Incursions would compel people who don't want to do Incursions to see it as mandatory rather than optional, because the rewards would be too good to pass up, even if the player isn't otherwise interested in doing Incursions.
Sometimes you want to reward players who do the hardest stuff, and sometimes you want to apply diminishing returns to the players consistently doing the hardest stuff to make sure they don't race away from the rest of the playerbase. For me, the most important factor involved in when to do which is whether the content is repeatable. If it can only be done once, I'm more in favor of rewarding effort higher. If it can be done repeatedly, I'm generally in favor of diminishing returns with effort above a certain point. Incursions are repeatable, so I'd be more cautious there. Same thing with arena: arena is grindable and repeatable, so the rewards do have diminishing returns for effort above a certain point.
If you have the skills and the roster to push to crazy heights there should be fresh and worthwhile rewards for doing such.