So after running this area this weekend is is not has bad has first start. Was able to get over 30 win streak in 4* featured. With thst said I am still not a fan, it feels like it is geared to new players or whales if I have a full roster of 5/65 sure I am still good or if I am playing and don't expect to be able to get more then a 15 streek but for me who recently got cavalier I don't have as many champs thst I can compete with now. I also ran into many more death match like opponents then in the past.
you can even use r4, r3, r2 and r1 while they maxed ones refresh. you benefit this as you keep racking in more points if you still wait for the next round refresh anyway.
@Aztec It was nice being able to use the whole roster. I hope that Kabam hasn’t given up on fixing this. Just because they put out a sloppy update and then reverted it, doesn’t mean that they have given up on the road map for arenas. Hopefully they will deliver what was promised.
I really don't understand those of you who are saying you're able to use all of your champions now...before this change I was able to use all of my champions, but right now I can really only "safely" use champs at the top of my list. This has resulted in a huge loss of available points--whereas I used to hit all the milestones, now I'm struggling to even get to the halfway point. I for one am very grateful that they are reverting back to the old matchmaking algorithm.
Also, the word is "anecdotal" not "antidotal".
First, thank you for the correction. I was going by autocorrect.
You could you all champs, but if you took a team of 4500 (all 1500 champs), you would face the 60,000 death squad. With no real chance to win, especially with the holding of the sp to Sp3.
There were tons of complaints when there was a huge shift in R3 6*’s and the teams of r1 5* and r2 5*... even 4*’s couldn’t be used without including a r3 5* unless you would get a death squad. What Kabam was trying to do was address that issue.
Many grinders, Ilacskillz included, would use 4*’s until their 5*’s refreshed. This change allowed them to continue grinding. It would also allow people without huge rosters, or lost of ranked up champs to grind without fearing a huge 3-4x difference in PI.
Personally, I think Kabam should have been a little more upfront on the changes and explained how they would work. The 2x limit allowed them to remove the old system... what changed as a part of that is that r4 5*s roughly come in at 8-11k pi... so grouped together, many meet the 2x limit and would match to all R3 6*, which looks like a death squad, but a win is possible.
Honestly, after match 25, any team of a pi over 30k would allow for the infinite streak. Once there, if you just mixed you r4 and r5’s it was quite manageable. R3’s and less were a much easier fight at 2x. But the higher the PI or the larger difference between you champs could spell a hard match. I saw were some would put 2 R3 5* and a r1 4* to get a better match. However. If you are a serious grinder for the champ, every win helps.
I believe the biggest issue is that most players that have 3+ R3 6*s, have top (God Tier and up) champs... so you were fighting a NF, HT, SS, Corvus, etc... a really top tier champ. I kept getting the same 6-10 players in my rotation.
It could have been managed, but players would need to adapt... there was still an infinite streak, it is just a different route to continue it. I am not really sure there is a middle road on this... people like the infinite streak, and any time it changes (manually like this time or systematically through the availability of more higher ranked champs) there is a large out cry.
I honestly think this was the best chance of fixing arenas, but people like the old system better. Just remember this when R4 6*’s are available and shift the infinite streak again. Then all R3 5*’s will cause a death squads... just my opinion. I frequent ally grind for top 1-10% (now 1-5%), and I would grind for new champs at 70-90 million.
It got harder without spending units when R1-R2 5*’s and 4*’s became virtually unusable without facing 54-60k matches.
Using 4500 Total PI in the 5* Featured past a certain Streak is nonsensical in any case. It won't yield enough Points to compete in any way. You can also use R1 5*s. I pair them with a couple R2 or a couple R4 4*s or higher, in the Infinite. That Infinite is the entire objective of building a Streak. It's what ensures a sweetspot to run infinitely with sufficient Total PI. Only, with this change, what used to be the Infinite was doubling the PI of what we were using. Which means the only things that allows that optimal spot are the Top Teams and Bottom Teams. The bottom ones don't give enough Points, and very few people can keep up a Grind with R5 5*s and R2/R3 6*s. The step below Top Teams are what give the bulk of long-term Grind Points.
Using 4500 Total PI in the 5* Featured past a certain Streak is nonsensical in any case. It won't yield enough Points to compete in any way. You can also use R1 5*s. I pair them with a couple R2 or a couple R4 4*s or higher, in the Infinite. That Infinite is the entire objective of building a Streak. It's what ensures a sweetspot to run infinitely with sufficient Total PI. Only, with this change, what used to be the Infinite was doubling the PI of what we were using. Which means the only things that allows that optimal spot are the Top Teams and Bottom Teams. The bottom ones don't give enough Points, and very few people can keep up a Grind with R5 5*s and R2/R3 6*s. The step below Top Teams are what give the bulk of long-term Grind Points.
F2P grinders would run 4*’s for points between refreshes... I doubt you do 70+ million grinds. Every little bit helps.
Non-F2P will boost and spend units... F2P have to rely on 4*’s between refreshes. Have you ever watched an Ilacskillz stream? . He does just that, and as gotten in the top 150 without spending units.
@GroundedWisdom For your viewing pleasure... I bring you were Ilacskillz spoke about not being able to us 4*’s anymore and how he and F2P used them to grind for featured 5*s.
@GroundedWisdom And what about people with smaller rosters where the could use them for extra points for milestones? Are they to only be forced to use what few R5 5*’s? Do you not see the problem on that front?
@GroundedWisdom And what about people with smaller rosters where the could use them for extra points for milestones? Are they to only be forced to use what few R5 5*’s? Do you not see the problem on that front?
he doesn't care because he refuse to see how much it benefit him. It will be another wailing cry out when KABAM introduce rank up materials for r4 6* and he might change his idea, but probably not as he's still hell bent and persistent to be happy with just the old arena system. he even went that far to mock my collection as it's limited due to rank up materials is sacred for me because the amount of golds it can quickly eat up and as well creating more waiting for the refresh to ensure a streak by saying ''That's where the bulk of our Points come from. Unless you have Work's Roster. '' as in you don't need to build a streak if i'm gonna go for milestones. I do have enough collection to get a champion from 5* featured arena. it's just that i'm limited because of the damned streak formula that Kabam said it was an unintentionally bug as well as everyone else that have trouble to get other materials to rank up and level up.
Yes, the bulk of the Points come from the R2-R4 5*s, R1 6*s, and the R4-R5 4*s in our Rosters. Not many people have that many Max 5*s and R2-R3 6*s to run with to avoid double the PI of what you're working with. You can use R1 5*s if you pair them up with a couple higher PI Champs. That's the bulk of Grinding, unless you're refreshing your Top Teams steadily for a heavy Grind. That's how people get to the 70-90 Mil. If you're asking that we make it twice as hard for regular Grind so people can use their lower-end Champs for a few more Points in between Recharges, I'm going to say that's folly, and not much sense. That's making the Grind miserable for regular Grinders so people can eke out a few more Matches that yield minimal Points overall. It's not a hard thing to follow. Keep your Total PI above a certain number, don't use 4*s below R4, and maintain the Streak. I'm not ignorant to the issue. I'm pointing out those few R1 4*s aren't going to do much in between millions.
Yes, the bulk of the Points come from the R2-R4 5*s, R1 6*s, and the R4-R5 4*s in our Rosters. Not many people have that many Max 5*s and R2-R3 6*s to run with to avoid double the PI of what you're working with. You can use R1 5*s if you pair them up with a couple higher PI Champs. That's the bulk of Grinding, unless you're refreshing your Top Teams steadily for a heavy Grind. That's how people get to the 70-90 Mil. If you're asking that we make it twice as hard for regular Grind so people can use their lower-end Champs for a few more Points in between Recharges, I'm going to say that's folly, and not much sense. That's making the Grind miserable for regular Grinders so people can eke out a few more Matches that yield minimal Points overall. It's not a hard thing to follow. Keep your Total PI above a certain number, don't use 4*s below R4, and maintain the Streak. I'm not ignorant to the issue. I'm pointing out those few R1 4*s aren't going to do much in between millions.
You are wrong. There was never anything hard with the new system. You were provided a new way to effectively use all your collection while the AI is in your favor to win the fights. The only hard thing about this system is the META champions and they are META for different reason so it’s no wonder why we see them more and suddenly call them DeAtHSqUaD.
Even players that don’t have those r5 or anything close to it could still effectively use their collection and still call those lower ranked AI as Deathsquad, but still benefitted from it as they firing their special powers non-stop.
Yes, the bulk of the Points come from the R2-R4 5*s, R1 6*s, and the R4-R5 4*s in our Rosters. Not many people have that many Max 5*s and R2-R3 6*s to run with to avoid double the PI of what you're working with. You can use R1 5*s if you pair them up with a couple higher PI Champs. That's the bulk of Grinding, unless you're refreshing your Top Teams steadily for a heavy Grind. That's how people get to the 70-90 Mil. If you're asking that we make it twice as hard for regular Grind so people can use their lower-end Champs for a few more Points in between Recharges, I'm going to say that's folly, and not much sense. That's making the Grind miserable for regular Grinders so people can eke out a few more Matches that yield minimal Points overall. It's not a hard thing to follow. Keep your Total PI above a certain number, don't use 4*s below R4, and maintain the Streak. I'm not ignorant to the issue. I'm pointing out those few R1 4*s aren't going to do much in between millions.
You are wrong. There was never anything hard with the new system. You were provided a new way to effectively use all your collection while the AI is in your favor to win the fights. The only hard thing about this system is the META champions and they are META for different reason so it’s no wonder why we see them more and suddenly call them DeAtHSqUaD.
Even players that don’t have those r5 or anything close to it could still effectively use their collection and still call those lower ranked AI as Deathsquad, but still benefitted from it as they firing their special powers non-stop.
What game are you playing? Not being able to use your R1 6*s and R4 5*s without running into twice the resistance is a huge side effect. I haven't even gotten into the "Meta champ" subject. Half the reason people want to use the lower ones is because many just Rank the same Champs and have sworn off Ranking anything else, which is why we're here with people wanting to Grind it out with their lower Champs. Feel free to say, "OK Boomer", but it's been clear as long as I've been playing that the more Champs you have and the higher you Rank them, the better you Grind. That was clear in the 3* Arena, the 4*, the Basic, the Cat Arenas, and it's clear now. That includes Ranking Champs that aren't God Tier, at the very least beyond R1. I'm not sure people get how exhausting it is to Grind for hours on end, trying to get a Champ, and how much harder it makes it with Opponents twice your strength. While I respect the goal of this and I get what they wanted to do, the way of going about it shifted the Deathmatches from one area to the area that most people get their Points without using Units to refresh constantly.
Change is garbage period. Twice as long to get through a fight with the dickish ai hoarding sps and refusing to bait. Taunt mechanics rarely works as well and forget about ai throwing if it's got a power sting on. Shouldn't have to force eat a sp3 just to keep the fight moving or dance in the corner for 30 seconds.
And now you reverted the changes you reverted the AI as well... you promised the new more aggressive AI but again there is no batting it... can we have a clarification please? The one good thing you had with the changes is no more?
I read the post that the matchmaking is reverted back to the original but the AI change remain on Sunday 10/11. Well, then why the AI is so passive in Crystal Trove?
This change is not just about those of you that have been here for years, and know the formulas and everything else about the game inside and out. When a new player joins, they don't have that information, and don't understand why they're being hit with Death Matches. In that spirit, the increase in the PI of opponents makes sense... But it's obviously making it a less enjoyable experience for the veterans, which is not the desire.
Just to give some context to what these changes are, and why there has been an impact on the Infinite Streak:
Previously, when. you got higher in your streak, the Arena was trying to match you with a team that was at 4x your team's PI. Once you cross a certain threshold, there aren't any teams that high, so the system defaults to a fake team/something very low. To be very clear, this was an unintentional bug, and we've told players that in the past. We left it in-game for a long time because it's something that players are very used to.
What we changed is that the max PI of the opposite team should only be 2x. It definitely killed the formula players have known, and we understand that. We're looking at what else we can do to alleviate this situation.
Usually, the longer content has been left unchanged, and the more that content has (or would have if changed) an impact on players, it's better to just leave the content alone and not change it.
If you're worried about how this specifically impacts ignorant players ("new players", etc.), then you can fix that simply by adding clear communication on how the system works, that is easy for players to find and reference. Take the "bug" and turn it into a formal, and public, and communicated, and celebrated "feature".
Literally put in the Arena descriptions that tell players what they will face. Example: 1) easy difficulty fights (opponents at or below your submitted Team's Star and Rank) for the first 6 rounds until a player hits 3x win streak 2) very hard difficulty fights (opponents at the maximum Star and Rank limit for the Arena) from rounds 7 to rounds 11 3) then medium difficulty fights (opponents at Rank 3 of the maximum Star limit for the Arena) at rounds 12 and above (or however you want to formally shape, and then describe to players, the Arena's mechanics)
You can also add keywords like "Easy", "Medium", "Hard" for each of these tier groups. That you then also add to each matchup opponent team graphical box, of that type, for ease of reference.
This mode indicates a player will need high skill or a top roster team (that they either wait to refresh or pay to refresh) to handle rounds 7 to 11. But after that, they can reliably use Teams resource-upped to Rank 3 of the upper Star limit for that Arena. This a process whereby players can access different parts of the Arena as their roster and skills develop to tackle it, and they also understand this from the outset.
I played a shooter where players could strafe and it was more effective at dodging enemy fire than it looked from the enemy's point-of-view. So new players were frustrated by a game that seemed to cheat them, when their bullets missed what looked like correctly aimed shots. This game could have helped this problem by adding Matrix style dodge animations on players that strafed. Maybe even a HUD text that read "Super Dodging Detected". That way new players would understand that this move from their opponent created superior dodging, and matched what they saw with what the results in the game were.
You can choose to make a game that has more "mystery" to it (aka don't tell players stuff). But you will face more issues related to erratic player user experience and erratic community reaction.
It may not mean a total revert, but we're still open to that after we see more data and information from more players. There are other solutions, and we're going to look into it. Please keep your responses and opinions constructive in this thread.
When a designer is designing mechanics for a specific purpose, their best best bet is to start by identifying what they want as the outcome: the goals, general and specific. Who (specific demographics, and subdemographics, and hybrid demographics) uses it, how they use it, how much time they put into it, how they perform, how it influences them to shape their roster, how it influences them to spend, etc. If you have 2+ goals that contradict each other, set a tiering of which goals gets priority, to what extent or at what threshold, etc.
After they do that, they can map out a system that flows players into that behavior and outcome. Piecemeal adjusting things through iteration to tune that system. Just remember the game is a composite of microenvironments and ecosystems, and changes to one of those often will affect the others.
A designer doesn't have to feel locked into their goals, they can change them. And then they can tune the system to match the new goals. This can coincide with communication with players to ensure (a) designers can better "manage expectations" of players on the change, (b) designers can further shape how players perceive the change, and (c) designers can keep a dialogue with players to help tune through that channel as well.
Yes, the bulk of the Points come from the R2-R4 5*s, R1 6*s, and the R4-R5 4*s in our Rosters. Not many people have that many Max 5*s and R2-R3 6*s to run with to avoid double the PI of what you're working with. You can use R1 5*s if you pair them up with a couple higher PI Champs. That's the bulk of Grinding, unless you're refreshing your Top Teams steadily for a heavy Grind. That's how people get to the 70-90 Mil. If you're asking that we make it twice as hard for regular Grind so people can use their lower-end Champs for a few more Points in between Recharges, I'm going to say that's folly, and not much sense. That's making the Grind miserable for regular Grinders so people can eke out a few more Matches that yield minimal Points overall. It's not a hard thing to follow. Keep your Total PI above a certain number, don't use 4*s below R4, and maintain the Streak. I'm not ignorant to the issue. I'm pointing out those few R1 4*s aren't going to do much in between millions.
You are wrong. There was never anything hard with the new system. You were provided a new way to effectively use all your collection while the AI is in your favor to win the fights. The only hard thing about this system is the META champions and they are META for different reason so it’s no wonder why we see them more and suddenly call them DeAtHSqUaD.
Even players that don’t have those r5 or anything close to it could still effectively use their collection and still call those lower ranked AI as Deathsquad, but still benefitted from it as they firing their special powers non-stop.
What game are you playing? Not being able to use your R1 6*s and R4 5*s without running into twice the resistance is a huge side effect. I haven't even gotten into the "Meta champ" subject. Half the reason people want to use the lower ones is because many just Rank the same Champs and have sworn off Ranking anything else, which is why we're here with people wanting to Grind it out with their lower Champs. Feel free to say, "OK Boomer", but it's been clear as long as I've been playing that the more Champs you have and the higher you Rank them, the better you Grind. That was clear in the 3* Arena, the 4*, the Basic, the Cat Arenas, and it's clear now. That includes Ranking Champs that aren't God Tier, at the very least beyond R1. I'm not sure people get how exhausting it is to Grind for hours on end, trying to get a Champ, and how much harder it makes it with Opponents twice your strength. While I respect the goal of this and I get what they wanted to do, the way of going about it shifted the Deathmatches from one area to the area that most people get their Points without using Units to refresh constantly.
I have no idea what you’re talking about. More points was being racked in starting from r5 and downward. While the system see you are using lower ranked champion they change it to face lower ranked champions while your higher one refresh.
@Kabam Miike@Kabam Zibiit@Kabam Vydious@Kabam Porthos@Kabam Lyra shame on you for giving in so easily by being bombared with feedback. the Game team lost anyway as it's unfair in both perspective. to make it fair you could have given it a week wait and make a community vote pool and see what they say. That's how you should have proceeded!
Wow someone is salty.
BTW, a vote poll would’ve been pointless. Anyone with 2 brain cells to rub together would see that 99.9% of the player base hated this change.
No, we don’t even know that. There are more players out there in the forum that aren’t sharing it’s thought.
If you have visited this forum regularly, you may aware that two days ago I have made a poll asking player's opinion about whether they consider the new arena change an improvement. 43 players respond (before the post was deleted and I got warning for non-constructive discussion), in which 70% voted "no, not an improvement at all", 4 players voted "yes, its an improvement", remaining are "nothing good or bad" and "I never play arena before or after the change". I'm thinking whether to write this as I don't want to get 2nd warning. Anyway, here's the poll result before delete.
@Kabam Miike@Kabam Zibiit@Kabam Vydious@Kabam Porthos@Kabam Lyra shame on you for giving in so easily by being bombared with feedback. the Game team lost anyway as it's unfair in both perspective. to make it fair you could have given it a week wait and make a community vote pool and see what they say. That's how you should have proceeded!
Wow someone is salty.
BTW, a vote poll would’ve been pointless. Anyone with 2 brain cells to rub together would see that 99.9% of the player base hated this change.
No, we don’t even know that. There are more players out there in the forum that aren’t sharing it’s thought.
If you have visited this forum regularly, you may aware that two days ago I have made a poll asking player's opinion about whether they consider the new arena change an improvement. 43 players respond (before the post was deleted and I got warning for non-constructive discussion), in which 70% voted "no, not an improvement at all", 4 players voted "yes, its an improvement", remaining are "nothing good or bad" and "I never play arena before or after the change". I'm thinking whether to write this as I don't want to get 2nd warning. Anyway, here's the poll result before delete.
Different story if it was from game team’s vote pool.
@Kabam Miike@Kabam Zibiit@Kabam Vydious@Kabam Porthos@Kabam Lyra shame on you for giving in so easily by being bombared with feedback. the Game team lost anyway as it's unfair in both perspective. to make it fair you could have given it a week wait and make a community vote pool and see what they say. That's how you should have proceeded!
Wow someone is salty.
BTW, a vote poll would’ve been pointless. Anyone with 2 brain cells to rub together would see that 99.9% of the player base hated this change.
No, we don’t even know that. There are more players out there in the forum that aren’t sharing it’s thought.
If you have visited this forum regularly, you may aware that two days ago I have made a poll asking player's opinion about whether they consider the new arena change an improvement. 43 players respond (before the post was deleted and I got warning for non-constructive discussion), in which 70% voted "no, not an improvement at all", 4 players voted "yes, its an improvement", remaining are "nothing good or bad" and "I never play arena before or after the change". I'm thinking whether to write this as I don't want to get 2nd warning. Anyway, here's the poll result before delete.
Different story if it was from game team’s vote pool.
Maybe you're right, but I think the wordings won't change even it is asked by the game team. Just plain english.
Constructive Feedback: Arena has always been mundane and boring, no way around that. You’ve doubled the amount of time it takes to beat each fight now. Complete turn off for me, on something that already lacks my interest. Killing every aspect of this game, there’s not much left that peaks my interest anymore.
It’s taking me almost double the amount of time to do the same amount of fights. Sorry Kabam you have not fixed this - when my time is at a premium doubling the amount of time isn’t a good way to keep your player base - basically making this game unplayable in the time I’ve got available
Yes, the bulk of the Points come from the R2-R4 5*s, R1 6*s, and the R4-R5 4*s in our Rosters. Not many people have that many Max 5*s and R2-R3 6*s to run with to avoid double the PI of what you're working with. You can use R1 5*s if you pair them up with a couple higher PI Champs. That's the bulk of Grinding, unless you're refreshing your Top Teams steadily for a heavy Grind. That's how people get to the 70-90 Mil. If you're asking that we make it twice as hard for regular Grind so people can use their lower-end Champs for a few more Points in between Recharges, I'm going to say that's folly, and not much sense. That's making the Grind miserable for regular Grinders so people can eke out a few more Matches that yield minimal Points overall. It's not a hard thing to follow. Keep your Total PI above a certain number, don't use 4*s below R4, and maintain the Streak. I'm not ignorant to the issue. I'm pointing out those few R1 4*s aren't going to do much in between millions.
You are wrong. There was never anything hard with the new system. You were provided a new way to effectively use all your collection while the AI is in your favor to win the fights. The only hard thing about this system is the META champions and they are META for different reason so it’s no wonder why we see them more and suddenly call them DeAtHSqUaD.
Even players that don’t have those r5 or anything close to it could still effectively use their collection and still call those lower ranked AI as Deathsquad, but still benefitted from it as they firing their special powers non-stop.
What game are you playing? Not being able to use your R1 6*s and R4 5*s without running into twice the resistance is a huge side effect. I haven't even gotten into the "Meta champ" subject. Half the reason people want to use the lower ones is because many just Rank the same Champs and have sworn off Ranking anything else, which is why we're here with people wanting to Grind it out with their lower Champs. Feel free to say, "OK Boomer", but it's been clear as long as I've been playing that the more Champs you have and the higher you Rank them, the better you Grind. That was clear in the 3* Arena, the 4*, the Basic, the Cat Arenas, and it's clear now. That includes Ranking Champs that aren't God Tier, at the very least beyond R1. I'm not sure people get how exhausting it is to Grind for hours on end, trying to get a Champ, and how much harder it makes it with Opponents twice your strength. While I respect the goal of this and I get what they wanted to do, the way of going about it shifted the Deathmatches from one area to the area that most people get their Points without using Units to refresh constantly.
I have no idea what you’re talking about. More points was being racked in starting from r5 and downward. While the system see you are using lower ranked champion they change it to face lower ranked champions while your higher one refresh.
If people are doing Milestones, they can do it just fine and avoid Deathmatches with the old system. If people are competing to Rank, I can assure you. No one is relying on their lower Champs. The time you spend going through minimal Points won't yield anything close to what people are Ranking with. There's also another solution. People do the best they can, keep Ranking little by little, and grow to do better.
Comments
You could you all champs, but if you took a team of 4500 (all 1500 champs), you would face the 60,000 death squad. With no real chance to win, especially with the holding of the sp to Sp3.
There were tons of complaints when there was a huge shift in R3 6*’s and the teams of r1 5* and r2 5*... even 4*’s couldn’t be used without including a r3 5* unless you would get a death squad. What Kabam was trying to do was address that issue.
Many grinders, Ilacskillz included, would use 4*’s until their 5*’s refreshed. This change allowed them to continue grinding. It would also allow people without huge rosters, or lost of ranked up champs to grind without fearing a huge 3-4x difference in PI.
Personally, I think Kabam should have been a little more upfront on the changes and explained how they would work. The 2x limit allowed them to remove the old system... what changed as a part of that is that r4 5*s roughly come in at 8-11k pi... so grouped together, many meet the 2x limit and would match to all R3 6*, which looks like a death squad, but a win is possible.
Honestly, after match 25, any team of a pi over 30k would allow for the infinite streak. Once there, if you just mixed you r4 and r5’s it was quite manageable. R3’s and less were a much easier fight at 2x. But the higher the PI or the larger difference between you champs could spell a hard match. I saw were some would put 2 R3 5* and a r1 4* to get a better match. However. If you are a serious grinder for the champ, every win helps.
I believe the biggest issue is that most players that have 3+ R3 6*s, have top (God Tier and up) champs... so you were fighting a NF, HT, SS, Corvus, etc... a really top tier champ. I kept getting the same 6-10 players in my rotation.
It could have been managed, but players would need to adapt... there was still an infinite streak, it is just a different route to continue it. I am not really sure there is a middle road on this... people like the infinite streak, and any time it changes (manually like this time or systematically through the availability of more higher ranked champs) there is a large out cry.
I honestly think this was the best chance of fixing arenas, but people like the old system better. Just remember this when R4 6*’s are available and shift the infinite streak again. Then all R3 5*’s will cause a death squads... just my opinion. I frequent ally grind for top 1-10% (now 1-5%), and I would grind for new champs at 70-90 million.
It got harder without spending units when R1-R2 5*’s and 4*’s became virtually unusable without facing 54-60k matches.
Again, thank you for the spelling correction.
Non-F2P will boost and spend units... F2P have to rely on 4*’s between refreshes. Have you ever watched an Ilacskillz stream? . He does just that, and as gotten in the top 150 without spending units.
@GroundedWisdom For your viewing pleasure... I bring you were Ilacskillz spoke about not being able to us 4*’s anymore and how he and F2P used them to grind for featured 5*s.
I do have enough collection to get a champion from 5* featured arena. it's just that i'm limited because of the damned streak formula that Kabam said it was an unintentionally bug as well as everyone else that have trouble to get other materials to rank up and level up.
Even players that don’t have those r5 or anything close to it could still effectively use their collection and still call those lower ranked AI as Deathsquad, but still benefitted from it as they firing their special powers non-stop.
If you're worried about how this specifically impacts ignorant players ("new players", etc.), then you can fix that simply by adding clear communication on how the system works, that is easy for players to find and reference. Take the "bug" and turn it into a formal, and public, and communicated, and celebrated "feature".
Literally put in the Arena descriptions that tell players what they will face. Example:
1) easy difficulty fights (opponents at or below your submitted Team's Star and Rank) for the first 6 rounds until a player hits 3x win streak
2) very hard difficulty fights (opponents at the maximum Star and Rank limit for the Arena) from rounds 7 to rounds 11
3) then medium difficulty fights (opponents at Rank 3 of the maximum Star limit for the Arena) at rounds 12 and above
(or however you want to formally shape, and then describe to players, the Arena's mechanics)
You can also add keywords like "Easy", "Medium", "Hard" for each of these tier groups. That you then also add to each matchup opponent team graphical box, of that type, for ease of reference.
This mode indicates a player will need high skill or a top roster team (that they either wait to refresh or pay to refresh) to handle rounds 7 to 11. But after that, they can reliably use Teams resource-upped to Rank 3 of the upper Star limit for that Arena. This a process whereby players can access different parts of the Arena as their roster and skills develop to tackle it, and they also understand this from the outset.
I played a shooter where players could strafe and it was more effective at dodging enemy fire than it looked from the enemy's point-of-view. So new players were frustrated by a game that seemed to cheat them, when their bullets missed what looked like correctly aimed shots. This game could have helped this problem by adding Matrix style dodge animations on players that strafed. Maybe even a HUD text that read "Super Dodging Detected". That way new players would understand that this move from their opponent created superior dodging, and matched what they saw with what the results in the game were.
You can choose to make a game that has more "mystery" to it (aka don't tell players stuff). But you will face more issues related to erratic player user experience and erratic community reaction. When a designer is designing mechanics for a specific purpose, their best best bet is to start by identifying what they want as the outcome: the goals, general and specific. Who (specific demographics, and subdemographics, and hybrid demographics) uses it, how they use it, how much time they put into it, how they perform, how it influences them to shape their roster, how it influences them to spend, etc. If you have 2+ goals that contradict each other, set a tiering of which goals gets priority, to what extent or at what threshold, etc.
After they do that, they can map out a system that flows players into that behavior and outcome. Piecemeal adjusting things through iteration to tune that system. Just remember the game is a composite of microenvironments and ecosystems, and changes to one of those often will affect the others.
A designer doesn't have to feel locked into their goals, they can change them. And then they can tune the system to match the new goals. This can coincide with communication with players to ensure (a) designers can better "manage expectations" of players on the change, (b) designers can further shape how players perceive the change, and (c) designers can keep a dialogue with players to help tune through that channel as well.
I have no idea what you’re talking about. More points was being racked in starting from r5 and downward. While the system see you are using lower ranked champion they change it to face lower ranked champions while your higher one refresh.
Arena has always been mundane and boring, no way around that. You’ve doubled the amount of time it takes to beat each fight now. Complete turn off for me, on something that already lacks my interest. Killing every aspect of this game, there’s not much left that peaks my interest anymore.
Sorry Kabam you have not fixed this - when my time is at a premium doubling the amount of time isn’t a good way to keep your player base - basically making this game unplayable in the time I’ve got available