**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
11 FIGHTS IN, DEATH MATCH (for me anyway on Hard difficulty and like twice my Champs) but somehow I'm supposed to maintain a winning streak and have to score over 6 million points for a new 3* feature Champion when I used to only need 640,000????
TERRIBLE TERRIBLE TERRIBLE, ABSOLUTELY TERRIBLE...
I haven't missed getting a new featured 3* Champion EVERY week (even when it took around 1.4-1.5M to get a 3*) since July 2019
That is clearly over if these changes aren't reversed or FIXED because right now, the Arena is HOT GARBAGE
I'll NEVER spend another penny on this game and I might end up quitting over this... NOT kidding
THESE CHANGES ARE TERRIBLE
11 FIGHTS IN, DEATH MATCH (for me anyway on Hard difficulty and like twice my Champs) but somehow I'm supposed to maintain a winning streak and have to score over 6 million points for a new 3* feature Champion when I used to only need 640,000????
TERRIBLE TERRIBLE TERRIBLE, ABSOLUTELY TERRIBLE...
As a Champion Collector, I haven't missed getting a new featured 3* Champion EVERY week (even when it took around 1.4-1.5M to get a 3*) since July 2019
That is clearly over if these changes aren't reversed or FIXED because right now, the Arena is HOT GARBAGE
I'll NEVER spend another penny on this game and I might end up quitting over this... NOT kidding
In any case, the design changes for the reward structure seem to be part of Kabam's plan to accelerate players to Uncollected, by adding more roster growth into the arenas. This comes at the cost of some problematic changes for unit grinders.
Ultra casual grinders probably have enough front loaded units in the first couple milestones that things aren't too bad. And players who were grinding efficiently in the 5* featured arena arguably have had things improve in many respects. The biggest problem area are people that were at a point of progress where they had significant 4* rosters but not large 5* rosters and were targeting the 4* basic arena. I rarely use the term, but those guys got screwed by the update. They don't have the firepower to grind very efficiently in the two main arenas, but would be getting far less units and other rewards from the low arena. That's something I've strongly suggested to Kabam they look at moving forward.
The 4* basic arena was a very efficient place to live for pre-UC and new UC players with moderate 4* rosters but small 5* rosters. It not only got them units, it also got them 5* shards. Not a ton, but you could slowly grind your way to a better roster there. That's much more difficult now. It is as if the arenas are missing a path from low progress rosters to higher progress rosters. The low arena gives rewards focused on lower player rosters, and the high ones give pretty good rewards for players targeting 5* and 6* rewards. There's nothing in the middle, which used to exist when we had more arenas.
If I was in your position today, I would probably be shifting my effort from trying to grind optimally for units, to trying to find the optimal strategy for grinding shards, in an effort to expand roster. In fact, even I am considering whether shooting for units over shards makes sense in the new arena configuration, and I do have the roster to sweep the milestones if I choose. But the new arenas aren't really built for that necessarily being the best long term strategy. It depends on how high the 1-5% rank gets.
Can't read
Also, the original 5* featured granted 300 6* shards to the top 5%. It is now going to be giving 250 6* shards to the top 305, and in two different arenas. That's a lot more people getting more 6* shards than before. More 6* champs means more points and more rewards from the two top arenas. So in the long run, I don't think players that can get there are too badly off.
Again, if you're focused on the milestones and specifically the units in the milestones, the amount of effort to get those (if you were trying to get them all) has gone up: for some players slightly up, for others a lot more. But I think injecting more shards into the arena is at least some small compensation for that change, and it is compensation that will pay interest in the long run. The problem is getting players to the point where that is even realistically practical in the first place, which is in my opinion a more critical problem.
With the new milestones, the average milestones grinding player need at least 2x the time compared to previous iteration, for the same units.
Kabam needs to cut all milestones to half, they are way to high.
No one is going suddenly to grind the game for the double hours, especially old players which most of them are already burned out grinding all these years, and hoped for a faster, less grindy (for the unit rewards) arena setup.
Kabam completely missed the shot with the milestones, same as they did back in Christmas with the celebration arenas, but this time, is not an one time arena, it’s the whole arena mode which is ruined.