**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.
New Arena Structure Feedback
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Comments
Reset to the old arena structure next week and reassess the milestone rewards (or the refresh rates, or the point structures, or whatever you need to flex to maintain the old reward-to-time ratio)
Maybe somehow rework it so that at any given progression level, there is still a max level of units you can grind?
Below Uncollected: trials only
Uncollected - Cav: trials and basic only
TB: basic and featured only (no access to trials)
And rework the units if needed in each? Of course, the first thing I see is that pre-UC would have the least amount of units available to them, but honestly, at that level, would they be completing all milestones in the old system anyway? No, I'd say is the answer.
Congrats Kabam. You did something my wife couldn’t... pry me off my phone
1. Can get 4* feature and basic for a known amount of effort, and not an unreasonable amount for the basic.
2. Can still maintain streak (haven't seen any crazy match-ups yet compared to before).
Cons:
1. Total amount of time needed to hit a similar number of milestones is greatly increased. I would typically hit the 5* basic milestones and then the first 2-4 for the other arenas. That was a pretty reasonable feeling level of effort for the units rewarded (or at least I came to feel it was reasonable).
2. New system makes 5* less (not?) relevant in arenas. 5*'s have a lot of relevance in the game, still, given the rarity of sig stones and dupes for 6* for all but top players. But this makes them way less useful in arenas. If they had a much shorter cooldown that might help a bit to offset the extra effort and time to use them for arena grinding, but wouldn't change/fix the time needed to use them compared to 6*'s. In my experience 6* teams give 2x the points, but the basic arena milestones went up 4x in terms of points.
Suggestion:
Shift the units and battle chips up so they are accessible by completing fewer milestones. Add other/more stuff into the higher milestones (arena boosts, catalysts, sig stones to keep you going?). I've never gone for a featured arena champ other than the 4* so can't comment there, but 16.5 million to get the basic milestones is huge if you don't have a lot of 6*'s.
Limit the basic arena to 5* champs.
Increase the units given on each milestone, so that players that don't have the 50+ 6* champs yet, or the time to play 4+ hours/day, because, you know, life, keep having a decent chance at some units like before.
6* arenas: 20 units/milestone, 35 units for the last two.
4* arenas: 10 units/milestone, 15 units for the last two.
Second, add one more milestone in 6* arenas, something closer to the old 5* cutoffs, let's say..25k? And give a 5* version of the champ as a reward to achieve all milestones.
Last but not least, maybe, give a few more chips per fight. 500/set will be nice.
1. 5* Featured - 12 mil - 135 units
2. 4* Featured - 4 mil - 135 units
3. 4* Basic - 1.5 mil - 135 units
So one could get 405 units by scoring a total of 17.5 mil. On the hand, the new arena will require to score at least 33 mil+ to get even 400 units, which is literally impossible for most of cav player due to the number of champions in the roster.
So, in my honest opinion, absolutely gutted by this move.
That is a situation which occurs in arena, is synonymous with " an unwinnable fight". In higher arenas, usually this can be the case if you use "lower ranked champions". high level 4* might trigger this scenario so for the 6* arenas, it is suggested to use 5* 4/55,6* r1s and above.
r5 4* usually do not trigger this scenario but it is possible.
What I like:
- a way to earn GM shards (should help with the ISO issues I've been having recently, thanks!)
- 3* & 4* champs in the milestones
- Increase of 6* shards in the ranked rewards
- 6* BASIC champs are available (seriously - a year down the road? This is going to be fantastic)
What I don't like (and ideas how to change it)
- It's *very* grindy
- Unit milestones are hard to reach
- Functionally eliminates need to rank 2,3,5* champs for arena points
- 3* Featured champ is hard to get unless you have a developed roster
- Front load some of the units, especially in the summoner trials arena. This gives players agency to decide which to play for - do you want to maximize unit gain? Shards? Both?
- Add the 3* featured champ into the summoner trials arena, this way a new player can start to build their 3* roster to get shards and ISO
- Remove 6*s from the basic arena & retune milestones (& ranked rewards?) accordingly. This does several things. It gives players who recently become uncollected another arena to compete in without throwing them into the deep end with players who have developed 6* rosters (teams of 3/45s... 4/55s... etc). It keeps the infinite streak formula the same as the alpha and basic arena (currently you need teams of 4/55s to get the infinite streak, once there's a team of 4/55 6*s that'll go up to 5/65 5*s). It also gives TB players a reason to keep developing their 5* roster - didn't get that 6* champ you want from the crystals - grind for them in the basic arena.
Finally, thanks for opening this up for feedback.
My thoughts to solve the problem:
1* and 2* arena with a 4* Nexus Crystal to Top1 player. Premium Hero shard and 3* shards on milestones.
3* and 4* arena with a 5* Champion to Top 1 player. 3* shards and 4* shards on milestones.
4*, 5* 6* arena with a 6* Basic champion to Top 1 player. Grand Master shards on milestones
4*, 5*, 6* arena with a 6* Featured champion to Top 1 player. Cavalier shards on milestones.
I used to play the previous 3* and 4* arena, so that's the only arena i can think about unities:
I would set 150 unities on 1.5kk points (or even less, maybe 1,2kk) and upgrade the amount of battlechips we can get on milestones.
People that invested a great deal of time, effort and money have solid rosters and are good with this.
People that invested a great deal of time and effort but not so much money or rosters are affected in a big way.
1/2/3* champs are insignificant in the game with exception of V4 and you can't sell 'em.
What lurks me is that as non-UC I only have summoner trials, and can't participate in 6, so that means I'm being rushed to get to UC to unlock a chance at more milestones. Dirty move.
What needs to happen is, if non-UC aren't allowed in 6 arenas, then UC+ should NOT be allowed in summoner trials. Then make both sides have 520 units in total accessible per 3 day cycle or whatever the amount is.
Additionally, this is a bad move to invalidate 1/2/3 immediately after you made them unsellable. As a collector, and ejoying collecting I'm really really really at a loss of what your actual plan is? Why not just remove act 1/2/3 start noobs at act 4. delete 1/2/3 from the game as well and make variant 4 4*+. Done. Oh and convert 1/2/3 to something so that time spent isn't really time wasted cause that'd be super stupid.
Hallo at all,
The new Arena System is Not good.
Please reload of the old System.
1st tip, place the Grandmaster's crystal on the arena landmarks Recruiter's ordeals.
2nd tip, decrease the total milestones of the two 6-star arenas to 12kk points, keeping the 20 existing milestones.
I believe that these changes will please the 3 publics, beginner, intermediate and advanced.