**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.
New Arena Structure Feedback
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Comments
Where...you are on twice as much as before because milestones now payout half the units and 4*’s refresh in a hour . So how is this reasonable considering daily activities such as work etc?
Whereas before one could do a series of arena with their 5* champs hit the milestone and collect 14 units and they wouldn’t refresh for 4 hours anyway, and so now you need to be in arenas twice as often to get virtually the same rewards.
It kind of leaves some with only one arena choice unless you have a stacked 6* roster and that one arena option demands that you are involved in arena way more frequently or that mid level players must max rank 4* champs which is counterproductive when considering advancing in the game as they have limited uses.
Not to mention the major issue is the two 6* arenas that shut out a large chunk of the community .
Concerns:
There are issues with the devaluation of 3* and 5* champs that until recently were valuable for arenas and now are notably not. Those are a concern, but not my concern. My concerns are:
1.) It takes more matches with the best champs available to get the units previously available. Points are not the best measure; matches are, and it is more matches with the ideal champ for the arena.
2.) Because 3* and 5* champs are not ideal for any arena, fewer champs can be used to get the points. This is especially true of two 6* arenas that double up on one rarity of champion, but is also true because of the absence of a home for 3* and 5* champs.
Context:
I lightly grind for units, and my experience is that I would typically do the 4* basic for units, between 10-20 matches. My goal was always to get about 60 units per cycle. I also tended to do about 3 matches in the 3* arena, two in the 2* arena, and 5-10 in the 5* arena. That let me pick off the easy units across the board, and it let me use the appropriate champs (worth the most points) in each place. Given the restrictions on 6* refreshes and the real lack of utility for 5* and 3* champs, my units will be fewer and further between.
I would like to see the units bumped in the 4* trials arena and have that geared towards allowing units for newer (not yet Uncollected) players: 200 units for that arena as opposed to 135, and it creating an opportunity for people lightly farming units to get some as they complete content. This could be done by pushing up the units across the board.
The change that is most concerning is how far the units are pushed back in the milestones. This is especially true in the 6* arena. Without boosts, it's roughly 5-6 matches (suicides help) per 1 million points, just as it was for the 4* basic. But now, the higher rewards for units are pushed further back, and that actively harms casual grinders and free-to-play players. My full roster of 6* champs nets me about 2.5 million points, and I've done all of the content.
Solutions:
1.) Increase units in the 4* arena to 200, while keeping the milestone structures otherwise as is for this arena. It will immediately ease the unit concern by adding more possible units, even though most players are unlikely/unable to farm all 600 units that would be available in the arenas.
2.) Increase the points multiplier on 4* and 5* champions in the 6* basic arena (only) by 20-35%. This will allow a home for 5* champions while still rewarding more points for 6* champions. Alternatively, 6* points in this arena could be scaled down by the same factor (as determined by data on how many people actually completed milestones for both 6* arenas), but that would require a rescaling of rewards.
These two solutions would provide the units to players needed (the primary concern I hear), increase the utility of 5* champions while preserving the 6* growth desired in the arena, and generally will support player morale and the health of the game.
We are opening like 10-15 5* a month at
Minute from quests etc.. without any spending
- Keep the arenas milestones exactly as they are.
- Move 3* champion on an earlier milestone.
- Remove units from the milestones altogether, milestones are extra for those that gather
points in an effort to get the champion, shards, GMC and battlechips.
Now the units.
After each individual fight, players in arena get 30 or 40 battlechips and an extra 300 battlechips for the whole round.
After each individual fight, award the player with 1 single unit. Therefore, he will get 30 battlechips and 1 unit for finishing one single fight. Thats it, problem solved.
If you are worried, that someone might do 2000 fights and that this could upset the game economy, cap it at 600 units to be obtainable this way in each arenas reset.
By doing this, everyone gets the SAME AMOUNT for the SAME EFFORT, regardless of the champions used or the title. If someone who is uncollected fights 500 times with 3 stars, he will get same amount of units as thronebreaker who fought 500 times with six stars.
It also stays very similar to effort needed in old arenas as 500 fights for 500 units is something around streak 133, which was about the same. Everyone is happy, whether you are f2p or p2w you will be able to earn the same as everyone else. Do you need just one revive> Do only 40 fights and there you go, 40 units in your stash. Do you want to buy a cavalier crystal? do 175 fights and its yours. Grinders can grind the whole amount if they want to save units.
If this is for some reason hard to implement, you could make an extra objective tab instead, to where the objectives/challenges are. Tab called Arena, one simple bar 0/550, lets call it arena brawl bar. Each fight in arena fills the bar by 1. At the end of the arenas, when they reset, you can claim as many units as there are points in the arena brawl objective.
Ultimately, this would be fair solution for everyone. Those who want to go for 3,4,5 or 6* champion need to accumulate points and get some extra items on the milestones as they are set now.
Those who grind to save units, regardless of their title, can do so by investing time and effort by fighting.
Even so, this is really just a minor detail, there could be very simple work around that.
My point was, that something like this would make units grinding fair and same for everyone, while those who want the champions, can still grind the points.
By removing units from the milestones and changing that grind to other alternative still based on how many fights you have done, these arenas do not need to be changed at all.
Fix the matchmaking algorithm or just tell us that this is a 5/6* arena
Though I often did the 1.5m in the 4* basic, 2 hr refresh made it pretty quick and easy. I would gather quick milestones with the rest of the roster when I could be bothered.
There is no way I will make the same units in the time spent because the refresh time for 5/6* is much longer so the point benefit of having them is offset by the time spent not having them.
I suppose its alright with a decent amount of them (I have quite a few 5* but stopped ranking junk champs due to cat shortages) but the milestones that equate the units I used to get are possibly more than I'm willing to commit.
I would need to have another go but at this stage, I feel like I am someone who got screwed by the changes to unit drops. I am certainly not someone that enjoys being in the arena but there is no other real unit source for FTP.
Not saying deathmatches should stay, but in the current system, this is not 'wrong'
We are getting matched with people who have 5* rank 5s and 6*R2s, please solve this issue
(My guess is that the “PI Threshold” per se, is the average team rating of champs used in the arena.”
Love the grandmaster crystals. Cavalier would have been spicier, but can understand kabam wanting to keep the value of 6* high.
I did feel there was some scope to consolidate to fewer arenas.
No death matches yet.
Cons
Milestones are outrageous. Although technically there's a possible increased total possible units from 535 to 540, really what has been done is reduced it to 340 in real terms for most of us.
3* used to a great arena to play with new characters, grind some units quickly and play oddly to achieve "combat" milestones. Sad to see it scrapped.
I'll keep grinding but really these changes will massively slow up my attempt to become a throne breaker, and I like most, think kabam got the unit per milestone decisions wrong in this instance