**WE ARE NO LONGER Temporarily Reverting Tier 1 War Ban System**
After further discussion, the game team has made the decision not make adjustements to the ban system.
The previously proposed fix would have resolved the issue for Summoners who are on the cusp of T1/T2 play, and negatively impacted Alliances more securely in T1. Instead, we recommend that cusp Alliances switch to Manual Placement to your members to place the allotted 5 Ban Champions limit there.
Apologies for the back and forth, and for any confusion.
After further discussion, the game team has made the decision not make adjustements to the ban system.
The previously proposed fix would have resolved the issue for Summoners who are on the cusp of T1/T2 play, and negatively impacted Alliances more securely in T1. Instead, we recommend that cusp Alliances switch to Manual Placement to your members to place the allotted 5 Ban Champions limit there.
Apologies for the back and forth, and for any confusion.
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I saved a ton of resources because there’s nothing to do on this game. I probably used 70-80 revives and cruised through a path. I used heals I already had and about 150 of my 1000 4-hour crystals.
I burned 21000 units at cyber weekend and use a chunk of resources on r5 ascended aegon. What makes more sense? Spending 3000 units on this or supplementing necropolis runs over time?
One subtle way to manipulate the returns here - changing the drop rates within similar categories. For example, when there’s a 10% chance of 6-star shards, how does that break down between 4000, 10000 and 15000 or whatever? Those are drop rates they aren’t required to give us, btw. The big numbers could barely be there at all, and they wouldn’t have to tell us.
If you’re serious about this not being an advancement event (as in growth to a new level) then you take that out and make it more about growth (broadening what we have at the current level)
AQ Raids give us more to do, they might be more or less interesting, but ultimately they are just content, like any other content, when it comes to grand scale things like game inflation and game balance. Raids help game diversity at the top, but they don't ultimately change the nature of what the top looks like.
BG is different, because BG is PvP. And the reason why so many games either add PvP to the end game or straight up define the end game to be PvP is because PvP has a self-balancing game inflation aspect that no other kind of content has, or even can have. BG is self balancing. If we get stronger, our opponents also get stronger because we are the opponents. We can't "outlevel" Battlegrounds. We can't outgrow Battlegrounds. And to the extent that we can get bored with Battlegrounds, the complexity of the matches is not constructed solely by the developers, but also by the players in deck construction. In effect, AQ raids has a couple guys designing it. BG has a couple hundred thousand guys designing it. That's a bit of an oversimplification, but the players can spend all of eternity bashing each other over the head in infinitely different ways that game content can never replace.
BG is too small to be a whole end game unto itself, but I think BG can be a part of the end game in a way that will be harder for AQ Raids to sustain, at least as currently designed. However, there is a lot of room for evolution with AQ raids, and as long as they keep players interest, that could be helpful in sustaining the interest of end game players, whether it is technically part of the end game or not. AQ Raids could evolve into a large part of the end game of MCOC down the road, although that has ramifications for the future of the game (since AQ Raids require very specific alliance structures to pull off, which not all players live in or even want to live in).
"Snitches get stitches."