The game experienced a brief connectivity issue this morning. The team promptly fixed the issue and things are back to normal, thank you to everyone who passed along reports!
That's just Disappointing. Even after caring less and less for few months, here we go with another low blow. I don't like comparing people, but I'll say this, that I always liked Miike, even when people hated on him. He definitely cared a lot more about the community.
guys don't stress, this is all part of the 10 year celebration. This is just to remind us how bad kabam used to be in the first 4 years or so for nostalgia!.
They changed the amount you can carry over from 7 to 1 - what is there to be so upset about?
If you can currently finish a raid having 7 revives left, you are clearly good enough in raids. Or maybe you weren’t doing your fair share - and using the extra carry over to attempt to put in a decent score every other month?
If you weren’t already spending units, I don’t see how this inventory cap reduction will change that.
Seriously, who opened the floodgates to all these whinge-bags?
Did you bother reading any of the thread before dropping this dumb comment?
Removing revive in raids they have thought about it tested it - if u say that after testing it then fine but judging without even playing is a premature thing 🤷🤷
Something else to consider is I think this punishes a lot of people with who are yet to try out the content for one reason or another.
We've always raided but we've had multiple instances where we've had new players through the door with no raid experience. We prepare them as much as we can with tips and tricks, videos etc, but that's completely different to actually being in the raid and feeling the fight out, as such it's rare you get new players hitting the damage cap. The extra revives the more experienced players have allow you to cover for the "failures" of the new guys without having to spend units which, let's be honest, is *exactly* what this boils down to.
Without this cushion, I think you disincentivise alliances from wanting to show new players the ropes and increase the pressure on any newbies once they're in the content. I can guarantee that 95% of the player base are not going to be spending units on revives to cover for new players not performing as their alliance needs them to.
More pressure, less engagement, frustrated players, less players. Nobody wins here.
Well, my reputation precedes me for being able to find both sides of situations, but I'm at a loss for this one. I understand their reasoning and the logic of it, and at the end of the day they're the ones with the data to compare to their own goals. I just can't easily justify the reasoning based on the effect. Raids aren't easily done. They're about working together as a team, with some already-challenging Opponents. It becomes easy with team work and planning, but getting that started depends on using those Revs for the rest of the people coming up. For the record, we don't do them every month, so I have no horse in the race. We do them from time to time. Quite frankly, the cost is too exorbitant for the Tickets. Which adds another layer that makes it a head scratcher for me. Then you have the Rewards. Which are nice, considering the increase in Glory and drop boxes. However, they're all RNG, so you're playing with that. I don't subscribe to the "Player benefits vs. Kabam benefits" outlook. It's just that in this case, I can't find a reason for it. There's a danger in making things too difficult and restricting. You run the risk of losing the interest and motivation for people to play it. I think that needs to be considered. Just my opinion.
Removing revive in raids they have thought about it tested it - if u say that after testing it then fine but judging without even playing is a premature thing 🤷🤷
If you have 7 revives to start the week with, it means on the previous week you used 14 revives - which now you try to implement. Those extra 7 revives per week is not game breaking for you, but a really helpful safety net for us against bugs ans stupid AI. You guys really want to kill all enjoyable gamemodes.
Seriously, i can't get why Kabam is not worried about summoners Fun, can't get why the Game gets bugged from months without a solution, can't get why the Game is getting this state after 10 years.
Cause fun is not an actual "data" they can use... apparently
I've never seen a company continuously make TERRIBLE DECISIONS as much as kabam have with this game. This game currently is nothing short of a mess. Multiple VISUAL bugs and character ability bugs but the most important thing to them is removing what benefits players. Notice how QUICKLY the xpool(bug) was fixed because it BENEFITTED players but spiral, galan and others are still there, talk about priorities.
The worst part is that we the community have ABSOLUTELY NO SAY in it. They do not listen, they do whatever they want and if we share negative feedback on here, even if it's a majority EG BANQUET and serpent rebalancing. They just wait for the situation to die down and don't bother doing anything about it.
I'm honestly contemplating leaving this game after March titan reset. I do not view this company in a positive light as I once did.
Well, my reputation precedes me for being able to find both sides of situations, but I'm at a loss for this one. I understand their reasoning and the logic of it, and at the end of the day they're the ones with the data to compare to their own goals. I just can't easily justify the reasoning based on the effect. Raids aren't easily done. They're about working together as a team, with some already-challenging Opponents. It becomes easy with team work and planning, but getting that started depends on using those Revs for the rest of the people coming up. For the record, we don't do them every month, so I have no horse in the race. We do them from time to time. Quite frankly, the cost is too exorbitant for the Tickets. Which adds another layer that makes it a head scratcher for me. Then you have the Rewards. Which are nice, considering the increase in Glory and drop boxes. However, they're all RNG, so you're playing with that. I don't subscribe to the "Player benefits vs. Kabam benefits" outlook. It's just that in this case, I can't find a reason for it. There's a danger in making things too difficult and restricting. You run the risk of losing the interest and motivation for people to play it. I think that needs to be considered. Just my opinion.
What a world choice indeed when G.W of all people can't find the positive Kabam angle to save them. Things are truly dire.
Well, my reputation precedes me for being able to find both sides of situations, but I'm at a loss for this one. I understand their reasoning and the logic of it, and at the end of the day they're the ones with the data to compare to their own goals. I just can't easily justify the reasoning based on the effect. Raids aren't easily done. They're about working together as a team, with some already-challenging Opponents. It becomes easy with team work and planning, but getting that started depends on using those Revs for the rest of the people coming up. For the record, we don't do them every month, so I have no horse in the race. We do them from time to time. Quite frankly, the cost is too exorbitant for the Tickets. Which adds another layer that makes it a head scratcher for me. Then you have the Rewards. Which are nice, considering the increase in Glory and drop boxes. However, they're all RNG, so you're playing with that. I don't subscribe to the "Player benefits vs. Kabam benefits" outlook. It's just that in this case, I can't find a reason for it. There's a danger in making things too difficult and restricting. You run the risk of losing the interest and motivation for people to play it. I think that needs to be considered. Just my opinion.
Well G.W. I appreciate you sharing, and I totally agree.
I think someone else in here also mentioned this is punishing new players joining a raid for the first time (just checked, shoutout @Masquirade ). Why are we upping the pressure and making the barrier of entry so large? One revive for someone who has never done these fights and never done a raid at all is unbelievably tough and disincentives alliances from showing new people the ropes.
I think i fall into the inexperienced end of raids. I took a needed hiatus from the game after banquet last year due to exhaustion from the game i think. i came back to it around Halloween and have been regaining some of the skill loos due to time away. i ended up playing raids for the 1st time shortly after returning, and it is absolutely punishing. the missions to complete with annoying defender kits to manage while trying to build a ramp for your character to spit off once like a wet fart as you take an SP to the face because whatever they did to the AI while i was away has them totally unpredictable and severely frustrating. they now walk forward up to you instead of dashing, so intercepting them is near impossible. they can parry you now. and turtle up. combine that with input drops and this mode and the game in general is becoming unplayable. the most I've ever been able to take off one of these Krap defenders is 2-3% at one time with max charges. so i end up having to spend units on revives every time to help contribute to the fight.
the complexity of defensive kits, the overbearing and unnecessary complexity of node combinations is beginning to wear me out again. the game is fun to play, but when you get into fights where you are just unnecessarily handicapped to the degree Kabam pins you into, is just cheeks... the side quest and war quest events open right now are perfect examples. i don't even want to try them, they are specifically engineered to make your champs useless and make you agonize trying to take them down... that's not fun or entertaining, its torture... id rather see them increase the health and damage of the defender and reduce greatly the amount of nodes combos, so i can actually use my champions kits... you have to manage ENTIRELY too much at one time to use any champion they way they were designed... you end up just pounding them as much as you can until the whack@$$ node combinations defeat you, instead of the defender...
regardless of what they say, it is ALL about the profitability of the content, how can we make this content so impossible to manage for 95% of the playerbase that they have no other option than to spend units on revives. this is a BS position for them to take when they knowingly have an AI this is able to operate beyond the limits of a human interface. the reaction and recovery time the AI possesses is absurd... fix the AI issues and maybe they'd have a fair position in which to justify the moves they make like these revive storage nerfs and cutting the farming locations...
Well, my reputation precedes me for being able to find both sides of situations, but I'm at a loss for this one. I understand their reasoning and the logic of it, and at the end of the day they're the ones with the data to compare to their own goals. I just can't easily justify the reasoning based on the effect. Raids aren't easily done. They're about working together as a team, with some already-challenging Opponents. It becomes easy with team work and planning, but getting that started depends on using those Revs for the rest of the people coming up. For the record, we don't do them every month, so I have no horse in the race. We do them from time to time. Quite frankly, the cost is too exorbitant for the Tickets. Which adds another layer that makes it a head scratcher for me. Then you have the Rewards. Which are nice, considering the increase in Glory and drop boxes. However, they're all RNG, so you're playing with that. I don't subscribe to the "Player benefits vs. Kabam benefits" outlook. It's just that in this case, I can't find a reason for it. There's a danger in making things too difficult and restricting. You run the risk of losing the interest and motivation for people to play it. I think that needs to be considered. Just my opinion.
Thanks for sharing and I think in fairness to you this is consistent with your outlook. I’ve actually really appreciated your take on a number of things recently as I’ve found it to be a very balanced perspective because of this outlook. I don’t think you’ve changed either just the issues have.
I’m struggling to understand the need or reason for this too. The only one offered in the official communication is the team feels a need for the mode to more rigidly adhere to their initial design… which was quite flawed on launch. Many, many changes were needed post launch to get Raids to where it is today which felt healthy to a majority of the player base I talk with.
I don’t see it as a negative that Raids offered up the greatest flexibility out of any game mode outside of Arena, I don’t know why that had to be changed or made a casualty of this change… or if it even is to be fair.
And that’s not the only question about the how I have today. Does this mean the free potions will be attainable in the Raids mode or will only unit based potions be there the way it is today? Talk about a navigation nightmare if you have to exit the mode to obtain revives each time you need them. How is that good design? And why wasn’t this detail included in the communications…
Then as stated in other places but to consolidate all my concerns into this last comment, why do this now? The team is batting .000 on implementing a new Raids map that is bug free and tuned correctly, these bugs and/or mistakes cost players consumables to push through as that’s been the solution we’ve been offered to date. Historically compensation almost never includes units which this will cost people if the team gets it wrong. So why risk this timing where there was flexibility in the mode as it existed to implement the new map first then make changes in the next iteration, just seems like a bad risk management plan.
I don’t know if anybody from the team can make any of this make sense or not, but maybe these items weren’t appropriately considered either. I’m not overly fused about the desire to change the amount of total revives allowed, but it’d be good to know that it’s being done in a way where the mode maintains the current flexibility and at a time where the mode is stable too.
For many of us, the best reward of Raids was not having to do AQ after Day 1. Make the right move Kabam. Change the inventory cap but make all 14 revives available on Day 1.
@FishSkin THERE HE IS KABAM SIMP #1 the community unanimously agrees on game breaking issues but we don’t speak for the majority of the community? How dense are you
They changed the amount you can carry over from 7 to 1 - what is there to be so upset about?
If you can currently finish a raid having 7 revives left, you are clearly good enough in raids. Or maybe you weren’t doing your fair share - and using the extra carry over to attempt to put in a decent score every other month?
If you weren’t already spending units, I don’t see how this inventory cap reduction will change that.
Seriously, who opened the floodgates to all these whinge-bags?
It's mostly common sense lets make the game more a job and nerf fun wow players hate it surprise
Horrible move by kabam, nobody complained about it and they remove the ability to carry over revives from one raid event to the other. This is just kabam nit picking stuff in the game to make more revenue.
Another thing to consider with this change is every raid has had at least one bugged fight first raid that needed adjusted. I don’t think this should take effect until after we make sure all fights are tuned correctly. I don’t like only going to one to carry over at all, but will roll with it as I don’t have a say. I do, however, think we should be able to carry 7 from this one to the next one as I’m sure one fight will not be tuned correctly if not more. They never seem to be tested properly.
Well, my reputation precedes me for being able to find both sides of situations, but I'm at a loss for this one. I understand their reasoning and the logic of it, and at the end of the day they're the ones with the data to compare to their own goals. I just can't easily justify the reasoning based on the effect. Raids aren't easily done. They're about working together as a team, with some already-challenging Opponents. It becomes easy with team work and planning, but getting that started depends on using those Revs for the rest of the people coming up. For the record, we don't do them every month, so I have no horse in the race. We do them from time to time. Quite frankly, the cost is too exorbitant for the Tickets. Which adds another layer that makes it a head scratcher for me. Then you have the Rewards. Which are nice, considering the increase in Glory and drop boxes. However, they're all RNG, so you're playing with that. I don't subscribe to the "Player benefits vs. Kabam benefits" outlook. It's just that in this case, I can't find a reason for it. There's a danger in making things too difficult and restricting. You run the risk of losing the interest and motivation for people to play it. I think that needs to be considered. Just my opinion.
Thanks for sharing and I think in fairness to you this is consistent with your outlook. I’ve actually really appreciated your take on a number of things recently as I’ve found it to be a very balanced perspective because of this outlook. I don’t think you’ve changed either just the issues have.
I’m struggling to understand the need or reason for this too. The only one offered in the official communication is the team feels a need for the mode to more rigidly adhere to their initial design… which was quite flawed on launch. Many, many changes were needed post launch to get Raids to where it is today which felt healthy to a majority of the player base I talk with.
I don’t see it as a negative that Raids offered up the greatest flexibility out of any game mode outside of Arena, I don’t know why that had to be changed or made a casualty of this change… or if it even is to be fair.
And that’s not the only question about the how I have today. Does this mean the free potions will be attainable in the Raids mode or will only unit based potions be there the way it is today? Talk about a navigation nightmare if you have to exit the mode to obtain revives each time you need them. How is that good design? And why wasn’t this detail included in the communications…
Then as stated in other places but to consolidate all my concerns into this last comment, why do this now? The team is batting .000 on implementing a new Raids map that is bug free and tuned correctly, these bugs and/or mistakes cost players consumables to push through as that’s been the solution we’ve been offered to date. Historically compensation almost never includes units which this will cost people if the team gets it wrong. So why risk this timing where there was flexibility in the mode as it existed to implement the new map first then make changes in the next iteration, just seems like a bad risk management plan.
I don’t know if anybody from the team can make any of this make sense or not, but maybe these items weren’t appropriately considered either. I’m not overly fused about the desire to change the amount of total revives allowed, but it’d be good to know that it’s being done in a way where the mode maintains the current flexibility and at a time where the mode is stable too.
Pretty easy, not so transparent. If someone uses more than 14/15 revives they want you to pay for it. They won't say it; the intention is clear though.
Well, my reputation precedes me for being able to find both sides of situations, but I'm at a loss for this one. I understand their reasoning and the logic of it, and at the end of the day they're the ones with the data to compare to their own goals. I just can't easily justify the reasoning based on the effect. Raids aren't easily done. They're about working together as a team, with some already-challenging Opponents. It becomes easy with team work and planning, but getting that started depends on using those Revs for the rest of the people coming up. For the record, we don't do them every month, so I have no horse in the race. We do them from time to time. Quite frankly, the cost is too exorbitant for the Tickets. Which adds another layer that makes it a head scratcher for me. Then you have the Rewards. Which are nice, considering the increase in Glory and drop boxes. However, they're all RNG, so you're playing with that. I don't subscribe to the "Player benefits vs. Kabam benefits" outlook. It's just that in this case, I can't find a reason for it. There's a danger in making things too difficult and restricting. You run the risk of losing the interest and motivation for people to play it. I think that needs to be considered. Just my opinion.
Thanks for sharing and I think in fairness to you this is consistent with your outlook. I’ve actually really appreciated your take on a number of things recently as I’ve found it to be a very balanced perspective because of this outlook. I don’t think you’ve changed either just the issues have.
I’m struggling to understand the need or reason for this too. The only one offered in the official communication is the team feels a need for the mode to more rigidly adhere to their initial design… which was quite flawed on launch. Many, many changes were needed post launch to get Raids to where it is today which felt healthy to a majority of the player base I talk with.
I don’t see it as a negative that Raids offered up the greatest flexibility out of any game mode outside of Arena, I don’t know why that had to be changed or made a casualty of this change… or if it even is to be fair.
And that’s not the only question about the how I have today. Does this mean the free potions will be attainable in the Raids mode or will only unit based potions be there the way it is today? Talk about a navigation nightmare if you have to exit the mode to obtain revives each time you need them. How is that good design? And why wasn’t this detail included in the communications…
Then as stated in other places but to consolidate all my concerns into this last comment, why do this now? The team is batting .000 on implementing a new Raids map that is bug free and tuned correctly, these bugs and/or mistakes cost players consumables to push through as that’s been the solution we’ve been offered to date. Historically compensation almost never includes units which this will cost people if the team gets it wrong. So why risk this timing where there was flexibility in the mode as it existed to implement the new map first then make changes in the next iteration, just seems like a bad risk management plan.
I don’t know if anybody from the team can make any of this make sense or not, but maybe these items weren’t appropriately considered either. I’m not overly fused about the desire to change the amount of total revives allowed, but it’d be good to know that it’s being done in a way where the mode maintains the current flexibility and at a time where the mode is stable too.
Pretty easy, not so transparent. If someone uses more than 14/15 revives they want you to pay for it. They won't say it; the intention is clear though.
Well if it launches as currently designed then apparently they also think it’s super important for this to take a week in-spite of a year’s worth of evidence to the contrary due to blind faith in an initial faulty design concept.
Seriously, i can't get why Kabam is not worried about summoners Fun, can't get why the Game gets bugged from months without a solution, can't get why the Game is getting this state after 10 years.
Cause fun is not an actual "data" they can use... apparently
This announcement really made me look at the different between my main account and my FTP account. My quick assessment....with respect to alliance events (AQ, AW and raids), the juice is just not worth the squeeze. Raid rewards quickly became outdated (do I really need more 25% T6CC drops?), every week I spend glory just to spend it, and (unless you are in masters) - AW have never been worth the effort or investment. I'm tired of playing on Kabam's schedule rather than my own. I enjoy story content, Carina's, (sometimes) BGs - so I would still play, just not sure Kabam has the foresight to make alliance content worthwhile. This move is one that is in the wrong direction.
Another user made a fair point, not sure if it was here or another thread. Why not give access to the 14 revived on day 1 and get it over... This might actually work better for them cause 1 revive might not even carry over to the next week
I've never seen a company continuously make TERRIBLE DECISIONS as much as kabam have with this game. This game currently is nothing short of a mess. Multiple VISUAL bugs and character ability bugs but the most important thing to them is removing what benefits players. Notice how QUICKLY the xpool(bug) was fixed because it BENEFITTED players but spiral, galan and others are still there, talk about priorities.
The worst part is that we the community have ABSOLUTELY NO SAY in it. They do not listen, they do whatever they want and if we share negative feedback on here, even if it's a majority EG BANQUET and serpent rebalancing. They just wait for the situation to die down and don't bother doing anything about it.
I'm honestly contemplating leaving this game after March titan reset. I do not view this company in a positive light as I once did
This is exactly the issues I've been noticing. Any bug that makes it easier for players? Fixed in record time. Bugs that make it literally impossible to play in some situations? Exist for months/years.
The biggest thing is feedback. Any time the feedback on the forum is overwhelmingly negative, either they 1: Disappear from the forums until things die down, or 2: Use the vague explanation of "The data".
Who actually cares what "the data" says when it leads to changes that hamper player experience? Even going way back to changing revive farming. It was always "the data shows that players are stockpiling Revives and using it to breeze through tough content". F****** so? That still involves players interfacing with your game, doing content in order to even stockpile them. I know they just mean that people aren't spending enough money, but I mean, I STILL haven't spent money to get through content. It just takes me longer to.....stockpile Revives.
Comments
Even after caring less and less for few months, here we go with another low blow.
I don't like comparing people, but I'll say this, that I always liked Miike, even when people hated on him. He definitely cared a lot more about the community.
Removing revive in raids they have thought about it tested it - if u say that after testing it then fine but judging without even playing is a premature thing 🤷🤷
We've always raided but we've had multiple instances where we've had new players through the door with no raid experience. We prepare them as much as we can with tips and tricks, videos etc, but that's completely different to actually being in the raid and feeling the fight out, as such it's rare you get new players hitting the damage cap. The extra revives the more experienced players have allow you to cover for the "failures" of the new guys without having to spend units which, let's be honest, is *exactly* what this boils down to.
Without this cushion, I think you disincentivise alliances from wanting to show new players the ropes and increase the pressure on any newbies once they're in the content. I can guarantee that 95% of the player base are not going to be spending units on revives to cover for new players not performing as their alliance needs them to.
More pressure, less engagement, frustrated players, less players. Nobody wins here.
Raids aren't easily done. They're about working together as a team, with some already-challenging Opponents. It becomes easy with team work and planning, but getting that started depends on using those Revs for the rest of the people coming up.
For the record, we don't do them every month, so I have no horse in the race. We do them from time to time. Quite frankly, the cost is too exorbitant for the Tickets. Which adds another layer that makes it a head scratcher for me.
Then you have the Rewards. Which are nice, considering the increase in Glory and drop boxes. However, they're all RNG, so you're playing with that.
I don't subscribe to the "Player benefits vs. Kabam benefits" outlook. It's just that in this case, I can't find a reason for it.
There's a danger in making things too difficult and restricting. You run the risk of losing the interest and motivation for people to play it. I think that needs to be considered. Just my opinion.
What's there to test about 6 less revives?
You guys really want to kill all enjoyable gamemodes.
This game currently is nothing short of a mess. Multiple VISUAL bugs and character ability bugs but the most important thing to them is removing what benefits players.
Notice how QUICKLY the xpool(bug) was fixed because it BENEFITTED players but spiral, galan and others are still there, talk about priorities.
The worst part is that we the community have ABSOLUTELY NO SAY in it. They do not listen, they do whatever they want and if we share negative feedback on here, even if it's a majority EG BANQUET and serpent rebalancing. They just wait for the situation to die down and don't bother doing anything about it.
I'm honestly contemplating leaving this game after March titan reset. I do not view this company in a positive light as I once did.
Things are truly dire.
I think someone else in here also mentioned this is punishing new players joining a raid for the first time (just checked, shoutout @Masquirade ). Why are we upping the pressure and making the barrier of entry so large? One revive for someone who has never done these fights and never done a raid at all is unbelievably tough and disincentives alliances from showing new people the ropes.
the complexity of defensive kits, the overbearing and unnecessary complexity of node combinations is beginning to wear me out again. the game is fun to play, but when you get into fights where you are just unnecessarily handicapped to the degree Kabam pins you into, is just cheeks... the side quest and war quest events open right now are perfect examples. i don't even want to try them, they are specifically engineered to make your champs useless and make you agonize trying to take them down... that's not fun or entertaining, its torture... id rather see them increase the health and damage of the defender and reduce greatly the amount of nodes combos, so i can actually use my champions kits... you have to manage ENTIRELY too much at one time to use any champion they way they were designed... you end up just pounding them as much as you can until the whack@$$ node combinations defeat you, instead of the defender...
regardless of what they say, it is ALL about the profitability of the content, how can we make this content so impossible to manage for 95% of the playerbase that they have no other option than to spend units on revives. this is a BS position for them to take when they knowingly have an AI this is able to operate beyond the limits of a human interface. the reaction and recovery time the AI possesses is absurd... fix the AI issues and maybe they'd have a fair position in which to justify the moves they make like these revive storage nerfs and cutting the farming locations...
Do better Kabam...
I’m struggling to understand the need or reason for this too. The only one offered in the official communication is the team feels a need for the mode to more rigidly adhere to their initial design… which was quite flawed on launch. Many, many changes were needed post launch to get Raids to where it is today which felt healthy to a majority of the player base I talk with.
I don’t see it as a negative that Raids offered up the greatest flexibility out of any game mode outside of Arena, I don’t know why that had to be changed or made a casualty of this change… or if it even is to be fair.
And that’s not the only question about the how I have today. Does this mean the free potions will be attainable in the Raids mode or will only unit based potions be there the way it is today? Talk about a navigation nightmare if you have to exit the mode to obtain revives each time you need them. How is that good design? And why wasn’t this detail included in the communications…
Then as stated in other places but to consolidate all my concerns into this last comment, why do this now? The team is batting .000 on implementing a new Raids map that is bug free and tuned correctly, these bugs and/or mistakes cost players consumables to push through as that’s been the solution we’ve been offered to date. Historically compensation almost never includes units which this will cost people if the team gets it wrong. So why risk this timing where there was flexibility in the mode as it existed to implement the new map first then make changes in the next iteration, just seems like a bad risk management plan.
I don’t know if anybody from the team can make any of this make sense or not, but maybe these items weren’t appropriately considered either. I’m not overly fused about the desire to change the amount of total revives allowed, but it’d be good to know that it’s being done in a way where the mode maintains the current flexibility and at a time where the mode is stable too.
Has it ever started without issues? NO.
Entry costs are not worth the outdated rewards either.
They have been doing dirty stuff like this for years.
They won't say it; the intention is clear though.
Why not give access to the 14 revived on day 1 and get it over... This might actually work better for them cause 1 revive might not even carry over to the next week
The biggest thing is feedback. Any time the feedback on the forum is overwhelmingly negative, either they 1: Disappear from the forums until things die down, or 2: Use the vague explanation of "The data".
Who actually cares what "the data" says when it leads to changes that hamper player experience? Even going way back to changing revive farming. It was always "the data shows that players are stockpiling Revives and using it to breeze through tough content". F****** so? That still involves players interfacing with your game, doing content in order to even stockpile them. I know they just mean that people aren't spending enough money, but I mean, I STILL haven't spent money to get through content. It just takes me longer to.....stockpile Revives.