Whenever you start to think "Hey, it can't get any worse."
I don’t even know where to start anymore. Reading this Dev Diary, all I feel is frustration and disappointment. It’s like these guys don't even try to understand us, or what keeps people logging in every day. Instead of fixing problems, you’re piling on systems that strip away freedom and squeeze us harder.
Previously, players could focus on a handful of champs to optimize prestige. The new system creates something chaotic.
F2P or low-spend players typically have fewer high-rank champs (obviously). Under this system, their rewards will be worse than high-spend players with larger rosters. Essentially, someone who fought tooth and nail to acquire like 5-9 r4s whether ftp or a low spender can basically kick rocks in comparison to someone with like 20 to 30 r4s.
This change directly pushes lower-resourced players further behind, because rewards now scale more heavily with roster size and rank, not skill or effort. So out of touch its starting to hurt.
It does not inherently “determine skill,” but it penalizes smaller rosters in terms of rewards, progression, and competitive content. WHO is making these decisions, get rid of them.
From the Dev Diary:
Adaptive Difficulty replaces the six EQ difficulties with one dynamic difficulty scaling to your account.
Players with higher Prestige can toggle Elder Difficulty.
...Ok?
Removing multiple difficulties eliminates the lower-tier farming opportunities for units and other resources.
Previously, F2P and moderate spenders could farm lower difficulty EQ for units and resources they couldn’t otherwise get quickly.
The new system means only higher-prestige rosters get meaningful rewards, leaving low-prestige accounts with less opportunity to progress efficiently.
Single-difficulty EQ reduces the ways F2P and low-spend players can farm resources.
Reward scaling with Prestige favors high-prestige (usually big-spend) players, further widening the gap.
Both changes together push non-whales further behind.
Top 30 Prestige increases the baseline needed for “good” rewards.
Single-difficulty EQ removes alternative ways to gather units/resources, making progression slower for F2P/low-spend players.
The game is no longer just about skill or effort—it heavily favors roster size and rank, which correlates with spending, I love how they typed that up like they're evolving the game when in reality they're making a bunch of players angry and killing it.