**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.
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It's a bittersweet update to be honest - it includes some nice buffs but most of them have been awaited for a long time. It's hard to get super excited about some rewards finally becoming, well, decent after they sucked for months. At the same time big time bs like ridiculously random war season crystals, extremely outdated war victor/challenger crystals and super small amount of shards/fragments in monthly rewards for many tiers stay there. And a small amount of 6* shards for every war could at least reach tier 6....
New gold 2 rewards are better than old gold 1 rewards but it only shows how outdated these rewards were. This is what gold 2 should be getting from the scratch, so introducing this after months does not really compensate anything.
One might be happy to see any T5B in gold 2/3 or T2A in silver 1 but really - 5-10% of any crystal after A WHOLE MONTH of hard work is just a joke - you still need to play for OVER A YEAR to get an actual crystal, while you need more than one to do ANYTHING with them.
The addition of platinum 4 is great but again - did Kabam really need nearly a year to spot that big gap that was visible instantly?
I'll take it but hopefully new update happens sooner than this time.
The dude was talking about master so I replied about master.
Evens still 6k shards for master 1 is still vastly more than any other content will give you.
I believe that rather than those war crystals each tier should have a set amount of T2A etc.
I’ll hold judgment on the quantity of shards until I see the regular win/loss rewards but for me and most of the people in my alliance who sit between 500k-1m rating and relatively stress free at gold2 4* shards so 4* shards aren’t really relevant beyond ISO
With meticulous planning, both def and attack, and spending for 100% on a more difficult map with 2 bg (a third is out of the question, even more work), we will get maybe gold 2. The difference simply isn't worth all the time and units that go into that. Even with 3 bg we are not likely to go beyond gold.
And that's with a fair playing field, which we know doesn't exist. We used to be in the gold 1 region and in the first 5 matches we'd get smashed by alliances with literally 3-4 (or more) 5-65 per member, while we, as any normal Gold alliance, have about 4 4-55s per average member. Those first 5 opponents all ended up in P1. Our top players have a few more and we have 2 players with 1 5-65. We all know how those opponents managed to match with alliances like us.
Then there is the issue with champ lockout. Our best 3 attackers go yo AQ and in most alliances there is a pretty huge gap between best three and next three. And then often the next 5 are a bit below that. It's not fun to feel the stress of having to choose to do well in AQ or AW simply because your roster can't really cover both. I am not talking about beginners here. I am talking about UC players with 3-4 4-55s at least.
Another important factor is the delay on the rewards. Weekly rewards is about the longest that most people will commit to playing for. Any longer than that and the grind loses momentum. Because as dynamic as AW may be compared to other game modes, at the end of the day it is still a monotonous exercise.
My advice would be to double the total rewards and pay them out in weekly instalments based on your ranking that week. You could even distribute it so that weeks 1-4 would be a total of 50%, all based on weekly ranking, while the last week pays out the remaining 50% based on season performance. That might make alliances choose for AW priority over AQ, or at least put in 2 solid weeks. In fact, I'd consider AW priority on-season for shards and new champs, while we farm rankup materials from max AQ effort on off season. It would at least make focus choices more interesting.
I know that the top alliances don't have to deal with these dilemmas because their rosters are a lot more versatile. But have some sympathy for the average Joe!
To be fair, war season crystals aren't the only RNG apsect of the game that take variable-ratio reinforcement to Vegas slot machine levels. A current alliance mate pulled 10K+ T5BC fragments in 21 Map 7 crystals from our last cycle of 7X5. We've run 7X5 every cycle since Map 7 was introduced except for the cycle of bugged Can't Stop Won't Stop. It took me at least 8 cycles of 7X5 to pull 10K+ T5BC fragments from Map 7 crystals. We get 25 Map 7 crystals per AQ cycle, so my alliance mate pulled more T5BC fragments from 21 Map 7 crystals than I did from 200+ Map 7 crystals. I've never pulled more than 4K+/<5K T5BC fragments from 1 AQ cycle of Map 7 crystals. Unlike war season crystal RNG, AQ RNG isn't that annoying because 7X5 can be explored with little to no item use and stress.
AW rewards, as they stand are in a bit of a limbo between this - they do contain a decent amount of shards, but not enough to warrant the effort to achieve the higher tiers, but they also contain rank up materials that we all need, but again not enough to warrant the lack of shards.
My suggestions then of shards aren’t going to be increased:
- gold 3 should have enough T4B and T1A to R3 a 5*
- Gold 2 should be able to R4 a 5*
Etc. Etc.
Remove
The rng element of the crystals - the only RNG should be from opening the 4-6*, rank materials should be a constant.
There should also be enough gold to rank up the champion that you have received from the shards.
Each season should represent clear progress for each player
We don't see random prizes being awarded in sporting competitions. So why here?
2) Random prizes are given in sporting events, even still this is not a sporting event. Best argument you have is an ad hominem? How many times have I head sports teams say that they purchased something with their blood sweat and tears? Your currency is your participation and effort. That you cannot see that is not on me.
It will take too much time and keep in mind he increase his base attack every 2seconds
You could do, but with revives and potions
A lot of ...
The point is that in this game the ability of the player is less important day by day
2. I don't see what random rewards tennis players get, or soccer players, or golf etc. You win the tournament, you get a fixed prize money. You get to the semis, you get another sum.