The problem with this thread (actually with all of these threads) is that it is entirely looked at from the perspective of what the “vets” lost. Not what the player base as a whole has gained. So let’s do the cost/benefit analysis on this data:
CP Cost:
83/5000 = 1.6% of players lost CP
83*15 CP = 1245 CP lost total from pvp change
CP Gained:
First consider how many people are below 900. Typically 900 lands you squarely in T50. Let’s play it very safe and say T150. So everyone below (350/500 = 70%) gained the ability to receive a 4* they couldn’t before.
Of course, not all of these people are willing to grind the 40 wins, so we use this 70% as a max cap, and look at increasing percent of participation for the data sample.
of Additional 4* Covers Gain From PvP Change, relative to % players willing to grind
5% * 5000 = 250 Covers
10% * 5000 = 500 Covers
20% * 5000 = 1000 Covers
30% * 5000 = 1500 Covers
50% * 5000 = 2500 Covers
70% * 5000 = 3500 Covers
Now we need to look at how many CP a single 4* cover is worth. To do this we can look at the max/min value:
Max Value: 20cp guarantees a 4* cover with a chance at 5*. So definitely not >20cp
Min Value: The average champion reward for a 4* cover is:
112,500/100 Iso + 10/100 LT + 4,000/100 HP + 250/100 CP
=1,125 Iso + 0.1 LT +40 HP + 2.5 CP
Let’s ignore the ISO and HP. and an LT is worth 25 CP
This would make a 4* cover worth at the minimum 0.1*25 + 2.5 = 5CP
Let’s just assume the min value of 5CP per cover, and applying this to the distribution above:
# of Additional CP Gained From PvP Change, relative to % players willing to grind
5% * 5000 = 250*5 = 1250 CP
10% * 5000 = 500*5 = 2500 CP
20% * 5000 = 1000*5 = 5000 CP
30% * 5000 = 1500*5 = 7500 CP
50% * 5000 = 2500*5 = 12500 CP
70% * 5000 = 3500*5 = 17500 CP
Conclusion:
Compare the distribution above against the 1245 CP lost in this tournament. This means that assuming even a very conservative 5% of players taking advantage of the pvp change to get the 4* progression reward, the PVP change produced more CP for the playerbase in this event. My guess is that the rate is much higher than 5%.
And this is assuming the absolute minimum CP value of a 4* cover just from champion reward. A 4* cover is worth more than 5CP for the large majority of players.
Yes, 1.6% of players got the short end of the deal in this process. And this sucks for them. But it is clear mathematically that this change was a pretty big gain in CP for the player base as a whole.
TLDR: Mathematically, using this data, the player base as a whole gained more CP from the PVP Wins Change than they lost.