Here’s a suggestion for how the Level 10 rewards could look:
Same Points-to-Win ratio until 25.
Wins: Reward:
1 Heroic Cover
2 1500 iso
3 Stockpile
4 1500 red iso
5 Mighty Token
6 15 Blue Shards
7 Vault Token
8 100 Specific 4-Star Shards
9 Heroic Token
10 3000 iso
Can you post this again, but just show what you’ve changed/added/reorganized? And maybe give us a bit of an explanation?
I don’t have the rewards memorized so I can’t tell what’s different. It’d also be much more interesting to know why you’ve changed/added/reorganized things.
I think it would drive PvP engagement if that yawning Chasm after 25 wins was filled and I would definitely be incentivised to keep going more often although I don’t think they are going to give you things like Hero Points very easily.
I don’t know what the devs’ current appetite for filling the 25-50 gap is. But I always considered it there because you can grind away at those wins, but the fact that you get no rewards makes it feel somewhat painful (now with ascension it’s less so). So, that incentivizes the use of HP for hops and to try to get your points higher and avoid having to play as many matches. This often means spending money, or it used to, if you also need roster slots on top of shielding expenditures. Again ascension changes the calculus a bit here as you might be getting more HP than you used to, and dupes are less essential than they used to be until you are building that after maxing an ascended.
I am actually wondering now whether ascension puts a long pause on any rewards rework anywhere, as they just upended the game economy quite a bit.
Getting 50 wins is a LOT more valuable when you consider the 1* and 2* covers that drop after PvP fights, and the increased value those covers now have.
Another suggestion I have would be to block a character after 5 fights for a minimum of 8 hours. Or characters can only be resurrected 5 times in 24 hours.
This would lead to more variety of characters used.
Imagine finding all your boosted / favorite / meta / etc. characters locked out for a cooldown. You’d happily soldier on with weaker / less effective options … ?
Surely you wouldn’t reduce to playing the same characters in short spread out bursts, on a clock … like PvE … a/o just play less pvp overall… killing engagement.
IME, variety in PvP has greatly increased over the past 2yrs. I hope that’s your experience, too.
If you want behavior to change, enable and incentive the desired change. In this case that would take increasing the number of viable options by updating / maintaining / boosting more characters. Rebalances were already increasing variety, and ascension is already boosting variety.
Trying to force a change with simplistic hammers as suggested here tends to have blowback.
I’m surprised to see this complaint now… it was a common one, and rightly so, 2-3yrs ago.