Obviously normal is a somewhat squishy term. I was using it to apply to broadly typical use of shields (buy one or two towards the end of an event to secure a reasonable top 100/top 50 placement. I will happily concede that hopping to 1k is not normal. I was not talking about elite players who routinely hit 1k.
Before cooldowns the reward structure was spread out with a requirement to spend heavily on shield hops to achieve the top tier rewards. Which left the top half of the rewards out of reach of the average player. Now your average player who pushes themselves can hit 600 and get more than half the rewards on offer.
You haven’t actually addressed my point. For those players that want to score 600+ (ie those players in a top 100 alliance, or with top 100 aspirations), shield cooldowns make the experience of climbing to even moderately higher scores very unpleasant. it is necessary to schedule life around the shield cooldown schedule. that sucks. the prog reward structure is basically completely unrelated to my complaint that shield cooldowns force players to play only at specific times.
Except enough people are still crossing the 1000 point threshold for D3 not to look at lowering it. It’s meant to be difficult to achieve, not a walk in the park.
Well, Demiurge did make changes to the MMR on April 13, and solicited feedback on those changes as recently as friday, which suggests that more changes are an option. So I think you are premature to suggest that everything is working properly. nor does your response address my argument: shield cooldowns in combination with the new mmr make 1k harder.
Because the aim of shields isn’t to facilitate shield hopping, it is to allow people to stop playing the game when they feel like it. Shield hopping is creative use of game mechanics, but it isn’t the point of shields, and if they redesign it so it is easier to shield hop they will reallocate where the top tier rewards are to try and get the same success rate for players. So you don’t achieve anything other than making rewards harder for the average player to achieve.
Oh and by making it easier to shield hop you force the people going for #1 to shield hop that many times, increasing the cost of playing for everyone chasing that reward.
Shields may have been implemented in part to allow people to lock their scores. But that fact isn’t really relevant because (1) that was pre-time slice, so some people basically couldn’t ever play at the end of events; and (2) if that REALLY all that demiurge wanted to accomplish with shields, they could have just allowed players a one-time chance to “lock” their scores so that they couldn’t play and couldn’t lose points for the rest of the event. Instead Demiurge asked payers to pay for periods of safety, so there were definitely some other motives behind the shield system. I think some forumites have also recalled that shields were also expressly stated intended to add points into the pvp events.
you also seem to think that I am advocating for easier shield-hopping. I’m not particularly interested in shield hopping. In fact, my suggested replacement for cooldowns would aggressively limit shield hopping as much or more than the cooldowns. as for the cost of achieving 1st place going up, who cares? the prog rewards are open to anyone with a decent roster. the top placement reward is available. to 1 out of every 500 players in MPQ. I will happily admit that I pay much more attention to prog rewards than placement rewards.
TL;DR: Shield cooldowns are and always have been awful, they are no fun, make things more expensive for most players, aren’t the best way to accomplish their stated purpose, and are even worse after the recent mmr changes. Please remove them or replace them with a better solution!!
TL;DR: shield cooldowns make it cheaper for most players (most being the majority of the playerbase, not just the ‘elite’), make the game more fun by not forcing people to participate and accomplish the stated purpose of reducing shield hopping and making shields more appropriate as ‘time spent not playing the game’, not ‘time hiding between attacks’.
Again, I wasn’t talking about the “elite” per se. I was talking about those players with 3* and 4* rosters because that is basically the minimum requirement for playing above 600 in pvp. IF we want to talk about 2* players, than we should immediately ignore any discussion of pvp prog rewards structure above 500.
And I completely disagree with your argument. Shield cooldowns don’t make things cheaper or more fun. They make no change to what is probably the most common strategy of climbing as high as possible and buying a single shield. They represent a 50% increase in price for what I suspect was a fairly common strategy pre-cooldown of hopping 1 time in the last few hours of an event. Additionally, shield cooldowns are not fun. They are another gate on playtime. but unlike most other play-gates in freemium games, cooldowns dictate WHEN you can play the game, not how much you can play. I think this is an especially un-friendly mechanic for players. I don’t think you addressed it at all in your counter argument.
Also, thanks for responding! I always appreciate hearing opposing vewpoints. (but I really cannot concede anything even after hearing your argument. Shield cooldowns seem so obviously bad for players to me.)