Im really not sure thats a valid point.
Put it this way, on day 1, if you asked the Devs where they envision the game to be at day 1500 - do you think they would predict PVP to require this:
Take note of what point levels you see certain teams, and what point levels you stop seeing certain teams. Take note of how long you can go unshielded at certain point levels before someone hits you, what kinds of characters you’re using when you take the most hits, how frequently hits may come. On the other side, what kinds of teams are people largely avoiding when you use them? What level of points are you “safe” at when you’re not using an A-team? When you ARE using an A-team? At what point do the 40+ point matches start to go away, how much time is left when you see the most high-point matches, etc…There is quite a wealth of knowledge to be gained if you take the time to account for it, and I assure you it will make you a better player. Knowing how to do a double-hop against boosted-4 star characters in 5 minutes or less comes in pretty handy when you’re competing in PVE with rosters that can do their clears in 30-45 minutes.
[Taken from a poster defending PVP in another thread]
I honestly dont.
This a mobile game where you match brightly coloured tiles to enable comic book characters to make attacks.
IMO, it really shouldnt require so much to play successfully.
Dont get me wrong, I do understand (and it is clear) that many people get off on that very complexity, its what they like about it.
BUT, for me at least, its just too much for what this game is (should be?).
I think this game has evolved in a rather reactive manner, not proactive, not by design. Which means it has been left with issues hanging over from older intentions. SCL and rewards being completely out of balance is one. The gulf between the big rosters and the rest being another. Every fix they have tried to implement has just made that divide between haves and have nots much more distinct. And no fix has been implemented without significant cost to one side or the other.
This change was the first in a long time to try and rebalance toward the younger/smaller rosters, imo. 5* were just handed PVE and a huge boost in rewards on a plate, and that was acceptable. Lesser rosters were handed genuine access to PVP rewards, and because 5* missed out on 20-30cp a week (ONE LATEST LEGEND PULL) the change that worked for a larger portion of the players was immediately revoked.
Not that Im trying to pick on you personally, but as an example - you said the change was “killing” you. And you said it was explicitly the CP that was the reason. “Killing”? Honestly?
Compare to when PVE changes went in, I was a regular top 10 finisher bumped back to 20-50 by PVE being opened up to 5* rosters. I was told that I shouldnt have been finishing that high anyway and that I was now in my rightful place. I lost out on regular CP, HP, 4* and event tokens thanks to the change. What happened there? Absolutely nothing, because 5* rosters were happy.
So, from that perspective, I think you could forgive people for being rather upset about having been shut out of PVE, opened up to PVP and then rather crudely dumped out of PVP as well.
I think if people were honest. And sat down with a clean slate to make PVP and PVE, they would most certainly not arrive at what we currently have.
And the frustration for me is that its really not that impossible to fix.
- actually work out a reasonable way of matching shield rank to roster strength. IMO literally just score rosters based upon rarity and levels. So simple. 3* rostered =50 points. Every 3* level = +10 points. Every champ level +20 points. 4* rostered = 75 points. Every 4* level = +20 points. Every champ level = +40 points.
The numbers really dont matter, just the fact that an arbitrary value for each cover applied will give a score reflective of the roster in real time as it stands.
- PVE. Rebalance SCL’s and just as importantly the rewards within. Make it so people are actually in the appropriate level getting rewards that over time advance their roster. Again, so simple. We have 9SCLs, 6 are dedicated to rosters that will be in SCL7 from around 6 months playing. This needs to change.
SCL1 = 1* roster
SCL2 = 2transition
SCL3 = 3 roster
SCL4 = 4* transition..
Its not rocket science is it?
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When addressing rewards realise that 4*s are not the end game, are not diamond encrusted opals, and should be offered more readily.
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When addressing rewards understand lower SCLs need more HP, higher SCLS need more ISO and CP. Its all about the right balance at the right stage.
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PVP. Open MMR so its not so freaking repetitive.
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Look at options to suit all. Win based really worked for me and a lot of people. Maybe tweak it (and rewards) to suit all? Maybe look at a hybrid? Its been done to death and there are many quality suggestions all across the forum.
The point being, ultimately, “its been that way for so long” really isnt a defense of the game. In many ways its a condemnation.