Idea for banner rewards

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  • Idea for banner rewards

    It occurs to me that these days there are a number of well established players who already have the top level heroes and when a new one comes out it’s a fight between them to get the next best offer.
    As I understand it opponents are selected based on where you are in the rankings so a player who has 1000 gems and lots of free time but doesn’t have a hugely powerful squad can never win the top prize no matter how much effort they put in because they plateau out in terms of viable opponents, which is fine for the trophy PvP but seems unnecessary in the banners PvP which should be a means for players to gain better heroes so they can do better when competing for trophies, but that’s by the by.
    So the suggestion is, that for the new exclusive heroes don’t make them just for the top 50. Make it interesting for all players especially those keen to do well but are a long way from getting to the top level by adding a narrow band in the league so players who get a league position between say 1950-2000 also get the top prize and here the fun begins as players could end up both winning and plausibly losing battles just to stay in that narrow band.

  • #2
    Originally posted by DT V View Post
    It occurs to me that these days there are a number of well established players who already have the top level heroes and when a new one comes out it’s a fight between them to get the next best offer.
    As I understand it opponents are selected based on where you are in the rankings so a player who has 1000 gems and lots of free time but doesn’t have a hugely powerful squad can never win the top prize no matter how much effort they put in because they plateau out in terms of viable opponents, which is fine for the trophy PvP but seems unnecessary in the banners PvP which should be a means for players to gain better heroes so they can do better when competing for trophies, but that’s by the by.
    So the suggestion is, that for the new exclusive heroes don’t make them just for the top 50. Make it interesting for all players especially those keen to do well but are a long way from getting to the top level by adding a narrow band in the league so players who get a league position between say 1950-2000 also get the top prize and here the fun begins as players could end up both winning and plausibly losing battles just to stay in that narrow band.
    I would do it differently, I just don't have time to keep up top 50, but if top 50 had full hero, and the top 200 had shard, which could be combined with gem/money I would definitely go for it. As example: top 50 get whole hero, the top 200 get a coupon, which can be claimed for 625 gems or 30 $ in order to get that hero.

    I think its good market move, as player would definitely spend money, and that is the purpose of any developer.

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    • #3
      An interesting spin on it.
      My suggestion is really to keep the game interesting and accessible for more players as the game has reached a level of maturity where the players at the top have such a massive advantage it wouldn’t matter if a player threw $ buying new heroes they would never catch up.
      With the power creep new heroes appear to be devised to compete against the previous best hero and the only thing that does is widen the gap between the top players who corner the market so to speak and everyone else.
      If competitions become a foregone conclusion then why would any player bother to compete, so what you want to do is pull the field closer together and make it more competative and therefore more interesting
      I find there’s a number of heroes that when I see them in a squad I skip straight past, and when you see one player who has a squad with mythic heroes health with bonus is in the high 10k’s and another squad where with bonuses a mythic hero has over 1million health points the disparity is rediculous.

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      • #4
        Consider if the difference between the most powerful and weakest heroes were greatly reduced the use of consumable runes would be the defining factor in combat. And the developers wouldn’t have to update old heroes left behind or keep massively increasing the % bonus when making common heroes competative, although the did stupidly undermine this by giving 300% bonus to Inquisition heroes.
        15000% bonus to common heroes who fail to beat 300% bonus to Inquisition - come on people think about why you gave the common hero a chance to shine if all you’re not serious about it,

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        • #5
          I see problem elsewhere, and it is in hardcore players. It can be seen in many events. As when RLB was top banner price, in top 50 were players who already had RLB x4, I have seen one even defending with RLB squad.
          Meaning his only gain by going top 50 is to prevent other to have that hero. It is valid tactic in concept of personal gain, yet for me there is really no motivation to try to keep up. I don't have that kind of time, while I can imagine, that I would have that kind of money. Other players were gathering RLB for their alts, which are really not that important, but still, if you have 25 people, who really don't need that hero at all, meaning they prevented 25 people to power up against them.
          I would like to tell, that while I get, that HC players should have advantage, there could be definitely a way-around how to get top 50 reward even in top 200 for certain price.

          The bonuses for events are funny, but I have noticed, that they have been lately powering them up a little, yet I just find common/rare/epics not competitive at all against normal squads, you can stun-lock, drain, curse - more or less do whatever you want to them and win without bothering to tier up them. Meaning as long as you don't have tiered your legs, putting legs to common/uncommon/rare/epic is useless. If you remember bounty hunt, I have seen ridiculous number of players just going against full t4 mythic epic squad with the legendaries.

          I don't think, that it is completly justified, that you wish new players to be immediealy competitive against old-players. I have been playing for years, was slowly spending a low amounts to get full gallery, was getting dupes for occasions. I would find it wrong, that someone new could came and just for few $ overpower me. One should deserve what they earn, and after year even new player is getting good if he spend appropriate time and gave the money, I don't see how wrong is game mechanics here.

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          • #6
            I follow what you say, and I’ve played since the early release of the game at first spending a bit of cash but now simply fighting to accumulate, gold, gems, etc to gain more hero’s.
            The cash cow of the game is to introduce new more powerful heroes and then sell them, all the while making the heroes bought and heavily invested in obsolete.
            However the game reaches a point of maturity as in any product lifecycle where you fall into the laws of diminishing returns and it become nigh on impossible for new players to gain any traction in the game resulting in a loss of appeal while being burdened with the cost of continuing to keep existing players interested on less income.
            The whole aspect of the orange keys in the previous Onslaught is again pandering to those already at the top, which is fine if there’s enough of them constantly buying gems to keep the game profitable, so the question is are the devs simply keen to pander to the few at the expense of everyone else or should they periodically give a boost to the masses to give them an encouragement boost?

            Comment


            • #7
              Originally posted by DT V View Post
              I follow what you say, and I’ve played since the early release of the game at first spending a bit of cash but now simply fighting to accumulate, gold, gems, etc to gain more hero’s.
              The cash cow of the game is to introduce new more powerful heroes and then sell them, all the while making the heroes bought and heavily invested in obsolete.
              However the game reaches a point of maturity as in any product lifecycle where you fall into the laws of diminishing returns and it become nigh on impossible for new players to gain any traction in the game resulting in a loss of appeal while being burdened with the cost of continuing to keep existing players interested on less income.
              The whole aspect of the orange keys in the previous Onslaught is again pandering to those already at the top, which is fine if there’s enough of them constantly buying gems to keep the game profitable, so the question is are the devs simply keen to pander to the few at the expense of everyone else or should they periodically give a boost to the masses to give them an encouragement boost?
              I beg to differ.With revamps Of old easy to get toons such as KA the game is more then ever f2p friendly.My alt Just completed catalog in just over a year spending only $20.Yes it’s not as strong as my main but it can compete with the big boys.
              This might be most F2P friendly game I’ve ever played!
              Almost forgot to mention the last gw where people could get keys if they did banner stretch was non dupe meaning it was level playing field for F2P vets to acquire keys as much as P2P whales!
              Last edited by Dildoith; 09-11-2018, 02:44 PM.

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              • #8
                That’s interesting as I’ve played almost continuously every day since the early days of the game and spent more than $20 but after spending cash only to be disappointed with rewards opted to f2p but I’m still missing at least 30 legendary heroes.
                With 2 accounts running in the previous quest where the top rewards were Mythal and Morrigana Dragons with a combined total of 8 hours continuous play plus using all stamina on other days winning over 99% of battles on the first outing managed to get 1 Mythal Dragon for both accounts, MD wasn’t going to drop.
                Which sort of implies some accounts are more “lucky” than others and that in some instances it appears to be impossible for some players to win / obtain certain hero’s.
                While people will harp on about it being RNG this is apt for non-continuous play but with continuous effort the laws of probability should take effect.
                Like rolling dice, if the same person rolls the dice twice in a row the probability of them getting exactly the same numbers on exactly the same die is small, but if that person rolls the dice once and then 20 people roll the dice after that person then the probability of them getting the same numbers is higher if no one before has had the same result.

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