hopper1979 said: PVE and PVP are two very different systems and I am having a hard time seeing how they could make pve progress like they now do in pvp. So please elaborate with an example that is similar. Next is it the change that bothers people or just the number of wins to get the rewards? I am one of those who play pvp as much as I can (always get the 10 cp, hit 900 when possible) but I am in the weird scaling zone at the moment so things have become very difficult in pvp (I have 1 maxed 5 star and all I see are 5 maxed teams after about 300 points.) I think the wins might improve this because now I do not have to worry about skipping people until I find somebody I can fight and get good points for. My concern right now is the number of wins seem very high to me but that is a tweaking issue and one I hope they address next season but I have no issue with the idea of win progression.
OJSP said: It's okay. I'm interested to know the answer to that question too. Your question hopefully will be answered by others in general rather than by one specific person.
Alsmir said: I noticed that a lot of supporters of the old PvP systems are:b) people who think, that it made them somehow more "skilled" than others
BoyWonder1914 said: Alsmir said: I noticed that a lot of supporters of the old PvP systems are:b) people who think, that it made them somehow more "skilled" than others You know the funny thing about that? They ARE. Everyone started PVP sucking at it, and it definitely wasn't the most intuitive game mode. Making it more intuitive by just knowing how wins you need to get, to get whatever rewards is a HUGE step for newer players. No one is complaining about that. However, there is no longer any strategy to that. It doesn't take much skill or knowledge of the game to keep pressing a skip button until you find a team you can easily smash, to get to whatever total. It took skill, strategy, and experience to really figure out what your roster is capable of in the old system. Finding your 'float' point, learning just how far you could actually go with 1 boosted 4, 2 boosted 4s, how long you can generally go unshielded based on what team you were using, how to still score 800+ with no boosted 4s for the week, how to score the most points and still keep them when you're running low on HP, how quickly you can climb to certain point totals....etc. Yeah all of that? DOESN'T MATTER ANYMORE. Now you just mindlessly grind away at the easiest teams you can beat, until you get to whatever total. You tell me which requires more "skill".
corytutor said: They were always available to you. Youre only now realizing it.
Daredevil217 said: corytutor said: They were always available to you. Youre only now realizing it. Nope, if I were to take my new team of Level 40 Gambit, 2* Daken, and Patch and try to climb, I'd get obliterated and smacked down super fast. No way I could conceivably climb to a 4* cover with that crew. Now that progression is tied to wins I can use all sorts of different teams and worry less about losing more progression than I gain because of retals.
Milk Jugz said: Daredevil217 said: corytutor said: They were always available to you. Youre only now realizing it. Nope, if I were to take my new team of Level 40 Gambit, 2* Daken, and Patch and try to climb, I'd get obliterated and smacked down super fast. No way I could conceivably climb to a 4* cover with that crew. Now that progression is tied to wins I can use all sorts of different teams and worry less about losing more progression than I gain because of retals. Many of my alliance mates in the points based system would beat the seeds with a 2* team, climb to a certain point with that, switch to unboosted 3*, climb a little higher, switch to boosted 3*, climb higher, switch to unboosted 4*, climb higher, switch to boosted 4*, climb higher, before finally getting to their "A" team. Using a multitude of characters in their roster. You were never locked into using only certain characters if you understood how the system worked. You can only see opponents that match what you have in your roster. But, if you use 2* characters, 2* rosters can see your team. Sure it takes waiting for hits, but how is that different from now?? I didn't see anything but champ 5* teams right after seeds in Cat-5 even though I used my boosted 3* for the seed teams.
Daredevil217 said: Milk Jugz said: Daredevil217 said: corytutor said: They were always available to you. Youre only now realizing it. Nope, if I were to take my new team of Level 40 Gambit, 2* Daken, and Patch and try to climb, I'd get obliterated and smacked down super fast. No way I could conceivably climb to a 4* cover with that crew. Now that progression is tied to wins I can use all sorts of different teams and worry less about losing more progression than I gain because of retals. Many of my alliance mates in the points based system would beat the seeds with a 2* team, climb to a certain point with that, switch to unboosted 3*, climb a little higher, switch to boosted 3*, climb higher, switch to unboosted 4*, climb higher, switch to boosted 4*, climb higher, before finally getting to their "A" team. Using a multitude of characters in their roster. You were never locked into using only certain characters if you understood how the system worked. You can only see opponents that match what you have in your roster. But, if you use 2* characters, 2* rosters can see your team. Sure it takes waiting for hits, but how is that different from now?? I didn't see anything but champ 5* teams right after seeds in Cat-5 even though I used my boosted 3* for the seed teams. The difference is, while 2* rosters could see me, 4* rosters could as well, correct? Under the old old system if those 4* rosters hit me I was losing progression points fast but in this new system if they hit me I still get to stay at the same place progression wise, unless I’m missing something.