The biggest loss for me when I play SCL 10 is daily HP rewards for making top 50. I barely make top 100. If I played everyday in SCL 10 I'd lose out on approx 700 HP every week. That's a big incentive for me to not play SCL 10. I only play if I really want those 5* shards and it's an easier event.
Well done D3....Alliance planning just became a **** shoot.cl10 players have a 20k+ lead over cl9 players.You can stumble along in cl10 and push out regular cl9 players from alliances for a 10 minutes saving .. from the open when it's not really that difficult anyway.
The rockett said:
Final update:sub 4: 35 min grind with all those yellows. Ended in an terrible 15th place due to My miss on sub 3. Damn that C node. Final assessment:As a person that has a larger roster and one that runs a T10 ally, I am speaking for myself and many of my ally mates or other friends in the game that do not come to the forums since they think their voice isn’t heard (which I told them they need to come here for this). While I like the idea of 1 less clear, and if time and making SL10 more attractive is the goal, this is not the full picture I would propose. If you want to get more people to play SL10, then the C node needs to be addressed. This could be done in 1 simple way. Make it a full 650 enemy node but make this as an untimed 1 clear unlocked node (thing of the Introducing...events). That way there is only points on 1 clear, people do not have to hit this node 6 times to be optimal, would leave this node open for people to try different teams on it (cause I like the idea of the C node), but will get more people to move up since the C node IS BY FAR the biggest draw back to 10 from the players and ally mates I talk to. This would better address 10 than anything else I can think of besides a 3/2 but that might have to rebuild the entire code to do that. This would be an easier fix and don’t have to mess with the code as much.
No one can say for sure why so many players are avoiding cl10. The most common complaints here on the forum are (i) difficulty, and (ii) time. I have no problem with demi experimenting to figure out which of those two (or if some dark horse third option) is really the major obstacle. I just hate to see them fiddle with the rewards levels at the same time (demi, if you want really clean data, don't tweak multiple variables at the same time!).As for cl9 v cl10 rewards, I have been almost exclusively cl10 since it went live. Just about the only thing that interests me in the game anymore is new
5*s, since I have something like 80x 4* champs and new 4*s barely make a
dent in my game experience for more than a week. and I do not have a real life schedule that permits me to grind optimally every day; i just can't commit 60-120 minutes to gaming at the same time every day. So for someone like me, I can't see how cl9 would ever be worth my time (even if it takes much less of my time) for any event featuring latest 5*s. I do sometimes miss out on top 50 HP rewards because of cl10, and that sucks. But I get an extra 200 5* shards every event, and slightly more cp than I would from playing cl9. Maybe if I could grind top 10 or better in cl9 regularly, the extra cp and LTs would help make up the difference, but as stated above, my real life schedule cannot support that kind of regular grinding.
Loss of thrill is something that's stopping me from going to SCL 10. There's a different kind of feeling between playing competitively (top 10 placement) and playing for full progression. Timing plays a part too. I'm done with PvEs in 20-25mins and SCL 10, I can't remember how long, took me many times. Again, I'm a 4* player. Once I jump into 5* land, I'll be able to gauge better whether the tradeoff is worth it. But I think I love the thrill/adrenaline too much to give them up.
The wave node is still 2 initial clears and then if nothing's changed 3 grind clears. If wave nodes are 2/3 I don't see what makes it difficult to implement 3/2 for regular nodes if it's true that's what they're trying to do.