Blog Post
I have read it. This choice is at least being explained, but I would have voted for the higher relic levels having this kick in (a R7 unit has 15% more damage on anything lower and reduces 15% damage from them, 30% for r8 45% R9.) or a separate progression system on top of Relics. The part that stings is what you addressed, the glass cannon "Fix". It does make any R5 character hits matter less. I'd rather the higher relic does higher damage as it does make them defend better by wrecking the team attacking them. I accept some things will have a counter due to how the game works but people work hard to figure out and make use of these counters. But making the attacking team worse is a huge pain point in this change for me. Its regressive, instead of additive.
If you did new progression but kept the rollout slower it would not allow the top level to pull away too far from existing. How R8 was rolled out was good for it. limited by raid rewards, or this new game mode.
- eraser842 months agoNew Rookie
some things will have a counter due to how the game works but people work hard to figure out and make use of these counters. But making the attacking team worse is a huge pain point in this change for me. Its regressive, instead of additive.
in case CG missed this, this was the best way i've seen this sentiment expressed. Meathead said "removing value from players' investment feels terrible. " but this is exactly what they are doing by having the relic delta apply negatively to the attacker when they are lower relic.
i don't understand why the attacker has to be negatively impacted by this. this will make an r10 squad without synergy beat lower squads that do have synergy. let's say r10 rose tico and r10 CUP are required for something. put those two on D and nothing can beat them unless the attacker is close in relic level