Forum Discussion
And that’s why when iv played him in the past I killed him with out even trying 🤣
Sorry @bsmith8617, but... who are you in-game? I know you aren't alicia, but I've not bested her yet to date, or bikerush but I've given him as many lumps as he has given me. There is no bsmith in the top 100... So I can't say I've ever played you, but I do cast doubt on your claim of beating me without even trying. But hey, please illuminate us all on the topic =)
- 6 years ago
I think the biggest problem with the game is currently the way unit levels affect gameplay. Per unit level, a unit gains 10% life and damage, this doesn't sounds like that much, however the these effects stack and it takes effectively 1.1^2 = 1.21 (about 20%) more hits to kill a unit if it gains one unit level.
For 2 unit levels this becomes 1.21^2 = 1.46 = ~45% and three level 1.21^3 = 1.77 ~75%.
Note that at lower ranks (up to gold), the effect is less, since one can win with a better balanced deck and better micro. If you look at the tiberium league, you need to have lvl 10-11 units to have any chance. For new players this is/ becomes also very frustrating, since they can be matched against unit levels that are way higher.
Even an experienced player with a new account probably would take months to get to master league.
A possible solution would be to cap the effective level difference, i.e. damage is capped as if the unit dealing damage is max 2 levels higher. A variation of this would be apply diminishing returns (e.g. 1 level difference -> cap of 1, 2 lvl diff -> cap of 1.5, 3 level difference -> cap of 1.75, etc.. by halving the benefitrs per level).
This could further be combined by reducing the gains per level from 10% to 5% (still resulting in an effective 1.05^2 = ~10% gain).
I believe such an approach would not remove the incentive to have a level advantage, while at the same time making the game more attractive for new players.