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EA could reduce the score needed to reach Arena 6 by 100 points making it realistically reachable.
The points required is not the problem. It’s still the same leap in points as getting to Arena 5 and 4. The problem is the flawed system rearing its ugly head fully in Arena 5, impeding the teams from advancing.
Here’s my guess on why the top teams can’t advance as fast as they used to do so.
Nowadays, almost every team at the top uses shields to score their wins. Even if that top team doesn’t use shields to get their wins, high chance that their opponents do. And the opponents will restrict the amount of points they get when they choose to hide in shields, whether to win, or to try to win (at Arena 5, it’s possible to win even when trailing by 50k, just need to hide and strike).
As we all know, when teams choose to hide to win, they usually have a very narrow lead. With a narrow lead, the ELO score will not increase a lot. So of course, Arena 6 seems so far.
And at Arena 5, it is entirely possible for a weaker team to win a stronger one due to the prolific use of shields and fast energy charging time. So a really strong team may not keep advancing like they used to at lower arenas.
Simply put, it can’t be helped. Lowering the bar is not going to solve the problem. Teams may drop out of the Arena 6 zone as soon as they get in due to the difficulty in advancing.
- 7 years ago
your wild guess is definitely wrong.
please recall your memory for road to advance the war from arena 1 to arena 5.
it takes almost half year for the top team to advance the next arena
the reason why the time is shorten because EA has launched some lighting event and double elo earning event in the past.
it is no correlation to the wining strategy at all which the bubble strategy is not a new thing.
people also win by bubble at those old time.
- 7 years ago
I disagree. The type of bubble strategy employed in Arena 1~4 is very different from the bubble strategy used in Arena 5. Due to the shorter charging time, it is no longer about who hits the hardest at the start and then bubble up to win. There are other ways of bubbling up to win. So a stronger team doesn’t always win unlike in the lower arenas. If the team keeps going back and forth in their ELO score due to the losses, plus the fact they don’t gain much in ELO score when they win, of course they can’t advance a lot.
Level 20 magnetism will make the difference. Imagine a team with level 20 magnetism vs a team with level 15 magnetism, no matter how many tricks the level 15 team tries to pull off, it is impossible for them to win. So a team that has lots of members willing to pay to upgrade their disasters will basically bulldoze their way through competition to advance, breaking through the current deadlock. Maybe EA should do a survey on whether members of top teams are willing to pay to get level 20 magnetism.
And I doubt the higher cost of war chests is a deterrent to top teams aiming to get to Arena 6. Most probably, they had maximized their magnetism and MM already.
By the way, there are so few cheaters around these days that I actually miss them.
- 7 years ago
i think what you suggest will make the war more boring.
if a stronger team always wins even with poor strategy, what is the fun for that?
just like a football match, even strong team will lose the game with poor tactics. it is the real life.
strong team doesn't mean to have a strong war card only which tactics and game plan are also important.
if a so called 'strong team' is losing to a weaker team due to poor tactic, can they classified as a strong in this sense?
it would only say they have strong war card team only but not a strong team.
raising the level to 20 is only beneficial to hackers. It is the worst proposal i have seen.
again, the cost of war cards from level 16 to 20 in prediction is even more than the cards required from 0 to 15 as stated in my previous posting.
i have no objection for pay to win, but it is too much over if the war card level for 20.
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