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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.
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.
- 6 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.
- 6 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.
- 6 years ago
Actually, I don’t really care if it makes wars more boring since
1. Wars are not exactly exciting as of now
2. This suggestion mainly affects the top teams or players who want to attain highest level for all disasters
I guess you are naturally more worked up about this suggestion since you have level 12 magnetism, being close to max level. I was actually half-trolling when I mentioned about changing max level to 20 since it doesn’t affect me (I actually gave up on actively upgrading after the max was shifted to 15). I do think it may work to resolve the current deadlock but I don’t think EA will implement it since I’m skeptical about EA ever listening to the ideas put here.
And fact is wars have always been about the level of your disasters. If it’s otherwise, will anyone bother to level up their disasters? I’m sure you put your level 12 magnetism to great use when fighting against teams that don’t have magnetism higher than level 10. Just that for top teams, they are all at equal footing since all are limited by the max level of 15.
Anyway, I don’t care if there is a deadlock among the top teams either.
- 6 years ago
Having higher level cards has absolutely no influence for resolving the deadlock. To understand this, you have to know how the ELO rating system works. You have to know the theory and the math behind this system. To get a first impression on how the ELO system works you can ask wikipedia.
Even If the top ranked team have level 100 disasters and all other teams stay on there current cards with a max level of 15, the top ranked team is not able to advance to arena 6.
You may ask: The top ranked team will probably win every war, so why not?
The greater the difference in rating points between the top ranked team and his opponent team become, the less points are gained for the win.
If the difference is only one rating point the winning team gains, let's say 30 points while the losing team drops by 30 points. Now the difference is 61 points and after the next war the winning team gains much less points, let's say 15 points. Only a few wars later the winning team won't get any further points for a victory.At the end, the teams can only advance to arena 6 when the total ELO points in the whole system is increasing. This happens when many new clubs are created, but if 10000 new clubs are created today, it takes months before this effects the top teams.
Also, as fantasistz has stated in post #9, pumping more points into the system has been done by double ELO earning events in the past. This has caused an faster inflation of the system.
And, of course, the whole ELO system can also have an deflation. This happens when more clubs are closed than new clubs are created.
- 6 years ago
For a better understanding of “How is the club war ranking calculated” please search for the thread by that name in this section of the forum and there is an extensive conversation between some obviously intelligent individuals (yours truly excluded of course) that gives keen insight into the Elo system and why EA is utilizing a “modified” version. There are some very interesting posts and may help shed some further light on this conversation.
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