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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.
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.
- 7 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.
- 7 years ago
I like your explanation what it means to be a 'strong team' in the context of this game.
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