Forum Discussion

Straegen's avatar
4 years ago

Arena Parity and LONG climbs

Regardless of the GL left in on defense in my arena shard players getting to the top 5 routinely get knocked back past 50 on a daily basis. This makes climbs take hours and is a real slog.

I suggest eliminating the arena cooldown between fights during players payout hour. At least this way players can climb during their payout hour quickly rather than having to spread the climb over 2+ hours.
  • RPS is awful. WHat's the point of gitting gud if any scrub can climb to the top?
  • Iy4oy4s's avatar
    Iy4oy4s
    Seasoned Newcomer
    CG has no interest in changing the arena. Those changes would increase the amount of crystals given out on a daily basis, which is bad for business. Remember, this game is built on frustration mechanics, so its either slog and get your payout, dont slog and get what you get, or just pay.
  • The problem this may create is that players would then be able to lock position during their PO hour much easier than currently can.
  • "Kyno;c-2274004" wrote:
    The problem this may create is that players would then be able to lock position during their PO hour much easier than currently can.

    That is a relatively easy adjustment. Once a player is in the top 10 or top 5 restore the cooldown.

    Being able to climb from 50 to 10 in a few minutes would be a significant improvement for many of us.
  • I will say, dynamic elements tend to be anything but an "easy adjustment".

    I think it's an interesting idea, but I'm not sure they will change something like this, it's a very big change to the game mode in the grand scheme of things.
  • "Kyno;c-2274019" wrote:
    I will say, dynamic elements tend to be anything but an "easy adjustment".


    I meant an easy adjustment to the logic of my suggestion. I have no idea how difficult the development on a change like that is.

    What I do know is that grinding out the arena daily is an annoying chore unlike anything in the last few years. I don't mind the fighting but having to play every 10 minutes on a timer for a couple hours isn't enjoyable.

  • "Gifafi;c-2274063" wrote:
    RPS is awful. WHat's the point of gitting gud if any scrub can climb to the top?


    Actrually, one thing that is funny when the scrubs climb with their one GL (usually SEE) is to swap in the counter, hit them, then they can't get past. Sometimes 4 or 5 of us will lineup and swap in SLKR and watch the SEE-only scrubs stop dead in their tracks outside the top 20. Good times.
  • "Straegen;c-2274030" wrote:
    "Kyno;c-2274019" wrote:
    I will say, dynamic elements tend to be anything but an "easy adjustment".


    I meant an easy adjustment to the logic of my suggestion. I have no idea how difficult the development on a change like that is.

    What I do know is that grinding out the arena daily is an annoying chore unlike anything in the last few years. I don't mind the fighting but having to play every 10 minutes on a timer for a couple hours isn't enjoyable.



    An easier way would be to just adjust the CD length from 10 min to 5 min or 7 min of whatever cg decides. The battles take up 3 or 4 minutes so a 5 min wait would be a big help. Even 7 minutes would save about 20 minutes on a climb.

    This would also limit the locking out issue mentioned. It would be a little easier than it is now with a shorter CD timer but not a lot. You'd still have to burn crystals to keep a spot locked indefinitely.

    I also think that this could be implemented without cg paying a ton of crystals out. It'd still be a slog just not as bad as now. So those that currently don't bother probably still won't. So no change in the total crystals paid out.

    Also worth mentioning, a zero cd could have the unintended consequence of having drops become far more severe than falling to 50. If players in the hundreds can do 5 battles within 20 minutes there may be significantly more people climbing into the 50s sending those in the top down even further.

    I think a smaller adjustment would have a smaller unintended effect.