Look at all this from another perspective:
Currently when we lose a game, that happens after enemy gets a skull drop to kill off our first troop, and even maybe second. This happens with both combo turned off or on. Also this happens once in every 20ish games I think. It’s 95% win rate. Same stuff will happen with combo breaker on. All will get a lucky combo droop of skulls every 20ish games. That’s all. Nothing really changes.
You may be right, but there are other factor that keep me away from hard mode. The RNG goes nuts there (a least for me). And not just for the AI also for me.
This leads to another probleme for me. Every turn could make that game-deciding combo happen. It’s nerve-wrecking to say the least.
@DonBoba (I know I mentioned this already in another thread, I just wanted to share this also here ;))
@Jainus, always a welcome voice of reason.
I’d love to know the logic behind the changes before we brandish the pitchforks. Why lock any difficulty settings beyond the first early levels? And why the changes to difficulty for PvP/Arena?
At least we will always get a stone each pvp battle now (I assume) wondering how the % of the nil drop will alter for pvp/arena and the challenges and quests.
Those are changes to help games economy (read: way for game to get more funds by restricting players with resources). Until the patch higher difficult ment big multiplier for gold and souls, and for strong players that have bone dragon beating warlords wasn’t a hard thing to do. And those players who just played on hard also had a small but nice boost. With this change there will be no more free boosts. Player will be able to get boosts from either getting VIP levels, or by having armor that’s bought with gems (a currency that can be purchased). To top off bonuses both armor and VIP are needed, so spending money is the way to achive that.
No @donboba that’s not right - you make it sound like the combo breaker does nothing - which is far from the truth! It made a material difference to my gameplay experience for sure (for the better) and I’d thought made a positive difference to the game’s retention and appeal…
Sure many people like the adrenaline of a tough, hit or miss, edge of seat game where the AI might get a lucky run any time… But many others of us don’t want or need that… Which is why combo-breaker worked well with a difficulty option… An option that has been taken away…
I stay by my opinion that combo breaker doesn’t do anything impactful. This week I went from rank 15 to 1 without a lost game. 22 wins in a row, and like I said I’m playing with combo breaker off. I don’t even play true shot team, and don’t have any mythic neither. Out of those 22 games 3 were against Mr Sammy who is level 1000 as we all know, and I’m just 247, and I still didn’t lose with combo break turned off. That’s why I remain with what I said, combo breaker isn’t impactful.
But I do also 100% agree that difficulty options should not be removed. I value bonus that hard gives me, and I don’t want to lose it. And I know for other players fun can be playing on normal, as for some fun can be playing on warlord IV. Players should not be restricted of this. Game won’t stop being fun, it will just stop being fun in the way we want (since we won’t be able to set the way we want).
And just to add that we don’t know what kind of PvP rework will happen in 2.0, so this may be done for 2.0 preparation. I don’t like that change, but we don’t know what will happen, maybe it will turn out better then what we have now
If it gets bad enough brothers, we can unite to do nothing but maps for the rest of the patch!
Tbf I have enough maps to probably do that…
The combo breaker being there or not being there was never meant to be the difference between can’t win and can win. I am pretty sure no one is saying that it is. It might cause spontaneous losses or turn a gimme match into an actual struggle, but it isn’t like suddenly the AI can’t be beaten because it gets “fair” drops.
The setting affects different teams in different ways as well. If you run a transform team designed to start quick and never give the enemy a turn, clearly you aren’t going to notice the combo breaker much if at all. But if you run a more give and take punches team where you need some time to build up and then trade blows for a bit it absolutely can and often does impact gameplay. It comes down to how many turns does the AI get to take? Some teams give up enough turns in one game to match the turns given up by other teams in 10 or more games. Since the effect of the combo breaker can only be determined / noticed by giving the AI turns certain builds would never see the difference at all.
I will also agree with the person who noted it makes both sides of the fence more streaky. I can definitely tell the difference within a few games of the combo breaker being off and being on. I don’t mind it being on, but that doesn’t mean it has no effect. I know it isn’t supposed to affect our side of the board, and maybe the cascades being un-throttled has some statistical effect outside of direct board manipulation by the computer or something, but I notice that many games are very one side or the other without combo breaker turned on.
-Razlath
I’d say an impact on gaming wold be if it caused you to lose games. It just evens out your chances with your opponent, and in a situation where a player can predict a 4 match drop from the gems on the board while the AL still can’t do it, players are still far from being equal with computer. Your every action is probably the best you could do, while computer does it really random. He often hurts itself (for example matching green or purple with already having a charged slime, there for reducing its chance of getting 4 of a king of higher).
This is my biggest fear about Map changes – that people are undervaluing maps b/c of how many they have and in turn those folks are asking for Maps to be more rewarding than they really should be. A lot of folks seem to think that b/c they have a ton of maps there needs to be a “bulk option” so they can consume them all, or that Maps need to give great rewards for everything so players can spam nothing but maps. And it’s usually the top 1% that have a very skewed perception of efficiency relative to the vast majority of players.
From my perspective, their only downside is that they’re really efficient when you need every resource but not the best for any resource in particular (which is honestly debatable since they give Gems regularly). Now we’re being told they’re going to be really efficient when you need every resource and the best place in the game for Traitstones.
I’d love to see someone convert all of the resources in the game into one currency and then map out the ROI of PvP vs Valkyrie-Challenges vs Arena vs Treasure Maps. I’d be shocked if Maps didn’t come out on top.
Using Valk in PvP results in around 5.000-7.000 gold and 100-150 souls on average for 3 wins in 5 minut time. Map will give you 1000~ gold, and 60-100 souls for the same time. You may get a gem or 2, but still PvP is more rewarding. But considering that you can’t lose playing maps, they should give less.
I don’t want a bulk option for maps (seen it debated here a few times and loathe the idea); I want TH to be fun (which it largely is) but also rewarding enough to be worth bothering with… My biggest issues with it are:
- no scaling for player level / progress (I can easily net average 2k gold per pvp match)
- no experience gain (though I’m now level 1000 so that issue has gone away)
TH is great for lower tier players, but cack for highest tier players, who are disproportionately loud (like me) on this forum…
Pleased to hear of the changes and looking forward to seeing TH be a more rewarding diversion and change of pace…
I think you misrepresent some of the high player viewpoint a little: we (or maybe just I) don’t devalue maps because we have so many, rather the other way around - we have so many because we don’t value them and use them…
@Jainus and third issue you forgot is that PvP brings trophies, map doesn’t.
This is definitely an underestimate of Map rewards. Maps give Gold, Souls, Glory, Gems, Keys, and now even Traitstones. Sure, maybe it’s 1k Gold and 75 Souls, which apples-to-apples is less than a Valk-PvP team; however, Maps also give Glory, Gems, Keys, and Traitstones, which are worth WAY more than Gold or Souls. Again, you’d need to be systematic about it to be sure, but I’m fairly certain Maps have better ROI, particularly b/c of the Gems and Keys (and now especially b/c of the Traitstones).
PvP also brings trait stone, and in time you need to finish 45 moves to get 3 moves on map you’ll also get 3 PvP wins and same amount of trait stones. Also PvP gives both glory and keys, and with gold you get from PvP you can purchase chests that can contain gold. So maps don’t offer nothing PvP doesn’t. Actually PvP awarding experience and trophies makes it give something you can’t get from maps. But I never said maps are bad
They give us a different style of playing, and a chance for collecting all the resources without having to face an opponent. And their rewards are not that bad at all, just not on par with PvP that’s what’s everyones point about.
You’re deliberately over-simplifying things. PvP doesn’t give a Traitstone every map, it doesn’t drop Glory or Gem Keys, it doesn’t give as much Glory, etc. Again, I’m talking about a true comparison of average rewards per minute. And I’m pretty sure Maps come out ahead bc they give way more valuable resources (like Gem Keys and Gems and guaranteed Traitstones).
Again my friend on a per minut they don’t. They maybe will after the update, I do not know that, but ask any higher level player (even above 150 level) and 100% of them will tell you PvP brings more now.