New PvP TIER system needs work… obtaining top TIER is a bit rediculous time hit… why not have division based system where levels 0-100 compete for their own ladder, level 101-300 compete for a different ladder of rewards, and level 301-600 compete for their separate rewards, 601-800 have their own division and finally the 801-1000+ compete in a final bracket. As it stands, I was less than lv 200 and got paired up with DHJL or whatever, and he was rank 2 and level 1000 at the time… with all mythics fully traited… I stood no chance and there’s no reason I need to compete with that person. If you had the same set of arcane drops at each of the division breaks noted above, then folks could REASONABLY compete against one another and getting to first in a week would not require rediculous play time, unreasonable matches and would be a chance for all players at any level of the game receive rewards… inviting more and more players to compete at each bracket or division, and dropping the time to achieve / earn arcanes into a much more management block of game time.
Remove delay that seem to have been added in 2.0
Reasonable / equitable trade in for traits so X amount of one can be traded for another
Make Arena more lucrative, right now, its a waste of time
Add speed cash out to maps… right now, treasure maps are not fun… crushing them adds nothing to current progression and takes valuable time for minimal rewards… it’s painful when what you want to be doing is leveling up troops… since slot machines have a ‘hurry up mode’ why can’t your treasure maps?
Also, if I have multiple maps - why do I need to exit back out to home screen? Why not allow me to just bust another map back to back?
Clean up PvP interface, if I want to just crush opponents for awhile, stop forcing me to the various blinking tier screen
Move the Exit button so that it does not overlay with the Gems button on the next screen… seems like far too many times I accidentally end up in the buy gems screen, which again I have to exit out of… all time wasters
Arena needs an interface to allow me to see what I have already picked instead of overlaying the screen with the new cards making it impossible to see the mana colors.
If you go undefeated with no losses, that should pay out better than beating all enemies with 1 loss.
You need many more reliable ways to farm Arcane Traitstones in the game… right now, it seems far too heavily skewed on pay to win.
Add some ‘pre-built’ raid boss type of match ups, where you can elect to go fight “whoever” or “whatever” groups, teams, etc each week for guaranteed drop… a special boss at the end of each kingdom which has a guaranteed drop of two of his / her arcane trait stones would be awesome!
How about a team event where you can search for partner to team up against a special team / enemy boss?
How about an option to hover over kingdoms or toggle their rewards, tribute, skill, etc as a viewable main map summary?
Need a ‘switch view’ feature in the troops list so you can see which minions you have most of the required traitstones for, switching to a detail / spreadsheet list or something equivilent would be helpful knowing what you need to work on…
News page could be used to let folks what is coming for next week, so they can decide to spend this week or wait for next
Add feature to ‘message’ the guild leaders somehow, instead of just general chat…
Add feature where players can indicate inactive players to the guild leader, who might be slacking from their duties…
We have so many troops and unique kingdoms, why not tap into that? What if there were environmental effects by kingdom that both sides were subject too? What if we could set up a separate defense, for each kingdom to avoid negative effects and take advantage of some perhaps inherent bonuses in that kingdom? What if each kingdom had it’s on mini-game arena-like (but different) event… what if you could not just take your team through arena, but you could take it on a circuit of all the kingdom’s mini-games and rewards grew the further you got?
Allow us to see the ‘banner’ or colors a both teams have set, during a fight
When dumping souls into troops, it would be really handy if you had some kind of slider to indicate how many souls you wanted to dump… vs. just doing one at a time and waiting for the graphic to tick over and over.
If I’m ascending, why do I need to hit the arrow 5, 10, 25 or 50 times? Why not just let us hit “upgrade” and be done? Or left arrow instead of right, for max needed to ascend… time savings / less button clicks = good!
How about a craft system for cards you just cannot seem to find… and a trade / dust system where you have too many of a card type… for those like me with some horrible RNG… newer players would really apppreciate a reduction to the horrible collection curve in this game… and mythic drop rates aren’t making the game any more approachable to new folks
Do we need to be dumped back to the map after every challenge fight?
Could an overlay ‘update message’ be added instead of having to dump out of content to see when guild or hourly tribute or PvP rewards have dropped?
Could an account wide setting for “auto collect” be added as an option, so I can just automatically collect my PvP, tribute and guild task rewards instead of having to click and collect each time?
50 gems, really? To change a class… why? What purpose does this really serve? Does anyone actually pay this rediculous fee? Why does it need to be there at all… moreover, once you have a class unlocked and fully leveled up - why do I need to keep paying or waiting to reuse the class? Why are you taking choice of how one plays your game away? I’d rather have multiple teams, and multiple purposes so I can use a class when I want, how I want… making me wait a day or charging me, just makes me not want to mess with hero classes, ever.