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Have some feedback about this challenge or the unique changes including Slow? Please post them below.
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Slow is great, no refills is great, but somehow the whole challenge scoring was thrown off depending on when you competed. People who competed right away got way less points and faced waaay harder decks than people who just used their chances. It's as if the deck pool being chosen from started at practically 0 and is growing now that more people have participated. This is obviously stupid and incorrect and I have no idea how you can fix this for the people who used their chances early. As a top 100 SFC player I find being below 10k in the event somewhat telling. I can only think you can offer everyone the chance to redo their tries for the day, don't know how else to level the playing field.
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100% my favorite release so far this year. 0 refills and high challenge factor make it Much more attractive to F2P and the casual spender. More please. ;)
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Love the fact that there are no refills. I do have one concern. I have members in my guild with worse and better decks than my own and they faced easier oppenents than I did. Why is this? Previous challenges were always straight forward to what kind of decks you would face.
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I faced an all maxed i like beer deck with my 5th turn while others in my guild barely faced a unfused legendary with their last match. Tell me how that makes sense
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> _Originally posted by **[TomP567](/forums/726779/topics/711714?page=1#11039153):**_
> I faced an all maxed i like beer deck with my 5th turn while others in my guild barely faced a unfused legendary with their last match. Tell me how that makes sense
Because the match making is/was broken. Please update us on this Kong. Go back and look at the data, you will see...
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You had better hurry up and give people the option to redo their matches, time is running out for certain time zones where people would be able to see it. Otherwise the rankings are total crap for the whole event for those who played their matches early.... tick tock.
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> *Originally posted by **[bwolfy2002](/forums/727068/topics/711714?page=1#11039268)**:*
> You had better hurry up and give people the option to redo their matches, time is running out for certain time zones where people would be able to see it. Otherwise the rankings are total crap for the whole event for those who played their matches early.... tick tock.
It would just produce the same problem (same matchmaking) and other players would be upset because they wouldn't know that they need to redo their attacks. It sounds like initial matchmaking may need improvements, but the event was not updated in anyway and would work the same way if restarted.
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> _Originally posted by **[ShinyMetalMod](/forums/726779/topics/711714?page=1#11039288):**_
> > *Originally posted by **[bwolfy2002](/forums/727068/topics/711714?page=1#11039268)**:*
> > You had better hurry up and give people the option to redo their matches, time is running out for certain time zones where people would be able to see it. Otherwise the rankings are total crap for the whole event for those who played their matches early.... tick tock.
>
> It would just produce the same problem (same matchmaking) and other players would be upset because they wouldn't know that they need to redo their attacks. It sounds like initial matchmaking may need improvements, but the event was not updated in anyway and would work the same way if restarted.
Right, don't restart the event, then no one will go first. But allow people the option to redo just today to have the same chance as someone who went late. Those players will choose not to redo, the early adopters probably will...
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Great challenge. Players' advice has certainly been taken into account. The result is finally a challenging challenge where no one has advantage.
It's not about playing as fast as possible as soon as the challenge is released or waiting hours to play to allow strong decks advance and avoid them. Because it's like rumble, sfc or any other event, players will eventually find a wall. No matter if you lose right away or after one day, you will lose anyways.
About the rewards, power cards should be replaced with an epic pack or an uncommon (non-farmable) epic, either a character or support card.
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Thanks for a challenge format that is equal for all players, as well as providing a great prize. Well done.
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> _Originally posted by **[99RocKeR99](/forums/726779/topics/711714?page=1#11039402):**_
> Great challenge. Players' advice has certainly been taken into account. The result is finally a challenging challenge where no one has advantage.
>
> It's not about playing as fast as possible as soon as the challenge is released or waiting hours to play to allow strong decks advance and avoid them. Because it's like rumble, sfc or any other event, players will eventually find a wall. No matter if you lose right away or after one day, you will lose anyways.
>
> About the rewards, power cards should be replaced with an epic pack or an uncommon (non-farmable) epic, either a character or support card.
Incorrect. It is absolutely and almost only about when you went. The difference is an artificial wall vs a real one. I mean it was even admitted the early matching making was jarring.... come on man.....
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It seems that the player pool for matchups needs to be taken from the entire game and not those who have played the challenge so far.
It doesn't feel like we will have played enough by the time this over to really get a true ranking for everyone
However It would take more playing and first matches are likely to be boring. We could play every 8 hours like the rumble.
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I've been very critical of the developing team lately, but I have to be fair and say you guys pretty much nailed this challenge.
1. Slow seems like a good idea to counter the advantage AI has when going first. I can only imagine you're testing this for possible implementation in SFC. I think it might work.
2. So-called whales still have an edge (as they should) thanks to their lv10 Consuelas and pre-comboed, self-healing drunk decks, but f2p folk can still do well and collect good rewards thanks to no refills being allowed.
3. Generous rewards that make spending time on this challenge... rewarding. Ok, the pre-combo card is pants, but that's nitpicking.
4. Specific rules that require strategy even when going against weaker opponents if you want to maximize your points. Usually most players auto-battle the first several days of a challenge, which is boring.
All in all, fantastic work. I'm more optimistic about future updates now. I will not comment on the issue of early players going against super decks since I did not experience it myself.
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Yeah, good! Love NO refill!!! So we are all equal =)
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Excellent job on this challenge.
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Shiny, Tier #9 is missing coins and giggitywats, I believe it’s by mistake. Can you pass it on?
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Best challenge yet. Love the delay with the opponent playing first, I hope it's a precursor to changing sfc....please! It's a good balance. And challenging too. The variable level rewards is nice too. And Also like the no refills to even the playing field. Thanks for listening.
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For those of use who started In first hour Got screwed. They should put Our 2nd day score has our 1st day score. Simple http://)
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I love it! No paying for refills, no locks, jumping by performance, both choice prizes and tier rewards, and skill vs pay to win. BEST CHALLENGE YET.
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Best challenge until now! Many thanks
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LoveLove the Z. Wish you would do that in secret fight Club lvl 16.
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The players with the best decks are going to win in the long run and if you did play first then some of the decks were difficult. Day 2 has been different for a number of people in my guild because they had high scores on day 1 of playing later but today it was much more difficult. I was playing in the first 2 minutes of day 1 but today because my rank was lower, it was way easier. I think it will all even out in the end.
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