- Yes
- No
0 voters
Once again, I’m looking at this PVP recruitment event and my first reaction is: “that looks exhausting”.
15 PVP wins to get past the first stage of the event, and then an unknown number of wins in two more parts of the event before the char is unlocked. PVP in this game can be a frustrating afair due to long pairing wait times, poor level match-ups, and hero abilities that just prevent you from playing at all. At this point, I don’t feel willing to sit myself down and subject myself to that unknown level of frustration.
Some suggestions about how this particular type of event could be improved:
- Add a toggle to show the rewards, and when they are unlocked, on the sections of the event not yet unlocked.
- Like the battle chest, progress the reward ticker based on number of heroes killed (and of course, the # of event points required is multiplied accordingly). This way, players can feel like they’ve made progress in the event, even if they’ve suffered a devastating defeat.
- In addition, I suggest the progress ticker be advanced 1 extra notch just for participating. That way, even if they loose without defeating any enemies, they feel less of a sting from the devastating defeats. If this were implemented on the event stages that have a cost associated with them, there would be a low propensity to just AFK the whole event.
- Thus, winning would net you 5 points, so you feel extra good about the win
- And loosing would give you (1 + # heroes defeated).
- In addition, I suggest the progress ticker be advanced 1 extra notch just for participating. That way, even if they loose without defeating any enemies, they feel less of a sting from the devastating defeats. If this were implemented on the event stages that have a cost associated with them, there would be a low propensity to just AFK the whole event.
And, while I’m here, I’ll suggest some general PVP changes to alleviate further frustration:
- On the “waiting to match” screen, add a timer showing how long the player might wait before being able to match with a robot; after that timer expires, you might even keep the “fight a robot” button available to use until a real opponent is found.
- Ban or provide alt effects for certain skills
- Warlock hold person (6 turns): Can prevent multiple heros from being able to do anything for an entire match, which is absolutely no fun.
- Druid dominate guard (Honestly, I’m not sure how this is supposed to be balanced at all.)
- Barbarian Epic healing spear: Allows them to hog the middle and keep healing themselves
- Limit resurrections to 1/hero/match
- Having the cleric hog the center and just proc the epic bone over and over again is no fun for either side.
- Allow only normal attacks on dominated heroes
- It’s punishing enough that a player looses a turn due to domination. It’s devastating when that dominated hero annihilates the entire team with a large burst of damage, an aoe, or both. Preventing weapon effects from triggering would still make it bad for your hero to be dominated, but less frustrating.
- Allow only normal attacks on counterattacks
- This one is debatable, but it feels like a nerf that would lessen frustration at feeling unable to attack, for fear of being obliterated by a massive attack
- Burn the whole field at once
- Hogging the center field and keeping yourself healed is a viable mid-match strategy, and I feel disgusted with myself every time I feel the need to employ it. By burning the whole field at once, melee characters are equally in danger as ranged characters.