Based on the activity on this forum (and this is the first time I have ever played a game that made me so frustrated that I was compelled to participate in a forum), there is serious discontent with pvp. Here is a list of some of mine:
Matchups are consistently lopsided (in reality, even if levels and trophies are roughly equal). Most battles, I know if I can win as soon as I see the lineups. By the end of the first turn, I know if there’s any hope of making even a single kill for the eventual loser.
I lose the initiative roll 78% of the time.
Special abilities and attacks don’t seem to be working right:
Bard: my bard’s dominate is successful about 25% of the time; opponent bards get dominate to work over 90%. My dominate lasts 1 turn; opponent bard’s is consistently 2-3 turns.
Ranger: my dragon’s wrath attack (hit all enemies in a single zone) works maybe 15%; opponent ranger gets it 50% and scores a crit about 75% of regular attacks.
Wizard: my stun works about 20% of the time; opponent wizard’s stun works not only closer to 50% of the time, but it usually affects all of my characters in a single zone and it lasts 2-4 turns. Yesterday I had a pvp battle in which the opponent wizard (without moving) got to use it with no cooldown whatsoever.
The overall rate of victory is about 35%, which means that the matchups aren’t really even, somehow.
Does upgrading the bard’s epic lute yield more rounds on dominate? Do upgrades to the legendary mask give the wizard multiple targets? If so, that confirms my suspicion that pvp is designed to get players to spend RL $ to upgrade gear in order to have a fighting chance.
Otherwise, there’s something seriously wrong with the algorithms. The lack of response by devs on this means: they really have no clue what’s wrong, they don’t care that players are frustrated, or they designed it this way for some reason
I am not a statistician, but there is something up,here.