esoxnepa wrote: With these changes, I hope there is still somewhere for me to play my non-max, non-top tier characters, that is not continually grinding PvE nodes. I really enjoyed playing my Squirrel Girl, Cyclops and a few others in Teenage Riot, on the climb. Since the team is very beatable by 2* teams, it does mean I get a lot of hits during my climb. I will wait and see how this shakes out.
Demiurge_Will wrote: Second, we’re reducing the maximum difficulty of opponents we send you, when there are enough available opponents to allow that. Players who were already seeing only opponents of their level and below in Heavy Metal won’t notice much difference here, but this will help players that are between the 2-star level cap and the 3-star cap, or between the 3-star cap and the 4-star cap.
gamar wrote: Some of the recent discussion has revolved around the fact that (it seems like, I could be wrong) when you discount the super-casual players who aren't even trying, the ratio of 3-4 transitioners and "late stage" 3* transitioners to 2-3 transitioners is so high that they're always grabbing the top100 slots, often for covers they don't need, and prizes below that are practically worthless. I know DDQ is meant to alleviate this, but is there a particular reason that you haven't tried creating an alternate "endgame" bracket where players can compete for greater ISO, 4* covers, or some other prize that is more meaningful to veterans, while not trampling on 2-3 transitioners? It's the only thing that makes sense to me to resolve the "veterans/fresh blood" conflict to keep the game sustainable