What we have is a catch-22 situation ..... and it boils down to 1 thing.
the constant tugg-pull of : players using creative ways to improve thier
play and/or the buildup of "helpers" and simple progression .... vs :
the dev teams reactions and changes, trying to combat what the players
are doing and rebalance out the game.
if you make an event challanging to a CH16 player, the CH2 player is screwed.
if you make it so a CH2 player can complete, the CH16 player is beyond bored.
Inno recently seems to be swinging around to cater to the newer players, due
to the fact if you aren't replacing and retaining new players to replace the
players that quit or stop paying , your revenue stream dries up... In the process
Inno is pissing off many of the older players, while not adequately addressing
problems newer players face. On top of that, rather than offering what players
are willing to pay for, they offer anything but that... further dry'n up revenue.
Take for example, DA, UUU, ELR, MMM .... rather than limiting it each week to
(1) da and (2) of the other 3 , basically no more than that @ any given time....
Inno would rather assume that some ppl will unlim stack those and adversely
imbalance the game, so they rebalance to take that into account....
What then for those who don't have any of those, well they get left high/dry
and are screwed 10 ways to sunday.....
The same goes for 1 player having every evolve under the sun to S10, and
every AW evolved , vs those with none..... the game gets rebalanced enuff
so the 2nd player is also screwed 10 ways to sunday.
Hell they took Moonestone outta the Spire, but didn't fix it, so it still
imbalances the game adversely....
Is there a solution, well yes.... but Inno won't like it ....
Brin