1. #1

    @Mods - the experience of an US based $1000 spender

    PVE - Awesome, really fun, funny, exactly what I expected!

    PVP - Awesome, fun, challenging until you hit Legendary

    Cheating - Yes there were cheaters, but because of my investments, I didn't have the problem that many have, but there is a drastic problem that needs to be solved. Players no longer have any faith in trollbane and expect a change to be made immediately or else they will quit.

    My Experience: The guides out there suggest investing in certain cards, so I spent $1000 during events, beat all the adventure levels to farm mats, farmed 20+ hours a week to make my team really strong. I cruised to Legendary. Boy was that a mistake

    My GF said to me the moment that I celebrated making it to Legendary that there's a lot of US based players saying DO NOT GO TO LEGENDARY because the rest of the world
    got to beta test the game and got to keep cards and or new kid levels. My team celebrated those that hit Legendary, it was viewed as an accomplishment, again, that's not at all
    the case.

    Legendary Experience: So again having spent $1000, beat every adventure level, got my cards all to level 4, the expectation was I would certainly lose, but it'd be just like the rest of the PVP experience, where matchmaking would do it's job and I'll get stronger and stronger... WRONG.

    Legendary matchmaking is 100% broken, that's a fact. All new entries seem to start at level 200-500ish.. as I fell to 2300 I would be constantly matched against top 100 players, over and over and over again. That's not a 50 vs a level 1.. that's a 2000+ level gap.

    So imagine this experience.... Your customer pays $1000, streams your game, recruits friends to join and spend, loves the game. Does everything you expect your US based persona to do. Then they achieve legendary status, and just to get a PVP pack opened (3 wins) it will take an entire day or more. When a US player that has spent $1000 and invested in cards just as they should, has to constantly face desks of level 2+ MC Timmy, and FULL decks of level 5+ teams. You can't even put a defense in because MC Timmy just turns your cards against you. There's no point. So you either go to kill MC Timmy, or you defend the new kid for just a few seconds. You know instantly the game is over. Now multiply this experience to 90% of the fights for an entire day... JUST TO GET A SINGLE PVP Pack.. how do I get any stronger?? My team can trade cards and donate, I had a great team.. but it would take me 6 months to get just half a deck to level 5... and RNG luck to get more than 1 legendary... and yet I have to face teams that have level 3 legendary's regularly.. This story needs to be shared with your product management team..

    Yesterday I decided to leave the team, leave the FB groups, and uninstall the game. I'm only posting this because I really enjoyed the game and I will come back if/when there are significant changes made to the game.

    Here are some ideas I haven't seen mentioned:

    Add random "act's of god" to the game.,.

    Weather... rain cleanses poisons.. snow slows all attacks (no charges)..

    Cars - Have a car that comes along and all the kids have to clear the street... it's unpredictable and will make ALL players have to adjust

    Cute puppies - All mind controlled effects are worthless as long as the puppies are around and the kids are distracted.

    Mormons - As they walk around, the kids run and avoid them. Gives random charge boosts to kids in the opposite direction.

    Oil Patches - Just like any game.. any kid will avoid that spot .. if they walk through it, they lose all buffs or can't charge.. so players will have to target around the spots

    5th Graders - Come and beat up a random kid, taking them out of the game

    Also maybe limiting the number of legendary/epic cards that can be played at one time? Or even the number of kids that can be deployed?

    Or maybe limit the number of "energy units" to 10 for both teams that can be played.. so instead of actually having energy to be used. Make it so that the total energy that can be played at one time is 10.. So a card with a 7 energy can only be played with a card of 3 energy. Then you don't actually have to move the energy tracking server side, and instead the game governs it. 10 might be a little low, so 15?

    Anyhow that's it for me for now. Thank you if you read this whole thing!

    -Brugrabud
    Share this post

  2. #2
    So did you spend $1000? I hear you spent $1000. Your girlfriend's question wasn't "Why the @#$% did you spend $1000 on a freemium game, or any game?!"
    Share this post

  3. #3
    ItsJustBuck's Avatar Community Manager
    Join Date
    Dec 2017
    Location
    Finland
    Posts
    193
    Hey Brugrabud,

    Thanks for making this post and thanks for the feedback. There are some new things coming to the game and some of that was discussed in last weeks "Developer Update"

    We did make a small adjustment to matchmaking last week as well and we will continue to adjust it, in order to improve the overall experience for the playerbase. We want players that make the push to legendary to be rewarded for it and there are some details about those rewards coming soon (keep an eye out for our next update). Making the push to Legendary rank should feel like a great achievement, but it should also remain competitive.

    We take our player's feedback seriously and while we may not be able to put all player requests into the game, we do take the player feedback into team discussions and some of those features may end up in the game at some point. If you have any questions or other feedback, feel free to add it here and I'll do my best to answer it!


    Cheers,

    -Buck
    Share this post