I know event has been going on for a while and usually i only pay attention to the maks, however today i noticed the amount of crest u get and was surprised, considering these are long duals especially on day 3 when we be be on 11 or 16 battles agaings L200 enemies they take a good amount of time, and to only be recieving 3 crest per battle seems super low, hope this can be considered to be increased as crest are important to most players i believe
Versus battle are very long too. About 7 turns are required for everyone willing to maximize the Versus score (up to +70%).
It is very unjust that super-short Adventure battles (that may be won in 2 turns) give 8 crests, and very long battles don’t give any decent amount of crests.
Both Event and Versus battles should give crests depending on the score achieved (time spent on a battle) to be balanced, i.e. at least 20 crests compared to very short Adventure battles.
Similarly with XP. Easy adventure battles give good amount of XP, and difficult Event and Versus battles don’t even come close.
I dunno if I’m in the minority here, but I kind of like the pros and cons of playing the different game modes. Makes the game feel more strategic. Makes me play all the game modes more, than if it was just like all the same for every game mode.
But everyone here likes different game modes. The point made is a huge misballance. The players who spend significant time playing all difficult modes should not be discriminated so badly compared to those who only play simple modes to increase guild crests and XP. Because this discourages players to invest time needed to play all non-trivial game modes and the game becomes less interesting and unbalanced.
I wouldn’t call it discrimination per say, its more about each game mode having its own strength and weaknesses or quirks if you will. You don’t want to gatekeep weaker players so they have a harder time earning crests or they may not stick around. I think alot of thought goes into the various game modes (probably more so than most players realize) to make them all interesting and balanced.
Event and Tourney both give massive personal gains, at the expense of the team (low crests).
Adventure is both good for personal and alliance gains to incentive players to play adventure and because it is somewhat monetized with Gong’s Song. This makes sense to me.
Seasons give great gains, but the chests are somewhat lackluster compared to dungeon. This also makes sense to me, as the devs want you to buy and play the various seasons.
Replaying story mode gives great team gains and minor but essential personal rewards. Downside is no chests and no progress towards your citadel, so this mode especially is a double edged sword, but fair IMO.
Hunt doesn’t give as much XP as adventure and seasons, but its fairly quick and you can store chests for when you need them later, like recyceable tickets.
Dungeon doesn’t give the XP of adventure and seasons, but the rewards you get from it are second to none. This is probably the mode that the majority of the playerbase is on when there is not a really good replayable adventure going on.
Party is second to none when it comes to crest earning and is extremely fast with a good party and has the best rewards by far.
Skirimish gives decent rewards now (didn’t use to before 3.0 update), not as good as Dungeon, but its super quick, not a bad mode to play for earning shards (especially minion), crest farming, and getting a free random mythics for likely sacrificing later.
I agree. It would be good at least to see a minimum of 8 in line with a normal 3 enemy dungeon battle. I like that the marks rewards scale based on battle level so would be great if kingdom crests totals could mirror that.
Passed it onto the team to consider updating.