BlueBlou
Illusionist
I think I am going to comment my way. Ideally this thread should have been 2 threads, one for those who do well in tournaments and knows exactly the mechanisms of everything and another for the rest of us who clearly operate at a separate level. I am also not of the opinion that a nerfing was needed as I don't play in those ranges where excess of everything is obtained.
I am not interested in the ratio of the delta difference increase between my squad size (SS) and the enemy squad size (ESS). The important thing for me is that my SS increases linearly and that at tent (my word for province) 8, I start crossing the line of the ESS. Thereafter it goes sky high. Subsequent rounds are structured such that this crossing comes one tent sooner every time.
I have done a graph with data captured for round 1 in my best city during the scrolls tournament. I mostly battled (app) and I intentionally catered further to get more data for the graph. I don't usually cater or overproduce troops as I like to play a sustainable game.
Under the old system, to get to 10 chests, the players in a full house fs, would have needed to do 8 tents for 5 rounds. Most players only get 5 rounds in and some only 4.
Fighting wise, it becomes in many cases impossible to win once you cross the line in the new system. (Not everybody has all the boosters that the top players use). Assuming that you stop at the equilibrium point, this is the result you will get.
A player playing 5 rounds will only be able to do 1200. I don't know if the intention of the new system is to help fellowships achieve the 10th chest, because if so, then the equilibrium point is too soon. The crossing point at tent 8 should only be in round 4 and not round 1.
In general, this new system impacts my cities negatively, like in struggling to score a 1000 where previously 1600 was not too difficult. Some I will have to forget about fighting, as 3 star enemies can just not be beaten.
My way of looking at the enemy troops and a summary of what I got. The colour code is the same as what is used on the badges. Some of those combinations are just mean and not easy to win on app. Less variaty please.
I am not interested in the ratio of the delta difference increase between my squad size (SS) and the enemy squad size (ESS). The important thing for me is that my SS increases linearly and that at tent (my word for province) 8, I start crossing the line of the ESS. Thereafter it goes sky high. Subsequent rounds are structured such that this crossing comes one tent sooner every time.
I have done a graph with data captured for round 1 in my best city during the scrolls tournament. I mostly battled (app) and I intentionally catered further to get more data for the graph. I don't usually cater or overproduce troops as I like to play a sustainable game.
Under the old system, to get to 10 chests, the players in a full house fs, would have needed to do 8 tents for 5 rounds. Most players only get 5 rounds in and some only 4.
Round | tents | points per tent | total | cumulative total |
1 | 8 | 30 | 240 | 240 |
2 | 8 | 36 | 288 | 528 |
3 | 8 | 42 | 336 | 864 |
4 | 8 | 48 | 384 | 1248 |
5 | 8 | 54 | 432 | 1680 |
6 | 8 | 60 | 480 | 2160 |
Fighting wise, it becomes in many cases impossible to win once you cross the line in the new system. (Not everybody has all the boosters that the top players use). Assuming that you stop at the equilibrium point, this is the result you will get.
Round | tents | points per tent | total | cumulative total |
1 | 8 | 30 | 240 | 240 |
2 | 7 | 36 | 252 | 492 |
3 | 6 | 42 | 252 | 744 |
4 | 5 | 48 | 240 | 984 |
5 | 4 | 54 | 216 | 1200 |
6 | 3 | 60 | 180 | 1380 |
A player playing 5 rounds will only be able to do 1200. I don't know if the intention of the new system is to help fellowships achieve the 10th chest, because if so, then the equilibrium point is too soon. The crossing point at tent 8 should only be in round 4 and not round 1.
In general, this new system impacts my cities negatively, like in struggling to score a 1000 where previously 1600 was not too difficult. Some I will have to forget about fighting, as 3 star enemies can just not be beaten.
My way of looking at the enemy troops and a summary of what I got. The colour code is the same as what is used on the badges. Some of those combinations are just mean and not easy to win on app. Less variaty please.