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Reviewing the Fire Arena Event (09/18 05:30 - 09/25 06:00)

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  • Reviewing the Fire Arena Event (09/18 05:30 - 09/25 06:00)

    Okay, it looks like the first non-beta arena event has ended.

    Looking at the results, it was dominated by two different players. One ended with a might of 6,504, the other had a might of 4,758.
    With the way "streak bonuses" add to might increases, this is to be expected - both those players had SSS-rank decks,
    and probably weren't going to lose to any other decks as long as they avoided each other.

    Rank #3 in the arena was 3,403 might. #10 was 2,447. #20 was #2,265.

    For rewards by Rank number, only #1 earned a 5-star card. (Not sure exactly what card that is, a Phoenix of some kind. Ben-nu Fireborn, maybe?) Ranks #2 through #5 received a 4* Fire Elemental. Ranks #6 through #20 received a 3* Ember Mage.

    In terms of reward for overall Might score: 4,000 earned a Fire Elemental, 3,500 earned a Summoning Stone and 3,000 earned an Ember Mage. All the other tiers below that were just Summon Charms matched with a single potion (or a bag of gold), and aren't really worth mentioning. Only three players managed to get Might rankings high enough to even earn an Ember Mage, and only the two SSS decks earned the Elemental or Summoning Stone.



    Other than "fighting for the sake of fighting," the arena rewards didn't seem worth the effort. Players might have used 100 or more tickets and have nothing more to show for it than a pile of gold, up to 6,000 Summon Charms, two Stamina Potions, five Mana potions and (if they were lucky) an Ember Mage or two. (That's assuming the Rank rewards are cumulative and you get everything from your rank below.)

    My perspective may be colored because I've done nine Heroic Summons so far. Of those summons, two were Ember Mages. So seeing that as a high-level prize doesn't really feel like it's enough.

    I'm not sure I agree with the ability to see your opponent's strength and pick-and-choose your fights without breaking streak. Sure, there are some combinations that might trick you into a loss (anyone with Celestial Lion + Giant Eagle has one team with a +50% HP boost that won't show up in the ranking numbers), but for the most part you can play it safe and maintain an undefeated streak.

    There might even be a way to "cheat the system," although I never tried it. What happens if you drop your party down to D or E rank and call in a new batch of challengers? Does it base the strength of your enemies on that CURRENT party, instead of the strongest one you'd used to date? If so, you could do that, switch back to your real team of A or S rank and get three guaranteed victories and three "no teams lost" bonuses. Hopefully there were safeguards to prevent that.


    Reward Suggestions:

    When it's all said and done, I feel it either needs to take less Might to earn card-based rewards or there needs to be some sort of "exclusive" content for high Rankings / Might. Otherwise, what's the point in using all those tickets?

    As I mentioned in a different topic, an "artifact" would be cool. You could equip it on a single card to give a particular enhancement. Some examples:

    The Druid's Altar: Equip to any Druid card, 4* or lower, to increase its ATK by 10%.
    Banner of Heroism: Equip to any Camelot card, 4* or lower, to increase its HP by 10%.
    Necklace of Proficiency: Equip to any Camelot or Druid card, 4* or lower, to increase that card's chance of Skill Activation by 10%.
    Ward Against Evil: When used in the arena, your party's overall HP/ATK increase by +2% for each "evil" card your opponent is using.


    Right. Large (and probably largely unnecessary) ramble over.

  • #2
    In arena, your always matched with people within 10 ranks of you, has nothing to do with deck rank.


    • #3
      Originally posted by Pipipupu View Post
      In arena, your always matched with people within 10 ranks of you, has nothing to do with deck rank.
      Then why do they have the three different "tiers" of challenges?

      Especially at higher ranks, I don't think there would be that much of a difference between someone ten ranks above you or ten ranks below you. And early on, it's definitely luck of the draw (but would explain why sometimes the 10 point challenges were easier than the 5 point ones in the few arena fights I looked at).

      If the range of possible players to fight is really that limited a spread, there's no reason to have different reward levels.

      Just call them "fight option 1," "fight option 2," and "fight option 3," make them all worth the same point value, and call it a day.


      • #4
        3 tiers only mean the highest tier is the higher ranked one


        • #5
          Originally posted by Pipipupu View Post
          Might take a beta player less tickets cause of streak bonus.
          That was my point. An SSS-rank deck will most likely win against anything as long as they avoid other SSS-rank decks. In most cases, they'll win without suffering a team loss, getting the further point bonus in each fight from that. Combine that with with a winning streak that would be unbroken for the entire week and they can get more points from 50 tickets than most players could with 100+.

          I was also referring to the beta tournaments where you could get card benefits with a score of only 2,000, instead of needing 3,000+ like in this one. (Again, I only hear about beta things through word-of-mouth so I have no way of knowing how many of them are true and how many are exaggerated.)

          It's probably a play-to-win scenario no matter how you look at it, so in its current form I'll just keep gathering tickets. If they start having special events like "no evil cards can participate" or "Druid cards only" or "4* or less cards only," I might be more interested, because that would take more strategy than a Rarity Stomp.

          Originally posted by Pipipupu View Post
          3 tiers only mean the highest tier is the higher ranked one
          Unless you're ranked #1, of course.

          Either way, there's not enough of a consistent difference in attack power for the higher ranked one to be worth 10 points while the lower ranked one is worth 5, unless you're ranked #10 at the time.