Problem: massive hit ranges, I as a 36m CS player should not be able to hit someone who's only 5m CS, that's just too unfair of a fight.
Solution: tighten hit ranges, the upgrades and lands that have been added have blown out the old algorithm used to create hit ranges, a simple fix would be revisiting this code and adjusting it so that instead of having an abundance of complaints about people getting hit by people they have 0 chance of winning against.
Problem: events being pay to win.
Solution: lower amounts given by HtE and RotWB, and make the free to play ebs give better "tokens" I use this just as an example. So say it's a multiple collection, make HtE max out at 70 full items when using xtals, so that they get 10 per unload, whereas with a rotation give that same amount of one piece per full unload.
Solution: tighten hit ranges, the upgrades and lands that have been added have blown out the old algorithm used to create hit ranges, a simple fix would be revisiting this code and adjusting it so that instead of having an abundance of complaints about people getting hit by people they have 0 chance of winning against.
Problem: events being pay to win.
Solution: lower amounts given by HtE and RotWB, and make the free to play ebs give better "tokens" I use this just as an example. So say it's a multiple collection, make HtE max out at 70 full items when using xtals, so that they get 10 per unload, whereas with a rotation give that same amount of one piece per full unload.