Right, the delta, not the accumulation, basically. I know the accumulation can be gamed, as can the delta, or the hero xp, but to game those it would still cost something. The overall goal is to develop a risk/reward dynamic.
You risked and potentially lost X, you receive Y. Receive enough Y, and you'll be Captain Kool-and-the-Gang on your server. I'm thinking the change rate is going to be the least "gamed" metric available, unless we take the step to assign points to troops, a def value, and then go by ratio of highest atk:def value ratio.





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