To add my two cents ....
Eligibility for Season Rewards:
All players should be required to play at least one ranked match each season to be eligible for that season's rewards.
There are countless reasons why, but I believe most are self-explanatory. I'm not sure why this was ever an issue.
Legendary Items and Season Rewards:
Legendary items (excluding new items) have never been balance-breaking.
Spoiler: more
In a 5v5 match, a max epic player can affect the match outcome more than a max legendary player - if they outplay them. If they play the same or worse than the max leg player, they'll likely lose .. but it is an acceptable advantage given the money/time required to reach the max leg level. A few hundred extra HPs or a few hundred extra damage doesn't drastically affect many matches - less so with T3-4 leg items.
Event perks, on the other hand, are absolutely balance-breaking - as I've explained several times before. If season rewards offered these types of perks or awarded the OP new items directly, this would cross the line into rank unfairness.
It's also important to understand that awarding 5 legendary pieces per season to most 5k players isn't some breakneck increase in progression. With 5 different item types, legendary part and powercell limitations, it'll still take a year or more until most can build more than one T4+ item. And they'll be limited to a few items - as opposed to building a full loadout.
Once you you've exhausted your leg powercell supply, your leg progression is effectively at its end. For each additional item you want to build, you're required to scrap dozens of other legendary items (i.e., years of NML1 season rewards).
So, you are restricted to leveling a few select items .. and there is substanial risk in choosing the wrong items. If balance changes (or new items) make that item obsolete, you've wasted years of irreplaceable resources for nothing. Moreover, you are reliant on RNG to drop 3-4 duplicates of the spicific items you want .. With the increasing pool of items and your faith in RNG, how long do you imagine that will take?
The top 3 finishers are less restricted by these constraints, but there would be no incentive to compete for top spots without large rewards.
Importance of Rewards:
Season rewards must remain the most significant rewards in the game.
Spoiler: More
If Rivalry rewards become more important, guilds would manipulate their ranking lower, they would fracture into smaller guilds, and the social interaction that keeps many players attracted to the game would die off. Otherwise, there would be far less incentive to build (or buy) better items, but more of an incentive to build a variety of weaker weapons to spam in casual and event matches (which further lowers the quality of those matches). Obviously, ranked matches would lose all meaning.
Ranked Match Format Changes:
I previously had several ideas for changing ranked matches .. but changes this significant would require far too many resources and trial-and-error periods for a game in this late stage.
Single-Queue Ranked (no-fleets).
I thought this would better represent individual skill than the current format .. but it would require vast changes in ship balance, the MM formula, and would in all likelihood drive a significant number of the remaining players away from the game. So, it's probably not the best change.
Side note: Fleets help players increase their infamy, but once that higher level of infamy has been established (with enough matches), they're free to play solo without a large risk of losing a significant amount of infamy. If fleets were removed, it would be far more difficult for players to significantly increase their infamy and there would be an increased amount of complaints about bad teammates.
I was preparing for a forced change to this format by leveling a number of uncommon items. However, I have since scrapped those items and decided that a change to this format would be the end of the game for me - regardless of how it was handled.
In the current format, I expect 1-2 players on my team to die early and to contribute little more than serving as a temporary distraction or meatshield. And I've learned to overcome that disadvantage. But, there is simply no way to overcome those players dying 3-4+ times a match. I cannot sink enemy ships faster than players can suicide.
And, I'm not interested in a game that's rankings are based on glorified event matches - where winners are determined based on who's teammates are slightly less bad than the other team rather than player skill.
That said - I still believe that the option of selecting a different ship or loadout once you see the team compositions and map would be financially beneficial for Rovio and something players would enjoy.
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