We need a better way to handle invalid attacks in pvp events. Particularly Crystal Caves.
For anyone thats on a competitive team playing against another competitive team you can get 4-5 attacks in a row as all being invalid.
Either enemy team kills crystal before your account does or your team does. Its dog eat dog.
Even if a crystal is at zero percent if you pick a hard base and get 1 defender likely the crystal is dead when you come out.
Who wants to hit a crystal at 70%? Thats guaranteed to be dead but then what happens if everyone doesn’t hit it.
To get the 10 multis done sometimes we need to do 30 attacks its probably 20 attacks on average.
Assuming 3 minutes per attack including load screens ( and because we need 100% ) destruction and because there are often times when all three crystals are on cooldown that means 1 hour playtime required every 4 hours.
I had a case today where I hit the max base beat it but due to the crystal dying fast it didn’t count. This happened on 4 more crystals in a row.
Then I hit it a 6th time and it was 3D so my mega got half the points.
Its super frustrating getting 100% on the same base 5x in a row for zero points and then get 3D for 5o% of the points and finally have that 6th hit count. Of all the hits that didn’t count lol. 18 minutes for half points on 5 lots of 100% hits and one 50% hit.
Having to set alarm 2x per night to wake up and help the team and then getting 5 invalid hits in a row is just ridiculous and makes my finger hover over the delete app button.
But because seasonal and mythic costs keep going up then this event and setting alarms all night long becomes a requirement to play this game because it rewards effort more so than other events.
Its just far too draining.
Handling invalid attacks in a more elegant way could go a long way to reduce 5-10 hours of playtime in this event.
There are a few ways to handle this more elegantly
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Let us pick the next cryatal to attack and our previous hit can count as a completed hit on the next crystal. ( one time use raid button ) so we can elect to also not use the hit if we don’t want to.
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If we attacked a crystal in good faith just pay the points. Less desirable because it can reduce teams results but given how manyconsecutive misses you can get maybe it doesn’t matter.
For most games competitive play on a good team vs another good team is rewarded. In crystal caves competitive teams are consistently shafted relentlessly in my opinion this is completely the wrong approach.
Competitive play should be rewarded otherwise the event becomes hugely frustrating.
Cheers