PLEASE Bring Back and keep RSL19 Challenge Repeats

The most recent balance change increasing the power of highest level survivors was a nice attempt to fix the level 21 issue, but unfortunately it's still not fixed.
Hers a post from one of our players still using level 20 survivors.
(Below)
We are a to 50 GLOBAL guild and several of our players using level 20 survivors top our charts.
The rest of us put up big numbers, but still struggle to match what we got at level 20s.
There is literally no incentive for these players to level up their teams. That's really does seem counterintuitive to the game platform?
Setting a maximum start RSL of 14, with repeats beginning permanently at RSL 19 is a logical solution.
Thanks!
Hers a post from one of our players still using level 20 survivors.
(Below)
We are a to 50 GLOBAL guild and several of our players using level 20 survivors top our charts.
The rest of us put up big numbers, but still struggle to match what we got at level 20s.
There is literally no incentive for these players to level up their teams. That's really does seem counterintuitive to the game platform?
Setting a maximum start RSL of 14, with repeats beginning permanently at RSL 19 is a logical solution.
Thanks!
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Really NO
Not more repetitions please
> Sorry, but NO
> Really NO
> Not more repetitions please
>
The entire challenge is repetition. That's what it is. Do these six stages over and over until the end and get the most stars?
And the higher you level up, the less stars you can get? In what world does that make sense?
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You don't look on the lower levels. They all walk through the same. These changes where introduced with challenge 2.0 and all level 20 player were fine with it, because they don't have to start with higher RSLs because of upgrading.
When I follow your logic that level 20 player always hit more stars than level 21s, than level 19s or 18s with lower starting RSLs would even score higher than the 20s and 21s.
But it isn't so.
Upgrade some gear and you can score higher with 21s than 20s.
I personally score higher with my 21s.
And I think I score even higher if I have upgraded to 22, but that's just thinking without proof, because at first I have to upgrade.
Just my opinion
How many Pinkies do they have?
How good is their gear?
How flexible are their teams?
Which heroes can be used?
Give @Terminates Level 18 survivor and she will still score higher than I will ever be able to.
And to say challenge is repetition regardless of starting RSL, yes there I agree.
But as solution start even lower and get earlier in the triple rounds? Really?
Than have fun starting at RSL 3 again.
I don't want to bother you and I know many players think like you, but there are also many players who don't want to go back to lower starting RSLs.
Fact I got my personal best of 1131 when my team was level 20, with just a few 6 star survivors mixed in. Pinkies as you call them.
Now my whole team is level 21 with optimized max level 24 Gear and several 7 star survivors.
And I've not come CLOSE to my personal best.
Any insight to that? Maybe I just got suckier as a player? Could be?
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And to be clear, I DON'T think increased repetition is THE ANSWER, just a temporary fix till they figure out how to properly balance the end game
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I see your point.
And you are legitimate to ask for the changes.
I only wanted to say that not all player have the same opinion on that.
Let us agree to disagree.
Stay safe out there and best of luck for the challenge
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What I don't agree with is the 2/3 level survivors forcing the increase. From a pure marketing aspect, I get it. They are creating a need to get better gear to spur sales and drive revenue. From a player's perspective, its just pure greed. From a realist point, they could have gone with a middle ground like average of all survivors and while neither side would be happy, one doesn't feel as completely screwed as they do now.
As far as stars, you need to go back to JayZ's analysis. In there lies what I suspect NG didn't completely fix. Gear % increases historically are greater than walker % increases. In several other threads, there are reports that walker health % increases are far greater at higher levels. This leads me to believe that up to level 20, we were closing the gap in difference between survivors and walkers with the damage/health ratios. Then, NG realized down the road at some point, survivor damage was going to exceed walker health, they gave us the mess they did with lvl 21 survivors. Then, to compound the problem, they increased higher level walkers to prevent this in the future.
What I strongly suspect is that they did not rework the walker health % increase all the way from lvl 1 to whatever the current level is and adjust them all to keep a consistent gap between survivor damage and walker health. If they had, those folks at 19 and 20 would have seen a decrease in stars too. Picture a graph with the survivor damage as a linear line. The walker health line is above this one but converges towards the survivor line all the way to 20 and after 20 where you have a smaller gap then you did at level 1 and then the walker line starts diverging from survivor line to widen the gap between the two to where gap maybe at 26 or 27 is what the gap is at level 1. That gap should be consistent from the lowest level to the max level and since its narrowed at 19/20; I think this is a good portion or if not the remaining factor in why 20s still outscore 21s.
With NG trying to use a fixed value reduction on the hospital and any grade school kid could have pointed out 13 minutes minus 15 minutes = no healing time for the 2.6 upgrade and their "fix" for this was to increase the base then to subtract it (Hello % reductions - hundreds of games do it to prevent a mess like this), I firmly believe the decision maker has never played games like this and tried to figure them out. With that, I can think of no other explanation of why level 20 survivors can earn more on average than 21 survivors than the one I provided before. Maybe I'm wrong, but based on the information I've seen, I don't think so.
Biggy's proposal is a work around easy to realize by NG. The more accurate solution but also more difficult would of course be to adapt the walker strength from lvl 25 upwards.
At that point, everyone at every level is on an even playing field and should be able to get +some RSL level and anything above that is based on pink stars, gear, and skill to differentiate the top players which is what it should be; not some out of whack values on walkers that affect some players more than others.
Some will still complain, but from my understanding of the problem, it is a lot more fair across the board for all levels of players.
Agreed 100%
The progression is exponential, not lineair.
That said, big agree to @Warlord.
I agree with warlord, it should be fairly linear: damage and health of survivors vs walkers should be parallel or trend upwards SLOWLY. But no converging and then diverging or walkers buffed to crazy amounts
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But how would bringing them back in any way "do away with the grind?"
It just means you might be grinding one specific map instead of six different ones.
What are they talking about, playing Lv19 3 rounds?
But of course I can be a couple lvl lower than someone with lvl 21's and still have a higher score.
#bringbackinterupt
#fixthetokeneconomy
#ridusofautocover
The balance changes @Warlord mentioned are of course the most desired. My suggestion was meant to be a quick fix, to satisfy the chafed.
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