After losing another tie break, was thinking this could be improved now that crystals are tied to it. Rather than total roster GP, I thought it would make more sense to break the tie based on used/deployed GP in the round. That way either side at least has a chance to win the tie break. Whether it’s least GP used or most GP used in the round that decides the tie break feels like an improvement over what we have now.
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Easier improvement would be to just add 1 gp pt.
In a battle where neither full cleared, then this would give the win to whoever could be bothered sending in the more teams to fail. End result could be the exact same as current system, where both players sit there using every toon in their roster to get the win. Same result for way more effort. Nah.
Leave it like it is.
Yeah, if you WIN with an undersized squad. Not tie/draw/timeout.
Simple, the game rewards expanding your roster. Why reward the person who spent less time/money?
Because GP used is meaningless. If you need to use a specific counter team, it's not like you can unrelic a character. You may overkill, but sometimes removing a key character is out of the question.
These arguments always pop up that the person with a smaller roster should win because they were good enough to tie a player with a larger roster. But if they were so good, why couldn't they outright win? You could argue that the person with the larger roster managed a tie against the person who was such a better player.
I get it, losing to a tie seems worse than losing by 20, or 10, or 3 banners. But the result is you still lost. You did not win. The "fairest" thing might just be a straight up coinflip. But people would hate that too.The system the have now is no worse or better than any other arbitrary system they'd come up with. If ties were more common, there might be reason to rethink it, but fortunately, they're pretty rare.