Did some quick testing, and it doesn’t work this way. If the player sends all their heroes to the HQ, that doesn’t affect the status of their mercenary heroes.
The difficulty hasn’t been changed. The opponent lineups are pulled from Coliseum, which should result in more variety. I’ve asked the team about this and they’re looking at the data.
What sort of perks would help? An extenstion of existing perks or something new?
The gold at the end should be comparable or higher to what you earned before. The gold dropped in each region is lower, but with the multiplier the guild earns, the gold will be the same or higher at the end.
We don’t want players to earn less than with the old Creep Surge. We will be watching the data to make sure this is the case.
That’s how it used to be, and it was frustrating for players to choose a district, take the time to set up a team and then have an error that the district was already under attack. There are 2 timers currently that will look the same to players. The first is 180 seconds and starts when the player opens the hero chooser screen. This clears if the player enters another district. The second is 5 minutes, and starts when the combat begins. This clears when the combat ends. So, if the player disconnects, it will stay locked out for the full time, but otherwise ends when the battle ends.
The difficulty hasn’t been changed. The opponent lineups are pulled from Coliseum, which should result in more variety and less meta lineups. I’ve asked the team about this and they’re looking at the data.