Surge feedback

Alright, so I decided to start this topic. For a long time there has been no thread dedicated to Surge and therefore it´s the right setting to start about some constructivity about the broken parts of (at start named Endless) Surge.

So far I have seen these complaints:

  • Mercenary cost being way too high

This is understandable, because while the surge districts were adjusted to yield less gold, heroes above 2M power didn´t have their mercenary costs adjusted to go with this decrease.

  • Some people get way more gold than the others

I am one of the guys that has every hero at Y16 rank at the very least. Also I do use surge to get a large amounts of gold (roughly 5-10B a day on Server 1).

There are two reasons for this:

  1. Highest tiers of surge (31-100) are unobtainable in “top guilds” (aka the highest in PvP) as well as “middle guilds” (those not very high in PvP, but with players roughly equal to each other)
    Tier 100 is obtainable in a very strange form of guilds, where about 15-20 players are at TL 330 or thereabouts (at least TL 270+) and the rest are players at TL 270 and below (mostly around 1-150).
    The points needed for individual tiers are based on median/average team power and since TL 270 has already 10x less team power than TL 330 it decreases the average. (If it is average.)
    (Also, for example, TL 150 player has 1/1000 of the team power or even less than that… of a TL 330 player.)

  2. One can make very broken surge district if they decide to equip 4 maxed mods on five O2 heroes.
    This lineup would then be easy to defeat and would yield a lot of gold if all the heroes there are at 330/330/310/290 skills.

**From these two things along I so far suggest:

  • Change the +290% bonus from Tier 100 to Tier 35 and cap it there.
  • Remove all mods from the enemy lineups before assigning lines to surge districts.
  • Lower Surge districts should have less power based on how many players of the same level (± 20, so for 330… 310 to 330) are there.
    If all players in the guild are at Team Level 310 to 330, then Districts 3-5 have 1/2x power, Districts 6-9 have 1/3x power, 10-14 with 1/4x power, 15-20 with 1/5x power, 21-27 with 1/6x power.
    The difference would be measured by 5 players. Thus 45 players at 310-330 would only have Districts 3-5 with 1.9x power… and only 5 players at 310-330 in the guild would have 1/1.1x power for 3-5.

Any more ideas are very welcome.

Let’s nerf gold from surge and invasion!

Definitely that list as a game improvement.

Well unlike your “idea” presented on Discord, I am against another gold nerf.
More than that, I want the lowest and highest amount of gold earned by a player to be closer to each other.

However, it can´t be done with restricting a district fight to only 5x per surge.

Nor capping breaker fights at X will be much of a thing. If anything, I´d rather be for the Invasion fights gold yield starting at 1,000x the Max Team Level and decrease by 1 gold every fight.
Therefore Invasion Breaker 330,000 (higher with higher Max Team Level) will give 0 gold.

As said, players should only fight in a specific district only 5 times per active surge, and invasion should go up to max 2000 breakers.
:blush:

Everybody will be very happy with these changes! (giggles) :blush:

Gold economy will be stabilised and fair. Wonderful!

Nope.

This especially would screw everyone up. Unless Zeus goes brrrr.

I suggested gold decreasing and… quite frankly you can make the decrease by any amount necessary.
330k gold going down 2,000x times is also a possibility…
so 330k, 329,835; 329,670 etc. down to 0 gold at 2,001st breaker.

And then you don´t need to cap anything. Bots give nothing and no more gold would be paid past Xth breaker (depending on the rate of decrease).

Yes… everyone, meaning fair for everyone. Hehe.

So those getting no gold would get even less gold? Funny.
Some others not being able to fight surge past some point? Also funny.

If the cap is ever imposed, it should be at least 20.

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