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I empathize with the balance required for the devs, because a few version ago when season rewards were at their height, lots of players were tanking to remain at lower levels where those could be attained more readily. Last year in particular, the rewards dwindled down to hardly anything, which meant if you weren't going to receive much, you may as well not receive much in diamond, as opposed to tanking to also not receive much.
This year, they added multipliers to incentivize staying at the higher levels, and while that may seem like piling it on for players who are already good, they're attempting to strike a balance that encourages competitive play. Like in a fantasy league, there's nothing more frustrating than building up a division lead, only to have your competition play the second half of the season against tanking teams you had to play at full strength.
They're never going to be able to strike a balance towards everyone's version of "perfect," as it was mentioned earlier that we all have different incentives to play and different goals. But they are listening and tweaks are made every year to 1) Continue to make money that will allow the game to continue being available and 2) Make players at multiple levels of investments pleased with the outcome. This is not an easy task.
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