If your opponents start out already tough for PvP, ie from zero to 400 points, your MMR is too high.
The system gives you opponents that it thinks are on par with your win/loss record. If it's too rough, you'll need to 'tell' the system that you need easier opponents.
In a perfect world, It is assumed if a game is too hard, you will spend 20 mins on it and lose. It reduces your MMR a tiny bit. You play again, try your best for 20 mins, yet it's still too hard, u lose and the MMR drops a tiny bit. The process is repeated until you start winning.
But The system obviously cannot tell if you are deliberately losing or really losing. Hence, tanking is key since I would rather spend a tiny bit of time on tanking than go through the 'standard' process of playing and losing to very tough opponents and wasting a ton of time. (Retreats don't count as losses, and thus if you are really losing a game, really lose to it, don't retreat)
The system is as such becos of $$$: a normal player when faced with tough opponents will either 1. Use boosts that cost hp or ISOs or 2. Buy covers/packs/ISOs to get 3 star heroes or level up Their current roster of heroes. Either way, the game wants u to spend money. And thus, it's smarter to invest some time on clever side quests like tanking.
There is no doubt The devs want u to spend: shields, new heroes/chars, essential heroes needed for nodes, etc. They try to appear to be generous with soft currency, ie ISOs. Cos it does not hurt them at all. In fact, it hooks the players in even more.
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