@wingo18_PSN said in Just so SDS is aware… I’m sure I’m not the only one:
@YOSHI24_XBL I’m not sure if I did a good enough job expressing it, but there is some good that comes out of the seasons, as you mentioned. I just think there are better compromises to be made with the transitions.
What about a spur RS that allows you to have a mixed lineup, sort of like how it’s done with 1v1 and co op?
I mentioned this in another post… can we have a weekly or bi-weekly XP limit instead of daily? That way you’re still able to level the playing field with those who grind daily as opposed to someone who may only get a weekend or a few days out of the week to really put the nose to the grindstone.
I would really love to have that 99 Griffey, but what’s my incentive? Having him in my lineup for a week or so? You can “wild card” all you want, but does that contribute to TA and program progress?
I know what you are saying. This Seasons-model is simply not designed for high-cards to be used for months … nor weeks. It is a power creep that has a good goal but a harsh ending.
The thing I do not get AND I am only referring to people who want the rewards matter (not the theme team guys): If you go back to say 21 … every card was the same way. You grinded for the Inning bosses and not more than a couple of days later there was another inning with better bosses and more ranked with better rewards. That continued until October, where the first big ones came out that stuck in your lineup for months/until the end of the game cycle.
I see it as this: I can use my special cards in S2 with the wild cards and if I like Griffey I will wildcard him first in S3. In S4 I can have everything and make awesome theme teams. The downside is: No xp reward, that is true, but it is only 1-4 cards per team/Season. Use a no-wild-card-teams for conquest and stuff and that should be good to go