Since the update my rank has plummeted to 50K. Every time I lose, 31 mojo is deducted. On the VERY rare occasion that I win, a whopping 1 (ONE) is gained. That sure is a great motivator, isn't it?
Life is the leading cause of Death
Your opponents are randomly selected among players having Up to +15 and down to -15 levels than you have.
And Mojo rewards are function of their on classment in the ToF.
So, the situation you describe means that you have comparatively weak battle stat compared to your level standard, but you are higher than them in the ToF.
That make me think you did a lot of PvP before the dev team start updating PvP (it was easy to progress in mojo before, because your opponent's alpha girl was not taken into account, thus leading to easy victories even against stronger opponents)?
This is about what I've been seeing since the leaderboard revamp...
win a pvp = gain within 3 to 9 mojo
lose a pvp = lose between 25 to 30 mojo
I don't think I've seen a result outside of those ranges.
I'm winning a lot more fights than I'm losing, but it seems kind of rough.
Last edited by MuljoStpho; 03-22-2018 at 03:47 PM.
Although I have seen them outside that range, your numbers are fairly close to my standard amounts. In fact, the gain/loss ratio has been one of the big complaints so far. You're in a situation where one loss can negate anywhere from 5-9 wins. You have the rock-paper-scissors weakness system, but it's a known quantity that you can adjust/plan for (via gear, raising stats, and stat boosters. What you can't plan for is the RNG of the crit system. You can take on someone 20k-30k less mojo less than you and lose badly because of crits. The reverse is also true, however, if you are the ones who get the lucky crits. This makes the battle system a bit of a crap shoot. Now at this time mojo isn't that big of a deal so it's ok to risk a loss, but when they implement the leaderboard rewards, this is going to become a bigger issue since you're going to find people less inclined to risk a big loss of mojo for a tiny gain.
Easy fix, limit the mojo loss to what we can win. Every match I have lost recently is due to massive shafting by the crit hit rng.
This should've been the way it was designed. Losing a ton of mojo, while trying to win 1 or 2, is ridiculous. To gain, you should have to risk. Why risk everything for so little gain. If fight for 1 mojo and lose, you should lose 1 mojo. If you fight for 20 mojo, and lose, you should lose 20 mojo. Simple as that.
so basically it is starting to look like winning at PvP is a straight up impossibility. And is the system even working at the moment? Now when the battle starts, both egos drop to 0, and the battle consists of watching excitement take a slow crawl to 100 %. I have to assume that battling bosses for event girl drops is also screwed up at the moment. Guess I'll just keep trying to level myself up, follow the storyline, and just ignore PvP, because if I decide to even attempt to do battle, then I have already lost, and all I get is a lower and lower rank in the Tower...anybody else having any similar issues?
Same problem since a few days ago about ego number dropping to 0 instantly as the battle starts. As for the pvp, it's true, pvp has become a lottery, where the odds to win change little with the stat difference, or charm/hardcore/know-how dominance. And since in most cases the rivals offered give you 2 mojo per win and -30 mojo per loss, gaining mojo consistently is very difficult.
Best thing to do is not to care anymore for ranking and play arena only for exp, gold and items.