I also agree with the people saying that the amount of time they are open is fine and they way they shuffle works. More is better, but that is not the problem.
I don't bother playing in faction wars AT ALL after my initial dabbling. And the reason is the HOT GARBAGE that is the Vault.
Champion management is atrocious.
So, today the Skinwalker Crypt is open. Do I have a team of Skinwalkers to put together? I don't know. I can't search/sort my Vault.
And there is absolutely no way I'm going to individually pull each champion out of the vault to see what they are.
I've commented on several other threads about the Vault and how sort by name needs to be available along with Filtering options instead of just sorting.
I know one thing for absolute certainty - I WILL NOT SPEND ONE MORE CENT OF REAL MONEY IN THIS GAME UNTIL THIS ISSUE IS FIXED.
What I would like to see , is the vault and your working champion list have a serious makeover .
It archaic by design and extremely difficult to manage.
Especially now we have to hold more champs in our working list , it makes it very hard to manage farming , and the lack of information in the vault makes it very hard to locate and to select and view your champs, to find out if you need to remove them or not.
A simple solution would be to get rid of the vault altogether and increase the working list capacity accordingly , and add some filters , such as factions so when selected only that faction is viewable , filters should be also available for other categories , such as healers , attackers etc , and so on.
The main issue with the Faction Wars addition is the way progression occurs. Stage 6 is level 40 champs, Stage 7 is a level 80 boss and then we have level 130 champs in Stage 8, 140 at Stage 9 ... and we still have another 12 Stages. Add to this that the champs are all fully twinked (fully ascended, ranked, skilled, etc). Hence the stage progression is basically illogical.
I have three strong teams (all level 60, fully geared, ascended, ranked, masteries, etc.) that stuck at Stage 10, and the others are either at Stage 7, 8, or 9. Hence, I have done everything I can and have reached my capacity.
And there’s a ton of other issues, one of the main issues is drop rates are unbalanced across the entire game.
Personally my suggestion about the factions would be about the slots / champions capacity. At the end we know which team we need for each faction so more time to prepare them is not really necessary when the team are already built.
But adding & removing from vault every day is annoying. Keeping all the teams outside from the vault to manage and improve the different teams is a good way to be ready but it means 55 champions... and we don't have space enough for others and standard evolutions.
There are so many other areas of the game that need attention before entertaining the tweaks needed for FW. And here are some of the ideas I have had.
The daily rewards should be different after 60 since players no longer need xp.
The small arcane pot at 40min play time is just a joke. It should become a greater pot at 30 and become a Superior at 60.
Get rid of the arena tokens play time max reward and offer a CB key instead. Way better encouragement for high end players.
Potions should be able to be deconstructed just the same as combining.
Have a consistent daily reward for logging in every day. Every new "server day" players who have passed the 90 consecutive days should still get something... energy pack and 10 diamonds or a CB key, something to show you at Plarium appreciate our constant dedication to this game.
Arena battles should be timed and if it is a defensive battle whomever has more champs alive at the end of the time wins. If it is down to 1 vs 1 whomever has the most health left when time runs out.
I love this game but it really feels like after 60 there is no real incentive from you guys to keep logging in every day. The tournament's are a joke... the everyday player cannot come close to winning one. Before you "fix" Faction Wars your developers should really look into other areas of the game first.
Many other people have said it already, but open for one day is fine.
The reason we don't use our keys is because the difficulty scales too quickly and a few 1-2s glyphs just isn't worth the hassle.
I was expecting FW to be a reason to haul some interesting rares out of the vault, lvl them to 5/50 and then have a reasonable expectation of making some progress, with only only the last few stages needing a maxed out 6/60 team. For many players, making a 6/60 will take around a month, so as it stands, to make teams for all factions would take around 5yrs at that rate.I like that one crypt would be open for 3 days, and 2 other ones for 1 day....And have it rotate like that. The biggest issue is difficulty.
That stage where you fight arbiter with 4 starter heroes is insanely hard for many factions. Killed arbiter turn one, get aoed for 20k x 4 for 80k.
Kill other heroes first, arbiter resurrects them, attack buffs them and get aoed for 25k x 4 = 100k dmg.
You will need everything in stun gear and rely on good rng constantly or keep redoing fights. Or place a inv buff before arbiter goes, which she will reduce by 1 turn on next turn.