Again, all of these rewards you guys are referencing are common to the normal crucible. IB needs to be set apart. It is an event, a different mode. So far, the only difference is that you get IB rep (only if you win) and that it's all control matches. A lot of you seem to be missing the point that, no matter how well you did as an individual, if your team loses, you get nothing new. On top of that, this is a one week event (potentially, and probably, a repeating event) during which you want to make as much progress as possible. That progress should not be hindered by random chance. I am completely fine with grinding out 5-15 rep on 7 trillion losing teams as long as I make progress. Due to the nature of the system of IB, and the understandably selfish minds of the people playing it who only want to win straight out and don't want to work for it, I can make no progress, or substantially less progress for the amount of work I put into it. Yes, this happens everyday, and life isn't fair. Especially in competitions. But hiding behind the idea of "nothing is fair" doesn't make it right, or make it good for business. The player wants to feel rewarded for his work. Maybe by scaling rep to the losing team based on performance, and giving them 2-10 rep points apiece, I don't know. As it stands, I could log in, AFK my guy in the IB playlist, and go to my job for the day, and depending on how lucky I am on team pulls, I could have ranked up by the end of the week for no in-game work whatsoever. That isn't right. Instead, I don't cheat the system, I do play for hours, and I really try. And I'm getting almost no where.
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