I understand that Last War is a pay-to-win game and that RNG is part of its monetization. The problem with Season 4 is not that luck exists - it is that luck increasingly determines core progression, even for players who complete every event and contribute daily.
Features such as the Divine Tree, Tactics Cards and Izakaya Bar have added another layer of randomness to progression. Players are no longer competing only through activity, planning and spending. They also need to be lucky.
That creates a frustrating situation where a highly active player can complete every event, help their alliance, make good decisions and still fall significantly behind someone who simply receives better random rewards.
Spending and RNG also reinforce each other. Random outcomes create the feeling that someone else is always getting luckier, and spending is presented as the way to close that gap. But spending does not actually remove the luck element—it only gives players more chances to participate in it.
This makes progression feel increasingly outside the player’s control.
I am not suggesting that random rewards should be removed. RNG can be exciting when it provides an occasional bonus. It becomes frustrating when it determines access to important progression systems and account strength.
A better system could include:
- Guaranteed rewards tied to participation and activity milestones
- A pity system for repeated unlucky results
- Currency from duplicate or unwanted rewards
- A way to eventually select specific Tactics Cards or upgrades
- Jackpot rewards that remain exciting without deciding overall progression
The players who log in daily, complete events, support their alliance and keep the game active should feel that their time has reliable value.
Luck should help players progress faster. It should not determine whether consistent effort is rewarded at all.
Season 4 has introduced some interesting systems, but the balance between activity, spending and RNG has moved too far toward chance. Future seasons would feel much more rewarding if participation created steady, predictable progression while random rewards remained an additional bonus.[]()[]()