myconv i'd like to emphasize that it's just unnecessary talking sharp like that

even if you think your points might be correct, people will still be less prone to listen if you're combative with them. We're simply trying to cooperate and compare points with each other, not compete on who has a better argument.
Gaming_w_pro was clearly letting his guard down, compromised and apologized for any potential misunderstanding in post #2,177. Any further comment of his that might've further been confrontational with you was simply due to your direct response in post #2,179 that continued with the argumentative tone towards him. Obviously one won't take it in kind if you still conduct yourself towards them like that.
I have in fact agreed above that if the problem of optimization is abundant, regardless if it's on lower end or higher end PC's, then the devs should prioritize that aspect.
Now again, if you think there's something i misunderstood from you, please don't take it as a way that i disparaged your points if i argue back with a different one. My point still stands on the exploitative potential even if the credits is related to the feedback reward from giveaways. The rest afterwards were merely alternate solutions that might appeal to people who might not have necessarily as much success in winning the challenges as others do due to their difficulty and increased malus.
In terms of watering. I still stand that the watering despite its less forgiving targeting system, is still manageable to get 2 wins with practice (at least at 7-8 malus). If i am to suggest an easier alternative to it, one could replace the green square targeting system, with being able to water them anytime they are highlighted like the original way, but the area of highlight will be reduced, so that you will need to be a bit closer to them by still being a bit more precise than the original structure, but it will also be more forgiving than the current way the challenge is.
I'm not sure i fully understand the
"So you admit that the reason malus per win is higher is because of the malus reduction system" point properly so i apologize if i misinterpret it, but the idea i've implied is that the reason why malus per win is higher is due to their supply of keys running out, not because of the malus reduction system. I wouldn't mind if people who lose challenges have a more forgiving malus reduction to them, however that would simply mean the highly skilled individuals would still make use of that and still get the high number of keys like they would get in the past, while others with less success on the wins would still get 1-2 more keys. This essentially brings the system closer to the original one before they made the change, if not making it almost the same, which they specifically made it more strict because they're trying to decrease the distribution of keys so they don't run out as quick.
Best solution i can think to favor people with less success on these challenge, is to implement different genres of challenges that might not necessarily require a timing based skill to complete them. Perhaps a memory game or a puzzle based time event to the feudalife challenges. I sure am dogshit at puzzles, so it would definitely nerf me. I do believe however that the main priority from the devs at the current state is to restrict the distribution a bit more and polish the system in the future, assuming they will continue with providing more batches of keys.
Now again i think conversations like these will always be best solved and concluded if both parties don't try to create bad blood between them and they refrain from being contentious with each other, because doing that will simply span out pages of arguments without any productive discourse and without any resolution to it. What suggestions we might offer for the most part are addressed in a casual speculative brainstorming manner to maybe help the devs if they find it helpful or not.