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Re: ALLIANCE WAR SEASON 58 ANNOUNCEMENT
There’s a lot of pros to this change. 10 people will have to fight and each take a challenging fight. I love that.You made a few comments all saying stuff that doesnt make sense. You keep repeating war sucks this is good bla bla. Conclusion: you don't like alliance war as a game mode and appreciate this "thing" as a change to regular war BECAUSE this is NOT war. This is just raids. And again this is precisely why kabam is missing the mark by a lot here. Turning alliance war into alliance raids is not how you make people enjoy alliance war. This is just cancelling the game mode as a whole. And while there may be people who dont care for aw at all, there are some who play this game because aw exists. And thats how these people (me included) will feel like kabam doesnt care for us. Like we said again and again run this thing as a separate test or something. Alliances who invest time and resources into alliance war are getting royally screwed by this mess. We wanna compete and save the multiplier? We need to invest a bunch of resources into this "thing" for just the one season and then next season when we go back to normal it's all gone to waste. We wanna skip next season cause it's absolutely horrible and it kills the purpose of playing aw because its not aw? Great we may very well lose the multiplier and by season 59 we'll be greeted with tier 2 multiplier so we are screwed 2 seasons in a row!!! Awesome thinking!!! The best of the best. Why cant kabam understand that "let's give it a go" has a huge impact on alliances who actually care for aw? Alliances who dont care will think it's much better until they realize what it means to face top 10 defenders on steroids every war for 12 wars. Thats the worst aspect to this. The repetitive chore of doing same stuff all the time. People who fail to foresee this will eventually realize the issue. On top of others we already mentioned.
I assume each war fight will be similar to an eternity of pain fight. You will no longer be able to just nuke a few fights with a sp1 boost. This is a change for the better.
I also hope you will remove all the war bans with this change. Let us use whoever we deem fit as the best option to fight each specific encounter.
Lastly this is a massive plus for every officer that has to plan. Most alliances can’t even be competitive because there aren’t many people willing to donate hours of time to plan an alliance war. This is a quality of life change.
Kudos Kabam this can be an awesome change. The old war was just stale.
Therefore kabam if you want to bring back people to alliance war as a game mode you need to rethink you strategy. As long as aw will be this expensive to play and as long as decent rewards will only be for tier 1 players (who are the top 1% (?) of the community) it's always gonna make people from lower tiers give up on the mode and lose the will to make an effort. Make boosts and potion availability better and make them less expensive. You think the game mode is too complex? Create tools for officers to assist them in planning! If a person has the knowledge but no the time it takes to plan, this is the pain point that should be addressed. Make it less time consuming by assisting officers in their planning phase. And lastly, make rewards more relevant even in lower tiers. If they see it's worth the commitment and it's not as expensive and time consuming, people will be more engaged. I've read comments on this post from people who say they love the change because aw was stale and it was same nodes bla bla. These people don't even play aw!!! War map changes 2 seasons ago and I recall around 45 nodes are completely or partially new. Theres only a bunch of nodes who stayed the exact same as before. War map is all new and we loved the change. Surely there are a few pain points when it comes to certain defenders on certain nodes not having a real counter. We could address that to make things better. But overall the change was so welcome and positive. Whoever says aw is stale is people who havent been playing for long because aw had just gotten revamped with a new war map and new challenges for officers and players. When they say they like this "thing" which is basically raids it's because they dont like aw. Which brings us back to the point: do you think you will bring people back to aw by turning it into something else? You may as well just cancel the game mode and say goodbye to the players who are playing the game for that. Cause lets be real: nobody is playing the game cause they love aq, raids, arena... Dont make me even mention eq. Most of the people I've been playing with dont even bother with that. Whats left? Story mode? You get a chapter every few months. So what's left then? Bg and aw. This is whats making the game move forwards. People who want to strengthen their rosters for the challenge of competing with each others. Cancel aw and you're left with just bgs. And yeah some people love bgs a lot but some others dont. Bgs can be fun but the rng aspect to them and the little room for planning and adjusting is what makes me less engaged than with aw. If I just dont pull a counter for a champ, I'm losing a round. And that can cost me the match. Ggs. I know whats a good counter, I have it in my deck. I dont pull him. And its a loss. Ggs. Alliance war is way more fun cause first of all its a team effort. I may suck at facing a certain champ, but a teammate is really good at that. So he can take that fight and I can do something else that maybe I'm better than him for. Also the strategy aspect. You have every option in the book available, except for what is banned. The only limit is the availability in the rosters, but you've got 10 rosters at your disposal. While some of the players may not have the right champ, someone definitely will. And so on and so forth there are so many reasons why I love aw way more than bgs. I wouldnt care for the game if it was only aq and bgs, as simple as that. Everything else is just farming resources for me. To compete. Why cant kabam realize some of us actually care? And even just the one season will have repercussions for us. It will affect all of us negatively both if we compete and if we dont.

11
Re: Why people were angry at the Livestream...
This is objectively false. DNA 3000's whole 'mathier than though' attitude really falls flat when he proves he can't solve a basic word problem. Taking a logic class a long side of your math courses works wonders. For example, it can help DNA avoid making a strawman argument, and it can help you not make abductive reasoning errors. You guys making all these logical fallacies, while asserting you're good at math is pretty hilarious, but you're embarrassing yourselves... so let's get the thread back to material arguments please. Thank you.Ppl dont know maths and that word was diliberate 20% is better than 16.67% thats just mathWith only 5 heroes in the crystal, bad luck will be far more punishing and good luck will be less beneficial.I'm just going to point to this one comment as representative of my general feelings here.
Fewer champs in the crystal means bad luck gets worse and good luck also gets worse.
Why are some people angry at the stream? The fact that people are willing to assert stuff like this with confidence is a huge part of the reason why.
Re: How to Fight these Champions in Battlegrounds?
Lots of good advice in here.
Enchantress you need to learn her various prompts. It's a lot of learning but in most metas she is manageable.
Onslaught the most important thing is learn to full dex his SP1. With most champions, you can dash in before the final hit, dex it and then punish. It's a lot of practice but once you have it down he is also manageable.
Bullseye has quite a few counters now that work well in a deck (Sinister, Bishop and Onslaught all work among others like NTW). If you don't have counters or don't want to run them, best to ban.
Serpent, basically same advice as Bullseye except it's a hard requirement. You will not win rounds against him without counters. So you either need to build your deck with counters or you pretty much have to ban him.
Enchantress you need to learn her various prompts. It's a lot of learning but in most metas she is manageable.
Onslaught the most important thing is learn to full dex his SP1. With most champions, you can dash in before the final hit, dex it and then punish. It's a lot of practice but once you have it down he is also manageable.
Bullseye has quite a few counters now that work well in a deck (Sinister, Bishop and Onslaught all work among others like NTW). If you don't have counters or don't want to run them, best to ban.
Serpent, basically same advice as Bullseye except it's a hard requirement. You will not win rounds against him without counters. So you either need to build your deck with counters or you pretty much have to ban him.
Re: Has anyone watched Thunderbolts yet?
So this **** is not offtopic eh jannies?Looks like the jannies finally banned ya
Anyways stop consooming goyslops

8
DEV DIARY: Adrenaline in MCOC, New and Improved
Greetings Summoners!
Adrenaline has existed in the Contest for over seven years now (after typing this I took a break to stare out the window for a few minutes because how has it possibly been that long). It was originally announced in the post below, and has mostly lived on quietly in the background, improving the survivability of 6 and 7-star champions and allowing Summoners to clutch out fights that otherwise wouldn’t have gone their way. With the rebuild of Cyclops (Blue Team), though, we’re breaking new ground in what exactly Adrenaline means in the Contest, so we’d like to offer a refresher.
Adrenaline: What is it, and How Does it Work?
As a quick reminder, usually Adrenaline is gained as a 6 or 7-star Attacker is struck by or Blocks an incoming hit. Damage is taken as normal, but a portion of that hit damage is stored in the Health Bar as a white subsection of the larger Bar. Only hit damage is stored, so “red numbers” such as Regeneration reversal or damaging effects do not factor in. “Maximum Adrenaline” is equal to your maximum Health (or effectively your maximum Health minus 1), and you cannot store more Adrenaline than you have room for in your Health Bar, meaning you cannot have more Adrenaline than your missing Health. Additionally, any Health recovered from Regeneration or similar abilities will be subtracted from your stored Adrenaline.
Adrenaline is then converted back into Health when you deal damage to the Opponent. The amount converted is not based on the damage dealt, but instead on what level of attack you are throwing (eg; Light, Heavy, Special 3) and on your Champion’s Base Attack Rating.
Neither the initial storage of Adrenaline nor the conversion back into Health are affected by Regeneration Rate or abilities that block Healing (as it is not technically healing). Additionally, because Adrenaline is not itself Health, it cannot prevent a knockout if your Health is reduced to 0, and it does not persist into the next fight if you have any left over when a fight ends.
All of the above rules are unchanged and still apply. But going forward, we also have some new toys mechanics that may find their way to Champions in the future.
For starters, you may see Champions that increase or decrease their Combat Adrenaline, which is the familiar method of storage via hit damage. Until now, this rate (when not 0) has always been 30%, or 35% for those 7-stars whose Summoners haven’t yet changed their Stat Focus selections, but now more is possible. Note that anything that increases Combat Adrenaline will be a flat increase, meaning that increasing a 6-star’s Combat Adrenaline by +20% will cause 50% of incoming hit damage to be stored, rather than 36%. For 1 through 5-star Champions, Combat Adrenaline is 0%, but this can be increased by other effects!
We can also now grant Adrenaline in other places, which will be referred to as Ability Adrenaline. As you may have picked up on, this is very similar to the split between Combat and Ability Power Rates. On the conversion side, you may also see Champions that convert more Adrenaline with certain attacks, or in lump sums on other triggers! Lastly, to help you better process all of this more easily, we’ve changed the display of Adrenaline conversion to show up as blue numbers, rather than green, so you can better distinguish this health gain from traditional Regeneration.
To look down the road a bit, if you’re starting to worry about us interfering with the Adrenaline you’re used to, let me assure you that is not the goal here. What we want here is to be able to start building more Champions that hook into this unique and powerful resource, and to let you interact with it in ways that feel familiar from other parts of the game. For now, Cyclops dips a toe into these new waters with a pretty simple interaction in his Signature Ability, but keep an eye out for future Champions that expand on these mechanics in bewitching new ways!
Adrenaline has existed in the Contest for over seven years now (after typing this I took a break to stare out the window for a few minutes because how has it possibly been that long). It was originally announced in the post below, and has mostly lived on quietly in the background, improving the survivability of 6 and 7-star champions and allowing Summoners to clutch out fights that otherwise wouldn’t have gone their way. With the rebuild of Cyclops (Blue Team), though, we’re breaking new ground in what exactly Adrenaline means in the Contest, so we’d like to offer a refresher.
Adrenaline: What is it, and How Does it Work?
As a quick reminder, usually Adrenaline is gained as a 6 or 7-star Attacker is struck by or Blocks an incoming hit. Damage is taken as normal, but a portion of that hit damage is stored in the Health Bar as a white subsection of the larger Bar. Only hit damage is stored, so “red numbers” such as Regeneration reversal or damaging effects do not factor in. “Maximum Adrenaline” is equal to your maximum Health (or effectively your maximum Health minus 1), and you cannot store more Adrenaline than you have room for in your Health Bar, meaning you cannot have more Adrenaline than your missing Health. Additionally, any Health recovered from Regeneration or similar abilities will be subtracted from your stored Adrenaline.
Adrenaline is then converted back into Health when you deal damage to the Opponent. The amount converted is not based on the damage dealt, but instead on what level of attack you are throwing (eg; Light, Heavy, Special 3) and on your Champion’s Base Attack Rating.
Neither the initial storage of Adrenaline nor the conversion back into Health are affected by Regeneration Rate or abilities that block Healing (as it is not technically healing). Additionally, because Adrenaline is not itself Health, it cannot prevent a knockout if your Health is reduced to 0, and it does not persist into the next fight if you have any left over when a fight ends.
All of the above rules are unchanged and still apply. But going forward, we also have some new toys mechanics that may find their way to Champions in the future.
For starters, you may see Champions that increase or decrease their Combat Adrenaline, which is the familiar method of storage via hit damage. Until now, this rate (when not 0) has always been 30%, or 35% for those 7-stars whose Summoners haven’t yet changed their Stat Focus selections, but now more is possible. Note that anything that increases Combat Adrenaline will be a flat increase, meaning that increasing a 6-star’s Combat Adrenaline by +20% will cause 50% of incoming hit damage to be stored, rather than 36%. For 1 through 5-star Champions, Combat Adrenaline is 0%, but this can be increased by other effects!
We can also now grant Adrenaline in other places, which will be referred to as Ability Adrenaline. As you may have picked up on, this is very similar to the split between Combat and Ability Power Rates. On the conversion side, you may also see Champions that convert more Adrenaline with certain attacks, or in lump sums on other triggers! Lastly, to help you better process all of this more easily, we’ve changed the display of Adrenaline conversion to show up as blue numbers, rather than green, so you can better distinguish this health gain from traditional Regeneration.
To look down the road a bit, if you’re starting to worry about us interfering with the Adrenaline you’re used to, let me assure you that is not the goal here. What we want here is to be able to start building more Champions that hook into this unique and powerful resource, and to let you interact with it in ways that feel familiar from other parts of the game. For now, Cyclops dips a toe into these new waters with a pretty simple interaction in his Signature Ability, but keep an eye out for future Champions that expand on these mechanics in bewitching new ways!

28
Re: SORRYABOUTTHAT = Promocode for everyone - Twich Drops not working
Got a first time 7* Killmonger dupe. You're the best. Thanks.
SORRYABOUTTHAT = Promocode for everyone - Twich Drops not working

Thanks Kabam 🥳
Hope this thread makes easier to everyone use the promocode