Developers Thoughts: Improving Alliance Wars Discussion Thread

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  • Team_SlyTeam_Sly Member Posts: 92
    All of what you are saying will just fall on deaf ears, for me my X-23 will now be useless in AW due to bleed immune, also stating that “ if players are lucky enough to get the champs then they will have an advantage over those that dont” how is that even fair. I think you have shot your self in the foot this time Kabam, what once use to be a great game is now becoming a not so great game.
  • DNA3000DNA3000 Member, Guardian Posts: 19,303 Guardian
    Team_Sly wrote: »
    All of what you are saying will just fall on deaf ears, for me my X-23 will now be useless in AW due to bleed immune, also stating that “ if players are lucky enough to get the champs then they will have an advantage over those that dont” how is that even fair. I think you have shot your self in the foot this time Kabam, what once use to be a great game is now becoming a not so great game.

    X-23 is probably one of the few winners in the global buff shuffle. Although she loses bleed she gains (I presume) her bleed immunity cruelty stacks which is probably a close to neutral swap, and in the meantime she gets the female champion heightened class advantage bonus on attack.

    This reflexive who's good who's bad snap judgments are part of what I suspect the dynamic intent is intended to stamp out.
  • sbb75sbb75 Member Posts: 208
    If Kabam wanted to keep AW fresh and Dynamic and kill us more there are much better solutions...
    How about the alliance can assign a set amount of nodes (6 per BG) specific to the Defender. Same ones used in Act.
    Give people a reason to place:
    Moon knight - Lunatic, Daredevil - Radar, Like Cage - Reborn.
    Let the alliance pick where the node goes.

    Without changing the entrie framework of AW you increase strategy. Keep it fresh changing it monthly and add Diversity to Defense without placing a sack of potatoes.

    A Global Node and bleed immune just make most of the repeat defenders better
    If you’ve at go the Bleed Immune route Then you should refund my Deep Wounds same as MD..
    Based on today’s offer you took away over $100 worth of resources when on a Sale!! Or over $200 every other day if the year
  • OKAYGangOKAYGang Member Posts: 524 ★★★
    R4GE wrote: »
    Can i get rank down tickets for this BS?

    Besides the fact that it's not what they're for, what happens next rotation? More Tickets? That's a slippery slope.

    Who are you to say what they are for? There used to be one reason for them, but Kabam changed the RDT game when they gave them away as a gift in December with no changes being made to a champ.

    There is no longer an exact reasoning behind RDT's

    I was temporarily retired and missed that give away :(
  • BigPoppaCBONEBigPoppaCBONE Member Posts: 2,383 ★★★★★
    DNA3000 wrote: »
    Team_Sly wrote: »
    All of what you are saying will just fall on deaf ears, for me my X-23 will now be useless in AW due to bleed immune, also stating that “ if players are lucky enough to get the champs then they will have an advantage over those that dont” how is that even fair. I think you have shot your self in the foot this time Kabam, what once use to be a great game is now becoming a not so great game.

    X-23 is probably one of the few winners in the global buff shuffle. Although she loses bleed she gains (I presume) her bleed immunity cruelty stacks which is probably a close to neutral swap, and in the meantime she gets the female champion heightened class advantage bonus on attack.

    This reflexive who's good who's bad snap judgments are part of what I suspect the dynamic intent is intended to stamp out.

    Someone earlier was complaining that alternative debuffers like X-23 and Elektra only work on naturally immune champs. So no cruelty or armor breaks.

    I agree with the idea that information would help change who people bring. I am in what used to be a Plat 1 alliance until the end of the season (now a home for the semi-retired due to burnout) and the information gathering to decide paths after the intro of seasons and the accompanying roster boom promoted a transition from Blade, GR and Iceman to 3 from Hyperion, Blade, Medusa, Corvus, Iceman, Rulk, etc. depending on the scouting, classes visible, and common strategic placements. Luckily we had a ton of 4-55s and at least 2 5-65s each to make that happen.
  • DNA3000DNA3000 Member, Guardian Posts: 19,303 Guardian
    sbb75 wrote: »
    If Kabam wanted to keep AW fresh and Dynamic and kill us more there are much better solutions...

    What they are doing now isn't a solution. Kabam themselves state that their goal is to allow the players to have more control over how they use global buff-like mechanics in conjunction with their defense placement, but this was just a first early step to validating the idea and to slowly introduce the concept to the players.

    Ref: "We’ll start off a little slow with Season 5. Although our intention is to allow Summoners to choose a buff that synergises well with their Defense rosters."
  • DNA3000DNA3000 Member, Guardian Posts: 19,303 Guardian
    OKAYGang wrote: »
    What Kabam has done with Red Hulk, Luke Cage, Venom and Carnage is nothing short of awesome. People are ranking and using those champs now, when previously they were just the butt of many MCOC jokes. Great job Kabam you've figured out to encourage diversity! That formula works. This "Developer's Thoughts" one just discourages most players including myself.

    When you buff old champs I want to grind and pay for more rank up materials so I can rank up more champs. When you nerf, I think why bother, they'll just nerf the good ones anyway making my efforts and money spent a waste.

    Why the sudden 180 here? You were going in the right direction, then out of nowhere this.

    They explain their position in the announcement. Although introducing new champs (and revisiting old ones) can change the strategic balance of the game, it does so extremely slowly, and not consistently either. They are attempting to change the way alliance war plays out strategically, so players perceive more strategic avenues.

    Part of the problem is that buffing old champions or introducing new champions tends to only displace previous options by superceding them, they don't add new options as often. It doesn't add counterplay if the best AW attacker gets replaced with a different best AW attacker. That's not the change that the developers are interested in. What they want is more of a rock/paper/scissors gameplay where there game encourages players to place defenses that are better against the most common attackers than just placing the strongest defense period, and force attackers to then respond to that by reconsidering who they bring on offense to respond to the actions of the players.

    Introducing new champions and buffing old ones does encourage players to either hunt for them or rank them up if they had them on the bench. But that's not the problem specified as the problem they are trying to attack with their Dev Diary. It isn't a 180 turn from their point of view.
  • ShaggyMShaggyM Member Posts: 285 ★★★
    This thread keeps getting moved off the main page. This is very important for everyone to read. They are negatively changing the most important part of the game.
  • MEKA5MEKA5 Member Posts: 344 ★★
    The tendency to discard anything not God Tier is a natural consequence of too few resources. If Kabam wants diversity, people will need more ranking materials otherwise they’ll still bring their same old proven guys that they’ve ranked to usability and fight at a slight disadvantage because that’s all they have.

    Perfectly explained.
    Also buffing the (many) bad champs will help in the long term to diversify aq/aw/quest teams naturally.

    I really hope Kabam drops this terrible idea and takes inspiration from the MANY ALTERNATIVE SOLUTIONS proposed in this forum. A lot of positive feedback and valuable ideas here.

    @Kabam Miike
  • MEKA5MEKA5 Member Posts: 344 ★★
    Mates @Werewrym @RagamugginGunner the proposed changes are untenable indeed.
    Let's keep the discussion constructive and post new ideas, no need to argue with people defending the main post ;-)

    For example, another option could be to provide, before the start of the AW season, some rank up/down material to let everybody adjust to the changing nodes.

    Let's say 3 items to rank up a 5* and 3 items to rank down a 5*
    5 items to rank up a 4* and 5 items to rank down a 4*

    Just a rough idea.
  • DestroyerDestroyer Member Posts: 130
    Kabam,

    I am sure that you will stick with your plan of implementing global nodes in AW, so I'll have to adapt. However, the lack of rank up materials will make it very hard to adjust my rotation of AW attackers and defenders, which is something you have stated as a goal: More diversity.

    "Having the right Champion, and being lucky in Crystal pulls, is much more important than we would like it to be."

    It isn't just having the right champ though, it's also being able to get them to a suitable level in order to compete in high tier wars. For reference, I have finished in P3 the last two seasons, fighting in tier 3 all of last season. I have never been below tier 4 since Seasons started.

    If you are going go forward with these global nodes AND will continue keeping the rate a player can acquire T2A and T5B at it's current level AND if you would like to see more diversity in AW, I would like to suggest the following to you for your consideration.

    1. Increase the attack timer from three minutes to five or six minutes.

    Three minutes is just not enough time in most cases for a r3 5* to be useful when every death counts. This would make an r3 5* champ much more viable as an attack option in the hands of a skilled player that takes very few hits over the course of a war.
    It would also increase the number of champs to consider bringing to r4 for attack by adding high utility/lower damage output champs to the discussion. Rogue, Dorm, GR, Beast come to mind here. In addition to increasing the timers you could also

    2. Remove the challenger rating in AW.

    Again, this would give players more incentive to bring r3 5*/r5 4* champs in on AW attack, allowing skillful players to utilize more of their rosters. It may also allow players to consider taking strictly defensive oriented 5* champs to r4 more often as they would likely have more attack options to choose from in their pool of r3 5*/r5 4* champs.

    3. Make all champs visible on the map.

    This would be a controversial change, but it would also force us to carefully consider placements knowing our opponents can prepare for their paths in advance. And by implementing this along with #1 and #2 above, it would almost certainly encourage alliances to really plan out player's paths, thereby shaking up the monotony of players typically having one assigned path because they have the champs in their roster to allow for the most success based on the most likely defenders one would see on certain nodes coupled with the nodes themselves. Have an r4/r5 Void? Welcome to path 6/7...every time.

    As an example, if AW season 5 is rolled out with the Amped Up and Bleed Immune global nodes and the above changes were also made, my r3 Rogue, Angela, Proxima, or Psylocke could come off of my bench. Those players with an r3 Void may be able to take path 6/7, allowing the player with the r4 Void to possibly take a different path using different champs. This would make things more "dynamic" from war to war as players would more than likely be taking different paths with different champs based on visible matchups.

    I think changes like this could actually make AW fun again. I welcome any input from my fellow players on the above.
  • GroundedWisdomGroundedWisdom Member Posts: 36,489 ★★★★★
    People keep calling it a nerf, but that's not at all what it is. It's a rotating Node. Nothing is changing about the Champs themselves. As for buffs, they've done a few and no doubt there's room for more. However, I think the list that people consider useless/less effective is much higher than can reasonably be reworked. There's a tendency to discard anything not God Tier. Buffs have to be calculated and done carefully, and within balance of other progress. It's not a matter of just sweeping all the old Champs.

    When the game only allows you to max out 3-5 total champs after playing for 3+ years then the players HAVE to discard non god tier champs. It's a self inflicted problem, that they have total control over.

    Kabam, and many of their blind supporters on this forum, don't seem to understand that in a game like this any change, even a small one, has a huge impact on everyone. Of course people who are in tiers that won't change can speculate on how those changes will impact players, but they won't actually know.
    Yes, the impact is you can't rely in Bleed for a Season. Given your example, if all 3-5 rely on Bleed, that's more of a tactical issue than Resources. Personally, I wouldn't put all my eggs in one basket, but that's how I Rank.
    In any case, there are many other options besides Bleed. No doubt 6*s have been acquired as well. I doubt they're all Bleed. Nor do you need to use a Max Champ. Point is, there are choices.
    The whole reaction is as if this is some type of permanent change. It's the first rotation. It's going to swap out. That's what I'm saying. The response is as if they've irreparably damaged Champs. It's a Node. One that won't stay indefinitely, and doesn't change the Champs at all. Still just as useful.
    For the record, there are quite a few other Debuffs. I don't care what Tier I'm in. I wouldn't rely on one alone. There's Incinerate, Shock, Armor Break, Degen, etc. That brings me back to my original point. People will survive. They'll just have to do something different. That's the real argument in my opinion. The same tactic can't be used indefinitely if the game mode wants to be challenging.
  • chunkybchunkyb Member, Content Creators Posts: 1,453 Content Creator
    Gonna post one of the ideas I threw at kabam bc I liked it lol. And we're allowed to share our feedback.

    Counterplay is one pillar and I really like that focus, tho I question how well global nodes achieve that. The following idea kinda takes the notion of counterplay and smushes it together w their node idea.

    Placement day- each alliance selects one single buff or debuff from a pool (options chosen by kabam, can be changed daily/weekly/per season)
    If a buff is selected, it would be applied to that team's defenders. If debuff, it is applied to the enemy attackers. Normal defender placements happens during this time as well.

    Attack day- each alliance is shown the buff/debuff selected by the enemy. They are allowed to select one more buff/debuff from the pool. In this case, if a buff is selected.. It would be applied to their attackers while a debuff would be applied to enemy defenders. Then each team can scout paths and choose attackers as normal.

    With this, you still have a traditional war... But you also have direct counterplay both in buff/debuff selections and in attacker choice. You also have higher strategies of matching your defenders to your selected phase 1 buff/debuff. It seemed like a fun twist to me.

    Admittedly, I haven't played it out far beyond the nugget of the idea as far as which buffs/debuffs should go into the pool and how they would interact/cancel each other out, etc. Seems doable without too many issues tho.
  • BlooregardeBlooregarde Member Posts: 5
    What about the issue with cheating alliances getting dropped to lower tiers and roflstomping alliances they have no business playing?

    So this is something we haven't really commented on yet, but I can say that we are aware of how this affects other Alliances, and is something we are looking at solutions to. We're not 100% sure on exactly what we're going to do at this time, but are looking to have something in place for Season 5.

    @Kabam Miike I know that the Team is currently working on how to approach this issue, and I'm sure there's tons of suggested ideas out there in order to address how to best punish an alliance caught "piloting" in order to achieve their wins. I just wanted to list some ideas I've heard out there, in hopes that this may allow the best way to address the problem to be implemented:

    I think the pillar idea is to NOT drop the alliance's war rating, but still dock their total seasons points. This tremendously hurts any alliance that Top Alliances match up with. I've seen a lot of "potentially Platinum 3" alliances end up facing someone who was punished and dropped down to their war rating, only to get demolished cause they're facing more Rank 4, Level 55, 5 Star champions against people with more expansive rosters, which then ultimately affect the alliances in the lower tiers and further affecting the final season placements.

    - Someone suggested locking them out from matchmaking entirely for the remainder of the season, and wherever their deducted season points lands them, that's what they end up receiving. - I think this is somewhat useful, however this may result in a lot of alliances disbanding and going to a "shell" alliance or another "sister" alliance in order to preserve their season rewards depending on how many wars are left in the season.

    - Someone suggested allowing them to remain at their war rating (and respective Alliance War Tier) and continue to matchmake, however any member deemed guilty of "piloting" would not be able to participate, in both defensive placements of their champions, and attacking, either for the remainder of the season or X number of wars. This punishment would remain on the player for the remainder of the season or X number of wars, regardless of what alliance they went to, to indicate the severity of their wrongdoing. In order to allow other alliances to know of this players inability to participate in war, potentially add a value indicator on their profile (maybe at the top right/left of the champion portrait) indicating a number of how many wars they are not allowed to participate in. This would allow the alliance leadership who may be unaware of the "piloting" or other wrongdoings done by a specific player and take appropriate action in rectifying the situation, rather than the alliance as a whole being deducted season points, war rating and being unable to determine the source of the issue. This would still ultimately punish the alliance as they would have to face the enemy short handed and with a limited defense, (if they choose to keep the offenders). Or have to recruit the replacements in a very short period of time and replan all the attacking/defensive plans in order to rectify the problem.

    I recognize that potentially none of these solutions may be implemented, but just wanted to share some thoughts that I had heard others discussing.
  • GroundedWisdomGroundedWisdom Member Posts: 36,489 ★★★★★
    People keep calling it a nerf, but that's not at all what it is. It's a rotating Node. Nothing is changing about the Champs themselves. As for buffs, they've done a few and no doubt there's room for more. However, I think the list that people consider useless/less effective is much higher than can reasonably be reworked. There's a tendency to discard anything not God Tier. Buffs have to be calculated and done carefully, and within balance of other progress. It's not a matter of just sweeping all the old Champs.

    When the game only allows you to max out 3-5 total champs after playing for 3+ years then the players HAVE to discard non god tier champs. It's a self inflicted problem, that they have total control over.

    Kabam, and many of their blind supporters on this forum, don't seem to understand that in a game like this any change, even a small one, has a huge impact on everyone. Of course people who are in tiers that won't change can speculate on how those changes will impact players, but they won't actually know.
    Yes, the impact is you can't rely in Bleed for a Season. Given your example, if all 3-5 rely on Bleed, that's more of a tactical issue than Resources. Personally, I wouldn't put all my eggs in one basket, but that's how I Rank.
    In any case, there are many other options besides Bleed. No doubt 6*s have been acquired as well. I doubt they're all Bleed. Nor do you need to use a Max Champ. Point is, there are choices.
    The whole reaction is as if this is some type of permanent change. It's the first rotation. It's going to swap out. That's what I'm saying. The response is as if they've irreparably damaged Champs. It's a Node. One that won't stay indefinitely, and doesn't change the Champs at all. Still just as useful.
    For the record, there are quite a few other Debuffs. I don't care what Tier I'm in. I wouldn't rely on one alone. There's Incinerate, Shock, Armor Break, Degen, etc. That brings me back to my original point. People will survive. They'll just have to do something different. That's the real argument in my opinion. The same tactic can't be used indefinitely if the game mode wants to be challenging.

    Who are your 3-5 r5 5* champs again?

    How many times will you keep responding that way before you realize it's just old. If you want to have a serious discussion, try doing it on topic and without calling people out on what they have and don't have. Unless you can point out how my Roster pertains to a Global Node.
  • GroundedWisdomGroundedWisdom Member Posts: 36,489 ★★★★★
    People keep calling it a nerf, but that's not at all what it is. It's a rotating Node. Nothing is changing about the Champs themselves. As for buffs, they've done a few and no doubt there's room for more. However, I think the list that people consider useless/less effective is much higher than can reasonably be reworked. There's a tendency to discard anything not God Tier. Buffs have to be calculated and done carefully, and within balance of other progress. It's not a matter of just sweeping all the old Champs.

    When the game only allows you to max out 3-5 total champs after playing for 3+ years then the players HAVE to discard non god tier champs. It's a self inflicted problem, that they have total control over.

    Kabam, and many of their blind supporters on this forum, don't seem to understand that in a game like this any change, even a small one, has a huge impact on everyone. Of course people who are in tiers that won't change can speculate on how those changes will impact players, but they won't actually know.
    Yes, the impact is you can't rely in Bleed for a Season. Given your example, if all 3-5 rely on Bleed, that's more of a tactical issue than Resources. Personally, I wouldn't put all my eggs in one basket, but that's how I Rank.
    In any case, there are many other options besides Bleed. No doubt 6*s have been acquired as well. I doubt they're all Bleed. Nor do you need to use a Max Champ. Point is, there are choices.
    The whole reaction is as if this is some type of permanent change. It's the first rotation. It's going to swap out. That's what I'm saying. The response is as if they've irreparably damaged Champs. It's a Node. One that won't stay indefinitely, and doesn't change the Champs at all. Still just as useful.
    For the record, there are quite a few other Debuffs. I don't care what Tier I'm in. I wouldn't rely on one alone. There's Incinerate, Shock, Armor Break, Degen, etc. That brings me back to my original point. People will survive. They'll just have to do something different. That's the real argument in my opinion. The same tactic can't be used indefinitely if the game mode wants to be challenging.

    The point is you once again don’t know what you’re talking about. Most nodes already have 5 or 6 debuffs on them already so they’re already limited by what champs are effective. Now they’ve slapped on another to make it even worse. I love the fact that low level players think that just because some people are playing at a higher level means they just go to their bag of champs and pull out the next counter and rank 5 him real quick and just keep going. For as much as you claim to know that’s not how it works. I’m a mid level player and have good champs and will probably get by fine but that’s not the point. The point is they’re setting a terrible precedent going forward and once again making it harder without touching the rewards. I’ve never played a game where it seems like it gets continuously harder and more is added but the rewards stay the same for a year. So far war has been very one sided. Every off season they change it and make it harder and we’re expected to keep paying for the same exact thing.

    Playing at that level consistently means they will have more options. That's just a fact.
  • DNA3000DNA3000 Member, Guardian Posts: 19,303 Guardian
    DNA3000 wrote: »
    OKAYGang wrote: »
    What Kabam has done with Red Hulk, Luke Cage, Venom and Carnage is nothing short of awesome. People are ranking and using those champs now, when previously they were just the butt of many MCOC jokes. Great job Kabam you've figured out to encourage diversity! That formula works. This "Developer's Thoughts" one just discourages most players including myself.

    When you buff old champs I want to grind and pay for more rank up materials so I can rank up more champs. When you nerf, I think why bother, they'll just nerf the good ones anyway making my efforts and money spent a waste.

    Why the sudden 180 here? You were going in the right direction, then out of nowhere this.

    They explain their position in the announcement. Although introducing new champs (and revisiting old ones) can change the strategic balance of the game, it does so extremely slowly, and not consistently either. They are attempting to change the way alliance war plays out strategically, so players perceive more strategic avenues.

    Part of the problem is that buffing old champions or introducing new champions tends to only displace previous options by superceding them, they don't add new options as often. It doesn't add counterplay if the best AW attacker gets replaced with a different best AW attacker. That's not the change that the developers are interested in. What they want is more of a rock/paper/scissors gameplay where there game encourages players to place defenses that are better against the most common attackers than just placing the strongest defense period, and force attackers to then respond to that by reconsidering who they bring on offense to respond to the actions of the players.

    Introducing new champions and buffing old ones does encourage players to either hunt for them or rank them up if they had them on the bench. But that's not the problem specified as the problem they are trying to attack with their Dev Diary. It isn't a 180 turn from their point of view.

    That is simply not possible in this game. With 3-5 maximum r5 chams and 85% of all champs being garbage on defense or offense, no one can or will actually adjust their teams to anything.

    They already do: they adjust to new champions being introduced. If they didn't, then @OKAYGang's notion of new and buff champs actually improving anything would be false. The problem is that the speed at which this can be done is very slow, which is a problem Kabam is aware of and considering ways to address.

  • DTMelodicMetalDTMelodicMetal Member Posts: 2,785 ★★★★★
    chunkyb wrote: »
    Gonna post one of the ideas I threw at kabam bc I liked it lol. And we're allowed to share our feedback.

    Counterplay is one pillar and I really like that focus, tho I question how well global nodes achieve that. The following idea kinda takes the notion of counterplay and smushes it together w their node idea.

    Placement day- each alliance selects one single buff or debuff from a pool (options chosen by kabam, can be changed daily/weekly/per season)
    If a buff is selected, it would be applied to that team's defenders. If debuff, it is applied to the enemy attackers. Normal defender placements happens during this time as well.

    Attack day- each alliance is shown the buff/debuff selected by the enemy. They are allowed to select one more buff/debuff from the pool. In this case, if a buff is selected.. It would be applied to their attackers while a debuff would be applied to enemy defenders. Then each team can scout paths and choose attackers as normal.

    With this, you still have a traditional war... But you also have direct counterplay both in buff/debuff selections and in attacker choice. You also have higher strategies of matching your defenders to your selected phase 1 buff/debuff. It seemed like a fun twist to me.

    Admittedly, I haven't played it out far beyond the nugget of the idea as far as which buffs/debuffs should go into the pool and how they would interact/cancel each other out, etc. Seems doable without too many issues tho.

    @chunkyb Dead on. Allowing alliances to select a single buff or debuff from options selected by Kabam would be exhilarating.
  • hatchetkillahatchetkilla Member Posts: 23
    Acanthus wrote: »
    The murdering of Blade continues
    Buff 2 - Bleed Immunity:
    - Bleed immunity affects Defenders
    - Bringing in Debuff heavy Champions will still be a viable option, but Champions that rely heavily on Bleed will not be as effective this Season.

    Can you please expand on this. A R5 killmonger on node 29 will now be impposible to beat unless you have a corvius. People would use blade because that was the only other counter. Node 29 is a problem and you are not hellping this out at all, just making it a lot more difficult

    I take it you haven't heard of Magik.

    What about Archangel

    @hatchetkilla There will be a Bleed Immune Global Node... so Archangel will awful for Season 5 of AW in general... as will champs like Gwenpool, X-23 & Domino.

    The alliance I'm in won't go past the 1 an 2 on aw,, I need get into a new one because their holding me up
This discussion has been closed.