It’s a shame that the rewards for the absolute top alliances are ridiculously insane, yeah it makes sense, as in the top and best should get the best, but everyone knows they get into tons of shifty things and just get away with it; rewarded with ridiculous amounts.
Such a shame.
Those are definitely not insane considering what it takes to finish there at all
Not to step on anyone's suggestions or feedback, but I will make a quick note on the comparison of AQ and AW. One is not supposed to better the other. They're not replacements for each other. Two totally different game modes, different Reward structures. Progress in the game comes with doing as many areas as possible and it all goes into the pool. AQ, EQ, War, Arena, Story, etc. It's moldable because people can focus on what they choose, but War is not intended to entice people away from AQ. Nor vice versa. They're both game modes that will need to be run if maximum progress is the goal. I hear the suggestions about Ranking materials. I won't dispute that if that's what people are asking for. I will point out that these are the highest level Resources we're talking about, so it will take the longest to accumulate. More so when R3 6*s come. The higher the Rank and Rarity, the longer it will take. There is always room for improvement, but overall I see progress being made simply because there is more to gain. Plus, it's cumulative over time. They will add up. I don't debate anyone's suggestions. I just wanted to point out that there isn't really supposed to be a comparison. Two different modes that have different competitive natures, and different Reward structures.
The problem with the rewards is like a lot of things the difficulty inflation vs rewards inflation does not seem to line up. The balance between the prize and the challenge should be lined up or else thing begin to feel tedious which is what is happening right now... especially with AW.
It’s a shame that the rewards for the absolute top alliances are ridiculously insane, yeah it makes sense, as in the top and best should get the best, but everyone knows they get into tons of shifty things and just get away with it; rewarded with ridiculous amounts.
Such a shame.
Those are definitely not insane considering what it takes to finish there at all
You mean tanking all off season, then beating up on weaker alliances?
It’s a shame that the rewards for the absolute top alliances are ridiculously insane, yeah it makes sense, as in the top and best should get the best, but everyone knows they get into tons of shifty things and just get away with it; rewarded with ridiculous amounts.
Such a shame.
Those are definitely not insane considering what it takes to finish there at all
You mean tanking all off season, then beating up on weaker alliances?
Ye but here’s the thing if your a gold 2 ally it’s about 10 times easier then a plat 2 war
It’s a shame that the rewards for the absolute top alliances are ridiculously insane, yeah it makes sense, as in the top and best should get the best, but everyone knows they get into tons of shifty things and just get away with it; rewarded with ridiculous amounts.
Such a shame.
Those are definitely not insane considering what it takes to finish there at all
You mean tanking all off season, then beating up on weaker alliances?
It’s a shame that the rewards for the absolute top alliances are ridiculously insane, yeah it makes sense, as in the top and best should get the best, but everyone knows they get into tons of shifty things and just get away with it; rewarded with ridiculous amounts.
Such a shame.
Those are definitely not insane considering what it takes to finish there at all
You mean tanking all off season, then beating up on weaker alliances?
We didn't face a single tanking alliance last offseason and we weren't tanking either bc people wanted to get 6* shards
Not to step on anyone's suggestions or feedback, but I will make a quick note on the comparison of AQ and AW. One is not supposed to better the other. They're not replacements for each other. Two totally different game modes, different Reward structures. Progress in the game comes with doing as many areas as possible and it all goes into the pool. AQ, EQ, War, Arena, Story, etc. It's moldable because people can focus on what they choose, but War is not intended to entice people away from AQ. Nor vice versa. They're both game modes that will need to be run if maximum progress is the goal. I hear the suggestions about Ranking materials. I won't dispute that if that's what people are asking for. I will point out that these are the highest level Resources we're talking about, so it will take the longest to accumulate. More so when R3 6*s come. The higher the Rank and Rarity, the longer it will take. There is always room for improvement, but overall I see progress being made simply because there is more to gain. Plus, it's cumulative over time. They will add up. I don't debate anyone's suggestions. I just wanted to point out that there isn't really supposed to be a comparison. Two different modes that have different competitive natures, and different Reward structures.
So let me get this straight. Two game modes, both competitive between alliances ranking, that both give rank up materials shouldn't be compared? Particularly when one is significantly more expensive with lesser rewards?
It's naive to think that because AQ and AW are different game modes that they should not be compared.
Champions are restricted to a single mode. Champs used in AW cannot be used in AQ and vice versa. Since resources are finite, you must absolutely weigh the pros and cons of your rank ups whether they will benefit AQ or AW more. Without comparing the rewards, you cannot make an informed decision on how your current resource usage will benefit you over time.
Rank up resources are only one type of resource being considered. Time, attention, and units/potions are others that can't be ignored. If players do not feel that AW rewards are worth the time and attention, then the whole war season becomes a farce where the final results are determined by everyone's minimum efforts, rather than the competitive game mode that I'm sure it was intended to be.
Not to step on anyone's suggestions or feedback, but I will make a quick note on the comparison of AQ and AW. One is not supposed to better the other. They're not replacements for each other. Two totally different game modes, different Reward structures. Progress in the game comes with doing as many areas as possible and it all goes into the pool. AQ, EQ, War, Arena, Story, etc. It's moldable because people can focus on what they choose, but War is not intended to entice people away from AQ. Nor vice versa. They're both game modes that will need to be run if maximum progress is the goal. I hear the suggestions about Ranking materials. I won't dispute that if that's what people are asking for. I will point out that these are the highest level Resources we're talking about, so it will take the longest to accumulate. More so when R3 6*s come. The higher the Rank and Rarity, the longer it will take. There is always room for improvement, but overall I see progress being made simply because there is more to gain. Plus, it's cumulative over time. They will add up. I don't debate anyone's suggestions. I just wanted to point out that there isn't really supposed to be a comparison. Two different modes that have different competitive natures, and different Reward structures.
So let me get this straight. Two game modes, both competitive between alliances ranking, that both give rank up materials shouldn't be compared? Particularly when one is significantly more expensive with lesser rewards?
Yes. One involves playing the same Maps and placing based on Points. Rewards include Glory and other Rewards like Crystals. Which allows people to purchase the Rewards they want. It's a static system that's played every week with very little variables. The other involves playing against other Alliances in a Win/Loss scenario which gives Rewards based on that, plus Points towards added Rewards for the Season. Both contribute to overall progress, but neither one is designed to replace the other. That may be what people prefer focusing on, but they're very different game modes.
Not to step on anyone's suggestions or feedback, but I will make a quick note on the comparison of AQ and AW. One is not supposed to better the other. They're not replacements for each other. Two totally different game modes, different Reward structures. Progress in the game comes with doing as many areas as possible and it all goes into the pool. AQ, EQ, War, Arena, Story, etc. It's moldable because people can focus on what they choose, but War is not intended to entice people away from AQ. Nor vice versa. They're both game modes that will need to be run if maximum progress is the goal. I hear the suggestions about Ranking materials. I won't dispute that if that's what people are asking for. I will point out that these are the highest level Resources we're talking about, so it will take the longest to accumulate. More so when R3 6*s come. The higher the Rank and Rarity, the longer it will take. There is always room for improvement, but overall I see progress being made simply because there is more to gain. Plus, it's cumulative over time. They will add up. I don't debate anyone's suggestions. I just wanted to point out that there isn't really supposed to be a comparison. Two different modes that have different competitive natures, and different Reward structures.
So let me get this straight. Two game modes, both competitive between alliances ranking, that both give rank up materials shouldn't be compared? Particularly when one is significantly more expensive with lesser rewards?
Yes. One involves playing the same Maps and placing based on Points. Rewards include Glory and other Rewards like Crystals. Which allows people to purchase the Rewards they want. It's a static system that's played every week with very little variables. The other involves playing against other Alliances in a Win/Loss scenario which gives Rewards based on that, plus Points towards added Rewards for the Season. Both contribute to overall progress, but neither one is designed to replace the other. That may be what people prefer focusing on, but they're very different game modes.
Which means that AW is the more difficult mode and yet somehow has worse rewards
Which I'm quite happy with bc I'm done with caring about AW and the worse the rewards are, the more likely my alliance will feel the same way and I don't need to find another one
Not to step on anyone's suggestions or feedback, but I will make a quick note on the comparison of AQ and AW. One is not supposed to better the other. They're not replacements for each other. Two totally different game modes, different Reward structures. Progress in the game comes with doing as many areas as possible and it all goes into the pool. AQ, EQ, War, Arena, Story, etc. It's moldable because people can focus on what they choose, but War is not intended to entice people away from AQ. Nor vice versa. They're both game modes that will need to be run if maximum progress is the goal. I hear the suggestions about Ranking materials. I won't dispute that if that's what people are asking for. I will point out that these are the highest level Resources we're talking about, so it will take the longest to accumulate. More so when R3 6*s come. The higher the Rank and Rarity, the longer it will take. There is always room for improvement, but overall I see progress being made simply because there is more to gain. Plus, it's cumulative over time. They will add up. I don't debate anyone's suggestions. I just wanted to point out that there isn't really supposed to be a comparison. Two different modes that have different competitive natures, and different Reward structures.
So let me get this straight. Two game modes, both competitive between alliances ranking, that both give rank up materials shouldn't be compared? Particularly when one is significantly more expensive with lesser rewards?
Yes. One involves playing the same Maps and placing based on Points. Rewards include Glory and other Rewards like Crystals. Which allows people to purchase the Rewards they want. It's a static system that's played every week with very little variables. The other involves playing against other Alliances in a Win/Loss scenario which gives Rewards based on that, plus Points towards added Rewards for the Season. Both contribute to overall progress, but neither one is designed to replace the other. That may be what people prefer focusing on, but they're very different game modes.
Which means that AW is the more difficult mode and yet somehow has worse rewards
Difficult is relative. Depends on where you're playing, what you're running with, what your goals are, how hard you're pushing, etc. Can't always be the best in all modes. That's where choice comes in.
Not to step on anyone's suggestions or feedback, but I will make a quick note on the comparison of AQ and AW. One is not supposed to better the other. They're not replacements for each other. Two totally different game modes, different Reward structures. Progress in the game comes with doing as many areas as possible and it all goes into the pool. AQ, EQ, War, Arena, Story, etc. It's moldable because people can focus on what they choose, but War is not intended to entice people away from AQ. Nor vice versa. They're both game modes that will need to be run if maximum progress is the goal. I hear the suggestions about Ranking materials. I won't dispute that if that's what people are asking for. I will point out that these are the highest level Resources we're talking about, so it will take the longest to accumulate. More so when R3 6*s come. The higher the Rank and Rarity, the longer it will take. There is always room for improvement, but overall I see progress being made simply because there is more to gain. Plus, it's cumulative over time. They will add up. I don't debate anyone's suggestions. I just wanted to point out that there isn't really supposed to be a comparison. Two different modes that have different competitive natures, and different Reward structures.
So let me get this straight. Two game modes, both competitive between alliances ranking, that both give rank up materials shouldn't be compared? Particularly when one is significantly more expensive with lesser rewards?
Yes. One involves playing the same Maps and placing based on Points. Rewards include Glory and other Rewards like Crystals. Which allows people to purchase the Rewards they want. It's a static system that's played every week with very little variables. The other involves playing against other Alliances in a Win/Loss scenario which gives Rewards based on that, plus Points towards added Rewards for the Season. Both contribute to overall progress, but neither one is designed to replace the other. That may be what people prefer focusing on, but they're very different game modes.
Which means that AW is the more difficult mode and yet somehow has worse rewards
Difficult is relative. Depends on where you're playing, what you're running with, what your goals are, how hard you're pushing, etc. Can't always be the best in all modes. That's where choice comes in.
Not to step on anyone's suggestions or feedback, but I will make a quick note on the comparison of AQ and AW. One is not supposed to better the other. They're not replacements for each other. Two totally different game modes, different Reward structures. Progress in the game comes with doing as many areas as possible and it all goes into the pool. AQ, EQ, War, Arena, Story, etc. It's moldable because people can focus on what they choose, but War is not intended to entice people away from AQ. Nor vice versa. They're both game modes that will need to be run if maximum progress is the goal. I hear the suggestions about Ranking materials. I won't dispute that if that's what people are asking for. I will point out that these are the highest level Resources we're talking about, so it will take the longest to accumulate. More so when R3 6*s come. The higher the Rank and Rarity, the longer it will take. There is always room for improvement, but overall I see progress being made simply because there is more to gain. Plus, it's cumulative over time. They will add up. I don't debate anyone's suggestions. I just wanted to point out that there isn't really supposed to be a comparison. Two different modes that have different competitive natures, and different Reward structures.
So let me get this straight. Two game modes, both competitive between alliances ranking, that both give rank up materials shouldn't be compared? Particularly when one is significantly more expensive with lesser rewards?
Yes. One involves playing the same Maps and placing based on Points. Rewards include Glory and other Rewards like Crystals. Which allows people to purchase the Rewards they want. It's a static system that's played every week with very little variables. The other involves playing against other Alliances in a Win/Loss scenario which gives Rewards based on that, plus Points towards added Rewards for the Season. Both contribute to overall progress, but neither one is designed to replace the other. That may be what people prefer focusing on, but they're very different game modes.
Which means that AW is the more difficult mode and yet somehow has worse rewards
Difficult is relative. Depends on where you're playing, what you're running with, what your goals are, how hard you're pushing, etc. Can't always be the best in all modes. That's where choice comes in.
Top tier AQ is MUCH easier than top tier AW.
So that would mean the choice is to focus on AQ and let the cards fall where they do in War.
Not to step on anyone's suggestions or feedback, but I will make a quick note on the comparison of AQ and AW. One is not supposed to better the other. They're not replacements for each other. Two totally different game modes, different Reward structures. Progress in the game comes with doing as many areas as possible and it all goes into the pool. AQ, EQ, War, Arena, Story, etc. It's moldable because people can focus on what they choose, but War is not intended to entice people away from AQ. Nor vice versa. They're both game modes that will need to be run if maximum progress is the goal. I hear the suggestions about Ranking materials. I won't dispute that if that's what people are asking for. I will point out that these are the highest level Resources we're talking about, so it will take the longest to accumulate. More so when R3 6*s come. The higher the Rank and Rarity, the longer it will take. There is always room for improvement, but overall I see progress being made simply because there is more to gain. Plus, it's cumulative over time. They will add up. I don't debate anyone's suggestions. I just wanted to point out that there isn't really supposed to be a comparison. Two different modes that have different competitive natures, and different Reward structures.
So let me get this straight. Two game modes, both competitive between alliances ranking, that both give rank up materials shouldn't be compared? Particularly when one is significantly more expensive with lesser rewards?
Yes. One involves playing the same Maps and placing based on Points. Rewards include Glory and other Rewards like Crystals. Which allows people to purchase the Rewards they want. It's a static system that's played every week with very little variables. The other involves playing against other Alliances in a Win/Loss scenario which gives Rewards based on that, plus Points towards added Rewards for the Season. Both contribute to overall progress, but neither one is designed to replace the other. That may be what people prefer focusing on, but they're very different game modes.
Which means that AW is the more difficult mode and yet somehow has worse rewards
Difficult is relative. Depends on where you're playing, what you're running with, what your goals are, how hard you're pushing, etc. Can't always be the best in all modes. That's where choice comes in.
Top tier AQ is MUCH easier than top tier AW.
So that would mean the choice is to focus on AQ and let the cards fall where they do in War.
So you just proved the point an aspect of the game shouldn’t be let fall behind
Not to step on anyone's suggestions or feedback, but I will make a quick note on the comparison of AQ and AW. One is not supposed to better the other. They're not replacements for each other. Two totally different game modes, different Reward structures. Progress in the game comes with doing as many areas as possible and it all goes into the pool. AQ, EQ, War, Arena, Story, etc. It's moldable because people can focus on what they choose, but War is not intended to entice people away from AQ. Nor vice versa. They're both game modes that will need to be run if maximum progress is the goal. I hear the suggestions about Ranking materials. I won't dispute that if that's what people are asking for. I will point out that these are the highest level Resources we're talking about, so it will take the longest to accumulate. More so when R3 6*s come. The higher the Rank and Rarity, the longer it will take. There is always room for improvement, but overall I see progress being made simply because there is more to gain. Plus, it's cumulative over time. They will add up. I don't debate anyone's suggestions. I just wanted to point out that there isn't really supposed to be a comparison. Two different modes that have different competitive natures, and different Reward structures.
So let me get this straight. Two game modes, both competitive between alliances ranking, that both give rank up materials shouldn't be compared? Particularly when one is significantly more expensive with lesser rewards?
Yes. One involves playing the same Maps and placing based on Points. Rewards include Glory and other Rewards like Crystals. Which allows people to purchase the Rewards they want. It's a static system that's played every week with very little variables. The other involves playing against other Alliances in a Win/Loss scenario which gives Rewards based on that, plus Points towards added Rewards for the Season. Both contribute to overall progress, but neither one is designed to replace the other. That may be what people prefer focusing on, but they're very different game modes.
Which means that AW is the more difficult mode and yet somehow has worse rewards
Difficult is relative. Depends on where you're playing, what you're running with, what your goals are, how hard you're pushing, etc. Can't always be the best in all modes. That's where choice comes in.
Top tier AQ is MUCH easier than top tier AW.
So that would mean the choice is to focus on AQ and let the cards fall where they do in War.
So you just proved the point an aspect of the game shouldn’t be let fall behind
No. I proved the point that people choose how hard they go in what game mode.
Most of these changes are great. However, war season crystals' vast range of RNG rewards has been one of the biggest complaints about AW Seasons. Instead of decreasing their range, you guys buffed them to master tier war modding level. Forum mods won't have a shortage of posts to go over once the updated rewards go live.
Can you guys find a way to filter out inactive alliances when it comes to tiers ? Maybe even drop alliances down 3-4 tiers if they didn’t participate in the previous season. When tiers are based on rating and go by percentage, if 25% of alliances in tier 1-5 are inactive or dead it drops active alliances down a few tiers making them lose a good multiplier.
By dropping tiers for alliances who shell each season this would put an end to that and also put alliances where they actually stand in relation to other active alliances. It is really obvious when you fight a war and look at your opponent who shows gold 1 season 8 when we are in season 10. The integrity of the competition is at stake and should be the main focus.
Tanking and shelling need to be stopped, as it’s an obvious loophole exploit. I’m not against running off seasons at a relaxed pace, just against the blatant tanking and shelling going on.
Not to step on anyone's suggestions or feedback, but I will make a quick note on the comparison of AQ and AW. One is not supposed to better the other. They're not replacements for each other. Two totally different game modes, different Reward structures. Progress in the game comes with doing as many areas as possible and it all goes into the pool. AQ, EQ, War, Arena, Story, etc. It's moldable because people can focus on what they choose, but War is not intended to entice people away from AQ. Nor vice versa. They're both game modes that will need to be run if maximum progress is the goal. I hear the suggestions about Ranking materials. I won't dispute that if that's what people are asking for. I will point out that these are the highest level Resources we're talking about, so it will take the longest to accumulate. More so when R3 6*s come. The higher the Rank and Rarity, the longer it will take. There is always room for improvement, but overall I see progress being made simply because there is more to gain. Plus, it's cumulative over time. They will add up. I don't debate anyone's suggestions. I just wanted to point out that there isn't really supposed to be a comparison. Two different modes that have different competitive natures, and different Reward structures.
So let me get this straight. Two game modes, both competitive between alliances ranking, that both give rank up materials shouldn't be compared? Particularly when one is significantly more expensive with lesser rewards?
Yes. One involves playing the same Maps and placing based on Points. Rewards include Glory and other Rewards like Crystals. Which allows people to purchase the Rewards they want. It's a static system that's played every week with very little variables. The other involves playing against other Alliances in a Win/Loss scenario which gives Rewards based on that, plus Points towards added Rewards for the Season. Both contribute to overall progress, but neither one is designed to replace the other. That may be what people prefer focusing on, but they're very different game modes.
Which means that AW is the more difficult mode and yet somehow has worse rewards
Difficult is relative. Depends on where you're playing, what you're running with, what your goals are, how hard you're pushing, etc. Can't always be the best in all modes. That's where choice comes in.
Top tier AQ is MUCH easier than top tier AW.
So that would mean the choice is to focus on AQ and let the cards fall where they do in War.
So you just proved the point an aspect of the game shouldn’t be let fall behind
No. I proved the point that people choose how hard they go in what game mode.
It’s a shame that even when you present facts and logic people still dismiss what you say. I agree the two are different game modes and shouldn’t be comparable in terms of rewards. If an alliance wants to lessen their spending and/or frustration then they should find the appropriate balance between the game modes. If they insist with being in the top tier in every game mode they have to know that comes at a cost. It’s not up to kabam to balance a players gaming experience. It’s called personal responsibility
What level of rewards would be satisfactory for those saying they aren't better? Lots of negative remarks but zero suggestions besides the victory/defeat crystal.
Considering the cost and difficulty, they should be better then a month of AQ, which they aren't.
We're very interested in hearing more about this, but could use some more information. In a month of AQ, what are you running? Is it 5x7 every series? Additonally, those don't include any 5 or 6-Star Shards, but is that something you are interested in or is that not something you worry about?
I run 7*5 top 20. For a month of AQ I get: From Rank rewards: 20k t5b 100k t2a 11200 glory
From daily map rewards I get: 18000 t5b 18000 t2a 15 map 7 crystals
From Peak Milestones I get: 28 map 7 crystals 64 map 6 crystals 13600 glory
From Glory I get: 108800 t5b
In total that equals: 48800 t5b 118000 t2a 43 7 crystals 64 map 6 crystals
Pretty sure that's correct. Add the t2a and t5b from the crystals and AQ is by far the better mode of game play.
And crystal shards aren't really worth that much. 90% of the champs are worthless to me and i can sleep walk to top 10% in the featured 5* arena so that doesn't really do it for me either.
And AW rewards are only available every 6 weeks further stretching the difference.
Wether AQ and AW can be compared is probably irrelevant, the design and reward structure of all different modes in game should be set up so that alliances push has hard as they can to get as close to the top as possible.
AQ achieves this, my alliance moved from a 5x5, 7800 prestige alliance ranking top 350 to a 6x5, 9000 prestige ranking top 160 because it was deemed worth the effort.
Any mode that has alliances comparing effort with rewards misses the mark in my opinion.
If the argument is that the stress and the work is too much, that's a matter of scaling back on a personal basis. The structures are set up so that no matter how hard someone pushes, they receive Rewards. The comparison comes from people choosing not to bother as much with War as AQ. Which is entirely fine if that's how they feel. What isn't part of the goals of War is to buy them back. People can choose to focus on what they feel is best for them. As Wakandas mentioned, if you want to push for top in both modes, stress is a part of it.
And lastly after all the complaints about RNG based rewards since the endgame update, I’m shocked kabam thinks stretching the difference between top and bottom rewards in the season crystals is a good idea.
Not to step on anyone's suggestions or feedback, but I will make a quick note on the comparison of AQ and AW. One is not supposed to better the other. They're not replacements for each other. Two totally different game modes, different Reward structures. Progress in the game comes with doing as many areas as possible and it all goes into the pool. AQ, EQ, War, Arena, Story, etc. It's moldable because people can focus on what they choose, but War is not intended to entice people away from AQ. Nor vice versa. They're both game modes that will need to be run if maximum progress is the goal. I hear the suggestions about Ranking materials. I won't dispute that if that's what people are asking for. I will point out that these are the highest level Resources we're talking about, so it will take the longest to accumulate. More so when R3 6*s come. The higher the Rank and Rarity, the longer it will take. There is always room for improvement, but overall I see progress being made simply because there is more to gain. Plus, it's cumulative over time. They will add up. I don't debate anyone's suggestions. I just wanted to point out that there isn't really supposed to be a comparison. Two different modes that have different competitive natures, and different Reward structures.
So let me get this straight. Two game modes, both competitive between alliances ranking, that both give rank up materials shouldn't be compared? Particularly when one is significantly more expensive with lesser rewards?
Yes. One involves playing the same Maps and placing based on Points. Rewards include Glory and other Rewards like Crystals. Which allows people to purchase the Rewards they want. It's a static system that's played every week with very little variables. The other involves playing against other Alliances in a Win/Loss scenario which gives Rewards based on that, plus Points towards added Rewards for the Season. Both contribute to overall progress, but neither one is designed to replace the other. That may be what people prefer focusing on, but they're very different game modes.
Which means that AW is the more difficult mode and yet somehow has worse rewards
Difficult is relative. Depends on where you're playing, what you're running with, what your goals are, how hard you're pushing, etc. Can't always be the best in all modes. That's where choice comes in.
Top tier AQ is MUCH easier than top tier AW.
So that would mean the choice is to focus on AQ and let the cards fall where they do in War.
I’m going to go out on a limb here and suggest that @Worknprogress isn’t looking for game advice—and if he is, it’s likely going to be from players who have played at the highest levels. I don’t want to discourage dialogue, but it’s probably prudent to assume different level players have very different experiences. I wouldn’t deign to lecture top tier AW or AQ alliances on the game.
Not to step on anyone's suggestions or feedback, but I will make a quick note on the comparison of AQ and AW. One is not supposed to better the other. They're not replacements for each other. Two totally different game modes, different Reward structures. Progress in the game comes with doing as many areas as possible and it all goes into the pool. AQ, EQ, War, Arena, Story, etc. It's moldable because people can focus on what they choose, but War is not intended to entice people away from AQ. Nor vice versa. They're both game modes that will need to be run if maximum progress is the goal. I hear the suggestions about Ranking materials. I won't dispute that if that's what people are asking for. I will point out that these are the highest level Resources we're talking about, so it will take the longest to accumulate. More so when R3 6*s come. The higher the Rank and Rarity, the longer it will take. There is always room for improvement, but overall I see progress being made simply because there is more to gain. Plus, it's cumulative over time. They will add up. I don't debate anyone's suggestions. I just wanted to point out that there isn't really supposed to be a comparison. Two different modes that have different competitive natures, and different Reward structures.
So let me get this straight. Two game modes, both competitive between alliances ranking, that both give rank up materials shouldn't be compared? Particularly when one is significantly more expensive with lesser rewards?
Yes. One involves playing the same Maps and placing based on Points. Rewards include Glory and other Rewards like Crystals. Which allows people to purchase the Rewards they want. It's a static system that's played every week with very little variables. The other involves playing against other Alliances in a Win/Loss scenario which gives Rewards based on that, plus Points towards added Rewards for the Season. Both contribute to overall progress, but neither one is designed to replace the other. That may be what people prefer focusing on, but they're very different game modes.
Which means that AW is the more difficult mode and yet somehow has worse rewards
Difficult is relative. Depends on where you're playing, what you're running with, what your goals are, how hard you're pushing, etc. Can't always be the best in all modes. That's where choice comes in.
Top tier AQ is MUCH easier than top tier AW.
So that would mean the choice is to focus on AQ and let the cards fall where they do in War.
I’m going to go out on a limb here and suggest that @Worknprogress isn’t looking for game advice—and if he is, it’s likely going to be from players who have played at the highest levels. I don’t want to discourage dialogue, but it’s probably prudent to assume different level players have very different experiences. I wouldn’t deign to lecture top tier AW or AQ alliances on the game.
Dr. Zola
That wasn't advice. It was a breakdown of how choice factors in within that situation.
Comments
Champions are restricted to a single mode. Champs used in AW cannot be used in AQ and vice versa. Since resources are finite, you must absolutely weigh the pros and cons of your rank ups whether they will benefit AQ or AW more. Without comparing the rewards, you cannot make an informed decision on how your current resource usage will benefit you over time.
Rank up resources are only one type of resource being considered. Time, attention, and units/potions are others that can't be ignored. If players do not feel that AW rewards are worth the time and attention, then the whole war season becomes a farce where the final results are determined by everyone's minimum efforts, rather than the competitive game mode that I'm sure it was intended to be.
The other involves playing against other Alliances in a Win/Loss scenario which gives Rewards based on that, plus Points towards added Rewards for the Season.
Both contribute to overall progress, but neither one is designed to replace the other. That may be what people prefer focusing on, but they're very different game modes.
By dropping tiers for alliances who shell each season this would put an end to that and also put alliances where they actually stand in relation to other active alliances. It is really obvious when you fight a war and look at your opponent who shows gold 1 season 8 when we are in season 10. The integrity of the competition is at stake and should be the main focus.
Tanking and shelling need to be stopped, as it’s an obvious loophole exploit. I’m not against running off seasons at a relaxed pace, just against the blatant tanking and shelling going on.
AQ achieves this, my alliance moved from a 5x5, 7800 prestige alliance ranking top 350 to a 6x5, 9000 prestige ranking top 160 because it was deemed worth the effort.
Any mode that has alliances comparing effort with rewards misses the mark in my opinion.
Dr. Zola