Tier 3 wars are ridiculously hard
hurricant
Member Posts: 613 ★★★★
Kabam nice job on the map layout, way better than the previous map. It's nice that anyone can teleport anywhere. But these nodes in tier 3 are absolutely ridiculous. We played some tier 3 in the previous map, and were always able to clear with deaths. In this map, we skip 4 islands and still can't kill the boss because it's so difficult. The different from previous map tier 3 to this map tier 3 is like the difference from Normal EQ to Uncollected. It's absolutely bonkers. Please tone down the map. It's killing all the fun of war. It's demoralizing to barely hit 70% exploration. Every alliance we've played against in tier 3 is doing the same thing. Nobody can clear this incredibly nutso map. It's not fun. It's frustrating and annoying. The increase in rewards doesn't even begin to cover the increase in difficulty.
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Comments
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If war maps were too easy then everyone would skate through them, and it would be difficult to tell which alliance did so "better." Someone would win, but the point difference would seem too arbitrary. Conversely, if war maps were too hard then no one would get very far and again, it would be difficult to tell which alliance was better. The "perfect" difficulty is one where when two alliances that are roughly comparable in strength fight the point differential is as high as possible, so the war seems to have been won as decisively as possible. In a metaphorical sense the map is a lens that looks at the difference in strength between the two alliances. The difficulty is its focal length. Telescopes let us see the difference between two points far away. Microscopes let us see the difference between two points close together. What we want is a good pair of binoculars to see where two alliances stand.
The problem is that at the highest tiers of war most alliances are pushing so strongly to complete the maps 100% that there isn't an easy level of difficulty capable of doing that. They keep increasing difficulty because alliances keep pushing past the difficulty almost equally well, making the wars often closer than desired. The closer the war, the more likely it was determined by luck rather than skill and strategic development (i.e. roster strength, defense placement, etc).
Unfortunately Kabam hasn't found a way to make wars more decisive other than just cranking up the raw difficulty. Things like the defensive buff are intended to experiment with ways to find a less brutal way of doing that, but it is slow going.