15.0 Alliance Wars Update Discussion Thread

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  • NevvBNevvB Member Posts: 287 ★★★
    5 pages and not a single reply from any moderator. The last reply was about deleting a thread because there is already a war discussion going on. What's the point of these threads if you don't bother to read through the replies?
    If we create another thread you close it down but if we post here none of the questions get answered.
    Hmmmmm....
  • Kabam MiikeKabam Miike Moderator Posts: 8,269
    SubTypical wrote: »
    It's clear that this thread is now just being ignored by mods, but could we please get confirmation that the next AQ is getting moved up? That the dates listed weren't a typo?

    They were a typo. There is an in game message going out right now with the correct dates.
  • SubTypicalSubTypical Member Posts: 64
    Thank you. Now, any news on what happens with the detect mastery skills since they'll be deemed useless once 15.0 hits?
  • phillgreenphillgreen Member Posts: 3,972 ★★★★★
    I have only skimmed this thread but it sounds like surviving and choosing the right attackers is no longer a required skill and the weaker members of my alliance can just brute force their way through the map.

    By brute force I mean die and revive a lot.
  • wray1976wray1976 Member Posts: 459 ★★
    None if the mods actually play or they would understand things much better.
  • vikky89vikky89 Member Posts: 80
    phillgreen wrote: »
    I have only skimmed this thread but it sounds like surviving and choosing the right attackers is no longer a required skill and the weaker members of my alliance can just brute force their way through the map.

    By brute force I mean die and revive a lot.

    True no skill required anymore. Just revive/heal or regen-pause -timeout .
  • UnsaferBinkie7UnsaferBinkie7 Member Posts: 658 ★★
    Kabam, how are you going to keep bringing in new "content" with the amounts of bugs/issues in game right now? Instead of worrying about fixing bugs, you go ahead and make aw even more boring than it already is. You take thorns(slashed tires isn't even use much anymore, so whatever.) and now people with usually garbage r4 5* champs that were on thorns are going to want rank down tickets. Instead of actually fixing the problem with how Alliance WAR AND ITS MATCHMAKING WORK, you decide to bring up a new aw with your goals. We don't get to know, we just repeat what's already said in the forums and it won't matter to you people unless another boycott thing happens. Defender kills being taken away? So..... our defense means nothing? What're you turning alliance war into alliance quest vs alliance quest?!? Lol. Every update we get a new bug and that's the norm around here, why don't u focus on that first?
  • Jon8299Jon8299 Member Posts: 1,067 ★★★
    Kabam, how are you going to keep bringing in new "content" with the amounts of bugs/issues in game right now? Instead of worrying about fixing bugs, you go ahead and make aw even more boring than it already is. You take thorns(slashed tires isn't even use much anymore, so whatever.) and now people with usually garbage r4 5* champs that were on thorns are going to want rank down tickets. Instead of actually fixing the problem with how Alliance WAR AND ITS MATCHMAKING WORK, you decide to bring up a new aw with your goals. We don't get to know, we just repeat what's already said in the forums and it won't matter to you people unless another boycott thing happens. Defender kills being taken away? So..... our defense means nothing? What're you turning alliance war into alliance quest vs alliance quest?!? Lol. Every update we get a new bug and that's the norm around here, why don't u focus on that first?

    Because they have a wall full of candy and 14 dogs hanging around. I hear some of the dogs work part-time.
  • DNA3000DNA3000 Member, Guardian Posts: 19,387 Guardian
    Snarf81 wrote: »
    Hi...Please forgive me is someone already had this suggestion but I think there might be something that deals with most of the criticism of removing defender kills while still enabling the desire by the developers to encourage people to use all their healthy heroes.

    What if each player gets 3 deaths or timeouts without any penalty, and deaths or timeouts after 3 give points to the opponents?

    This would allow users to attack and die with their heroes and thus fulfill the developers' stated intent, while limiting people from infinitely healing their Iron men with timeouts or using 15 team revives per game.

    Thoughts?

    I suggested a similar, but not identical idea here: https://forums.playcontestofchampions.com/en/discussion/comment/104329#Comment_104329

    The difference is mainly that instead of penalizing dying, the idea is to penalize reviving. So there's never a penalty for using any champs you have, which was the problem Kabam Miike stated was the problem being addressed by the change. But it is similar to the idea you're expressing here.
  • FlushFlush Member Posts: 117
    Since this new aw update is comen I think some rank down tickets should be issued after last 12 update we changed our roster suit changes cuz yous nerf champions and mechanics of game now champions I rank up based on aw defence and attack teams now probly be useless as set up is changen I only ever took black widow r5 for thorns sure thats goin now with slashed tyres also I r5 others we should be able change our roster game has been riddle with bugs week after week since 12 update
  • vikky89vikky89 Member Posts: 80
    DNA3000 wrote: »
    Snarf81 wrote: »
    Hi...Please forgive me is someone already had this suggestion but I think there might be something that deals with most of the criticism of removing defender kills while still enabling the desire by the developers to encourage people to use all their healthy heroes.

    What if each player gets 3 deaths or timeouts without any penalty, and deaths or timeouts after 3 give points to the opponents?

    This would allow users to attack and die with their heroes and thus fulfill the developers' stated intent, while limiting people from infinitely healing their Iron men with timeouts or using 15 team revives per game.

    Thoughts?

    I suggested a similar, but not identical idea here: https://forums.playcontestofchampions.com/en/discussion/comment/104329#Comment_104329

    The difference is mainly that instead of penalizing dying, the idea is to penalize reviving. So there's never a penalty for using any champs you have, which was the problem Kabam Miike stated was the problem being addressed by the change. But it is similar to the idea you're expressing here.

    But penalizing revives doesnt stop from exploiting regen champs. regen-pause-timeout-repeat. They dont have to revive can just do unlimited tries. Even with regular champs can just timeout-heal. No revives needed so no defender kills. How do you address that. Current defender kill system works just fine with timeouts regarded as KO
  • DD2DD2 Member Posts: 309 ★★★
    Defender kills being taken away? So..... our defense means nothing? What're you turning alliance war into alliance quest vs alliance quest?!?

    Bidding Wars. Auction Wars. PIck one.
  • Armaganon00Armaganon00 Member Posts: 741 ★★
    I think AW could work and be better, if we got to use 5 attackers, and more defenders.
  • The_Savage_AncientThe_Savage_Ancient Member Posts: 134
    Taking out defender kills is a bad move for the community. Many wars have been decided on defender kills and it was a crucial element in Alliance War strategy.

    Now it appears that it's turning to 'who has the largest revs + pots' wins.
  • guess_who_09guess_who_09 Member Posts: 3
    So this update sounds like hot garbage, but regardless this is directed to the guy that doesn't understand the AW timer update. The 90 to 60 minute update is in fact equivalent to the 1.5x increase in map size (if that even actually ends up correlating to energy use, cuz you know, portals). Why don't you pull up your mobile calculator and punch in a few numbers. 90 / 1.5 = I'm guessing you know what I'm getting at.

    You gave an example, so will I. Your lane currently covers 10 nodes, empty or not. Say you start from 0 energy. That would take you 15 hours to cover. Now we move to a map that's 1.5x the size. That means your lane will end up being 15 nodes, and if you start from 0 energy how long would that take with 60 min timer? You got it! 15 hours!

    But again, portals. Tricky things.
  • Speeds80Speeds80 Member Posts: 2,013 ★★★★
    The timeout issue needs to be addressed, with say a voodoo or iron man, people can. NOw just slow play if they are losing, timeout and heal the next fight, no penalty, this makes no sense and will be heavily exploited
  • vikky89vikky89 Member Posts: 80
    INTEGRAL wrote: »
    Speeds80 wrote: »
    The timeout issue needs to be addressed, with say a voodoo or iron man, people can. NOw just slow play if they are losing, timeout and heal the next fight, no penalty, this makes no sense and will be heavily exploited

    Yeah people should be banned?

    Just leave defender kills as it is. That should minimize exploiting this method.
  • waynegcorewaynegcore Member Posts: 93
    GREAT! 5 minis with the same 3 attackers on a much bigger map, means more revives needed! No defender kill points! BIG SPENDERS WIN EVERY WAR!!! FUNNN!!!!!

    Bigger map doesn't mean that you'll be having more fights. There will be just as many Defenders as there were before.

    ok, just as many defenders. But defender kills, in combo with 5 mini bosses means $$ wins every war. No more skill. Good job killing wars.

    The amount of items that any user can use remains the same, so every Alliance Member can still only Revive/Heal 15 times. This hasn't changed. Additionally, 5 Minibosses doesn't mean that any one person will be taking on more than 1.

    The goal with the removal of Defender kills wasn't to increase the use of Potions or Revives, but to relieve the feeling of defeat that comes with taking one shot at a defender, losing, and feeling that you're now helping the other Alliance, so you stop playing, even though you have 2 perfectly good attackers still there.

    I am not sure what some of you are complaining about, this completely makes sense to me.

    The main goal of AW should be to kill the Boss and clear the group, not having to worry about giving the other team points for trying to achieve that goal is a good change I think. Also bringing down the points for exploration also makes sense to me, because again the main goal of AW should be to clear the group.

    One question I do have @Kabam Miike is I saw earlier that you said the team was discussing about the Detect Masteries some of us invested a lot of resources into, which are somewhat useless now.

    A suggestion that may make players happy is to refund us the loyalty equivalent spent getting those masteries, this gives us a good start to AW as we will have loyalty to test out the new AW Boosts.

    Looking forward to the new AW, the changes sounds good so far.

  • FlushFlush Member Posts: 117
    We need Rank down tickets so can redo our defence and attack teams as currently ones usen now are based for this aw set up
  • FlushFlush Member Posts: 117
    We need Rank down tickets so can redo our defence and attack teams as currently ones usen now are based for this aw set up
  • ImmortalImmortal Member Posts: 323 ★★
    A suggestion that may make players happy is to refund us the loyalty equivalent spent getting those masteries, this gives us a good start to AW as we will have loyalty to test out the new AW Boosts.

    Nice suggestion! I would accept that
  • VoluntarisVoluntaris Member Posts: 1,198 ★★★
    waynegcore wrote: »
    GREAT! 5 minis with the same 3 attackers on a much bigger map, means more revives needed! No defender kill points! BIG SPENDERS WIN EVERY WAR!!! FUNNN!!!!!

    Bigger map doesn't mean that you'll be having more fights. There will be just as many Defenders as there were before.

    ok, just as many defenders. But defender kills, in combo with 5 mini bosses means $$ wins every war. No more skill. Good job killing wars.

    The amount of items that any user can use remains the same, so every Alliance Member can still only Revive/Heal 15 times. This hasn't changed. Additionally, 5 Minibosses doesn't mean that any one person will be taking on more than 1.

    The goal with the removal of Defender kills wasn't to increase the use of Potions or Revives, but to relieve the feeling of defeat that comes with taking one shot at a defender, losing, and feeling that you're now helping the other Alliance, so you stop playing, even though you have 2 perfectly good attackers still there.

    I am not sure what some of you are complaining about, this completely makes sense to me.

    The main goal of AW should be to kill the Boss and clear the group, not having to worry about giving the other team points for trying to achieve that goal is a good change I think. Also bringing down the points for exploration also makes sense to me, because again the main goal of AW should be to clear the group.

    While the goal of clearing and killing bosses is the goal, in many Tier 1 AW wars I've been a part of, both alliances fully 100% clear the maps/kill the bosses. In those cases, whichever alliance is more SKILLFUL by not dying as much wins based on defender kills.

    New system would remove this SKILL factor, instead leaving it up to "muh diversity" of defenders, while also allowing people to spend wild without any negative consequences.

    Removing defender kill points is an awful change that's going to result in much more boring/much less competitive alliance war.
  • MightylibraMightylibra Member Posts: 185
    waynegcore wrote: »
    GREAT! 5 minis with the same 3 attackers on a much bigger map, means more revives needed! No defender kill points! BIG SPENDERS WIN EVERY WAR!!! FUNNN!!!!!

    Bigger map doesn't mean that you'll be having more fights. There will be just as many Defenders as there were before.

    ok, just as many defenders. But defender kills, in combo with 5 mini bosses means $$ wins every war. No more skill. Good job killing wars.

    The amount of items that any user can use remains the same, so every Alliance Member can still only Revive/Heal 15 times. This hasn't changed. Additionally, 5 Minibosses doesn't mean that any one person will be taking on more than 1.

    The goal with the removal of Defender kills wasn't to increase the use of Potions or Revives, but to relieve the feeling of defeat that comes with taking one shot at a defender, losing, and feeling that you're now helping the other Alliance, so you stop playing, even though you have 2 perfectly good attackers still there.

    I am not sure what some of you are complaining about, this completely makes sense to me.

    The main goal of AW should be to kill the Boss and clear the group, not having to worry about giving the other team points for trying to achieve that goal is a good change I think. Also bringing down the points for exploration also makes sense to me, because again the main goal of AW should be to clear the group.

    One question I do have @Kabam Miike is I saw earlier that you said the team was discussing about the Detect Masteries some of us invested a lot of resources into, which are somewhat useless now.

    A suggestion that may make players happy is to refund us the loyalty equivalent spent getting those masteries, this gives us a good start to AW as we will have loyalty to test out the new AW Boosts.

    Looking forward to the new AW, the changes sounds good so far.

    The main goal of Aw is to win the war. Plain and simple. Just like football, you win the match by scoring one goal while conceding none. On the contrary, even you score 10 goals but concede 11, you lose. The removal of defender killing points clearly undermines the defense, which is as big a part of Aw as the attack.

    Ofc, everone is entitled to their opinions but you are obviously the minority here.
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  • Jh_DezJh_Dez Member Posts: 1,307 ★★★
    What about compensation for those that invested in scouter lens? @Kabam Miike
  • LCv2LCv2 Member Posts: 18
    How did you update wars and not build into it a selectable option for level of wars? Specifically... 3☆ and below wars?,
    4☆ & below?,
    5☆ & below?

    Really? I thought you wanted the game to be fun and simultaneously have competitive levels not super-ultra-competitive at every single level.
  • BillgetaBillgeta Member Posts: 32
    edited August 2017
    Man you guys are bickering about moot points, we need more outrage on the playing inconsistency of the game. Playing in aw, aq, arenas, and story mode are so vastly diffrent i feel like im playing a diffrent game.
  • AmonthirAmonthir Member Posts: 754 ★★★
    This thread is for the Alliance War change, not bugs and gameplay issues, that may be why we bicker about those 'moot points'. They are aware their game is... unreliable... at times, but it's not only a different team that would deal with that, but it's also a heckuva lot more difficult to figure out.
  • Snarf81Snarf81 Member Posts: 4
    DNA3000 wrote: »
    Snarf81 wrote: »
    Hi...Please forgive me is someone already had this suggestion but I think there might be something that deals with most of the criticism of removing defender kills while still enabling the desire by the developers to encourage people to use all their healthy heroes.

    What if each player gets 3 deaths or timeouts without any penalty, and deaths or timeouts after 3 give points to the opponents?

    This would allow users to attack and die with their heroes and thus fulfill the developers' stated intent, while limiting people from infinitely healing their Iron men with timeouts or using 15 team revives per game.

    Thoughts?

    I suggested a similar, but not identical idea here: https://forums.playcontestofchampions.com/en/discussion/comment/104329#Comment_104329

    The difference is mainly that instead of penalizing dying, the idea is to penalize reviving. So there's never a penalty for using any champs you have, which was the problem Kabam Miike stated was the problem being addressed by the change. But it is similar to the idea you're expressing here.

    A good idea that I considered. I think this would probably be easier to implement than my idea, but since alliance revives are all team revives then you might be penalized for reviving two heroes you didn't need. It also doesn't address the timeout/infinite heal issue. That said, I would support this idea.
This discussion has been closed.