Not sure what happened to my post it seemed to disappear immediately, and I don't see how this violates any rules so re-posting. I assume forum did something weird.
This post is going to cover the current state of Alliance War difficulty, highlight the good and the bad that have come with it, and provide some potential ideas on how to improve things going forward that hopefully can align with Kabam's goals and provide everyone a better experience.
Current War State
As the community as a whole can attest, the new level of difficulty the global nodes brought into war this season was a step up from what we have seen in the past. While the majority of the feedback about this node has been negative, I think that the change has brought about something very positive. At the very top level of war, even alliances like GT40 are taking deaths in wars. It has long been that the top alliances could go a whole season with single digit death numbers, now with the increased difficulty deaths are happening.
Having war deaths occur at the highest of skill levels and difficulty is healthy for war, having wars decided on which alliance is able to build the best defense, and have then have their attackers dismantle the opponents defenses the best is important. We ideally don't want to be in a world where the best players are just using nuke champs to fight for lowest clear time to win a tiebreaker because the nodes are so easy no one dies.
With that said, tuning war to the difficulty that Masters players are challenged leads to very high death counts at lower skill levels and ends up with a large amount of the community dissatisfied. The tiering system of nodes/maps attempts to alleviate this, but even with that this tactic has seen a huge step up in difficulty at all levels.
So while this may be an unpopular opinion, I think that the increased difficulty is healthy for the mode and I welcome it to stay, but we need some changes to compensate for it.
Solutions for Increased Difficulty
With the increased difficulty the average number of deaths even at T2 war when clearing has gone up significantly. The amount of chip damage that players take and need to heal between fights is also going up, this is causing the total amount of loyalty that people need to spend to compete at wars to far exceed the loyalty they are brining in. Many alliances are choosing to just go the cheap route of 40% revives and not caring, this is hurting the mode and needs to be course corrected.
To solve for these problems, I propose that Alliance War health potions need to be re-balanced and addressed, there are many ways to approach this, but with proper balancing of these, the cost burden of death can be reduced to something reasonable that players are willing to participate in. I am going to list out a variety of ideas I have had, and I think a combination of them may be needed to help fix the cost to value of war to make players more than happy to welcome in the new difficulty.
At Tier 2 winning a war provides ~80k loyalty, losing ~45k loyalty, so on average if an alliance goes 6-6 a player earns ~62k loyalty war
1. Reduce the price of the 9,500 single heal potions from 20,000 loyalty to 5,000 loyalty. Thus cutting the cost of them to 1/4th. This will make healing up a dead champion cost significantly less, and be more reasonable for a player to do. Healing a champion to full after a 40% revive will cost 20-30k loyalty, about half what the player would earn for the war on average. Allowing a player to die twice and still break even in war expenditures.
2. Change war Healing potions to be percentage based or add new ones that are, I know this has been discussed and is likely a no go, but if you create a 30% heal potion and price it at 15k loyalty, a 40% revive + 2 30% heal potions full heals a champ for 30k loyalty. If a player is good and lives in a fight at 10% health its 45k to full heal that champ for an additional fight. This aligns well with the current loyalty gains.
3. Remove the cost scaling on Alliance War health potions in the store, remove the cap on purchase cost per day. As war is getting more difficult, players are spending closer to the 15 items a war they are allotted, and the cost scaling is just compounding the loyalty problems. On top of that the big healing potions buying 5 a day allows for 10 to be bought per war, which is less than our item cap so if a player is having to heavy heal they are falling behind the amount purchasable. If there was no cap and they were a bit cheaper, war is still balanced because of the item cap in war. This just makes it less of a burden to remember to buy healing potions for war daily.
4. Increase Item use cap at lower tier wars, not sure how much this will move the needle any unless some of the above changes are made, but since players are expected to die more in lower tier wars due to not being as strong of players when facing these nodes, they end up hitting the item cap more quickly and are forced to just 40% revive through everything, adding the option to spend more items at lower tiers may be used by players if the loyalty cost of the heals was reasonable.
Conclusion
Overall I believe that higher difficulty wars is a good things for making the top tier wars competitive and make skill, planning, and deaths matter. But the fallout of this is detrimental to the player base once you move beyond the higher skilled players in the game. But properly addressing the cost and efficiency of healing potions then the increased difficulty would make sense for all players and make War a challenging game mode that the majority of alliances will see is worth participating in.
@Kabam Miike for vis.