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Alliance War: Time to Switch to a 30-Node Map

Some of you may know that I’m a big fan of Alliance War (AW), but I’m not a fan of the 10-node map, as it breaks many of the fundamental designs of MCOC war system: diversity, teamwork, pre-fights, synergy, boosts, MVP, and more. However, the current 50-node war is also overwhelming.
Recently, Kabam has released too many 5/5 defensive champions, making them extremely difficult when placed on war nodes and causing resource consumption to become unaffordable. Since Kabam doesn’t seem interested in making significant changes to the potion system, one way to make war less stressful is to change the war map from 50 nodes to 30 nodes. Here is the map I suggest.

With this change, the longest path would be 6 fights, and most people would only need to do 4 fights.
By doing this, Kabam wouldn’t have to spend much time redesigning the map or adjusting the ecosystem—they would just need to remove 20 nodes, and most things could remain unchanged and just work.
This approach would preserve most of the key characteristics of AW but make wars for top alliances much more manageable.
Recently, Kabam has released too many 5/5 defensive champions, making them extremely difficult when placed on war nodes and causing resource consumption to become unaffordable. Since Kabam doesn’t seem interested in making significant changes to the potion system, one way to make war less stressful is to change the war map from 50 nodes to 30 nodes. Here is the map I suggest.

With this change, the longest path would be 6 fights, and most people would only need to do 4 fights.
By doing this, Kabam wouldn’t have to spend much time redesigning the map or adjusting the ecosystem—they would just need to remove 20 nodes, and most things could remain unchanged and just work.
This approach would preserve most of the key characteristics of AW but make wars for top alliances much more manageable.
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Comments
also which nodes or paths would you remove?
If you remember, a month ago they removed 40 nodes and quite a few people enjoyed it.
It's reasonable for Kabam to make some adjustments because they keep adding new contents and extremely hard defenders.
Too many solo modes now !! And war is low rewards but difficulty is too high so members are very low motivation to join. I dont know why you embedded alot of debuffs to attackers and alot of buffs to defenders. fighting same as everest content excepting you can revive for free.
Be constructive right? This is what I'm trying to do.
Again, this is not rocket science, this is just a mobile game, changing something wouldn't blow up the world, I don't know why you are so defensive.
This map would be full of r4s of the 30 most obnoxious defenders in tier 2/3.
it's important because paths have identities that need specific counters and kabam likes when we chase champs. if we remove 40% of the map, it lowers the value of our rosters and removes any incentive to spend.
imo the 1 champ test was to gauge participation of progressing teams who usually ignore war and for them i think BIG THINGS has a lot of value, but not for competitive tiers.
they gave us 2-day attack, adjusted the healing system to not count boosted health, reduced log jams by redesigning the map, and lowered timers to 45 minute. i'm not disregarding your post, just wondering if kabam will concentrate difficulty to compensate for less nodes.