**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Comments
You know what.... @MrTicTac19992008 , youre right. I wasn't even thinking about it until I accidentally refreshed this thread on a browser page and its not even a day old. Hopefully they will have a daily update via message as I can imagine a live counter is pretty much impossible with that much activity in game, but still.... meh.
What I'd like to see for at least some events is options for difficulty. I'd like to see something where path one buffs path two and three, and path two buffs path three. Completing any path rewards all the rewards in the previous paths. So path one has rewards, path two has rewards, and path three has rewards. The easy(ier) mode is to complete path one, then path two, then path three. This grants all rewards. The hard mode is to just complete path three, which is being double-buffed by paths one and two. This grants the equivalent of full rewards.
Here's a quick sketch of what I'm talking about:
All the rewards are in chests on the map, no "completion" or "exploration" rewards. Easy but long mode: clear path one, removing those buffs; clear path two, then do path three. Every path has similar difficulty, but you have to do three of them. Hard mode: do just path three, with all fights containing incoming buffs from paths one and two. This is substantially harder, but doing so allows you to reach chest 3, then 2, then 1, so you get all the rewards (you have to finish the map to collect the chests). You could also do path 1, then path 3, for an intermediate difficulty run (two paths, path 3 not quite as hard).
What you need to make this work is persistence tech, so that the nodes you remove in path one stay removed when you do the next run, along with their associated buffs. This tech might already exist in some form, but would need to be adapted to this style of map.
There are some energy imbalances associated with this kind of map, but those can probably be mitigated by putting energy potions on the lower paths to partially defer the energy burn of running multiple paths compared to running only the top path.
A workaround would be to limit the entries but given how the maps are random, people could be royally screwed over.
Also, having 3 entries would mean that players would be able to take the highest rewards 3x.
I assume this is sarcasm, followed by a joke.
I think they could have made it with only 2 paths though. The second run gets you absolutely nothing!