**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Options
15.0 Alliance Wars Update Discussion Thread
This discussion has been closed.
Comments
Ironman/SIM exploit where opponent lets fight timer run out while above health recovery threshold (after it has already been proc'd) so now opponent can get another regen the next fight and this won't count against them at all.
Leaving app exploit where opponent goes to the matchup screen then leaves the app until the minute timer expires then goes back in to see exact opponent they are fighting. This used to at least count as a kill but takes no health from opponent.
What's going to score us more points, defender diversity or defender rating?
For example will 110 diverse rank5 4* topped off with 40 rank4 5* score more than 150 rank4 5* in terms of defender diversity and defender rating points combined?
Thanks,
Andy
Mikes comment not yours. I was just piggy backing off your comment.
The first one is going to be unpunished (Albeit still risky with Assassin on Defenders), and I think they shut down the second one quite some time ago to where it eats half your health.
If that was the goal of removing defender kills, what about changing the defender kill stat so it awards points to the other team for every champion revived instead. That way, your goal is satisfied in the sense that it doesn't cost a player anything to use the three attackers they brought with them, and there's no penalty for pushing forward if you still have attackers alive. The defenders only get points if you revive an attacker, either because you want to use a dead attacker or because all of your attackers are dead and you want to continue fighting.
That would seem to be a reasonable compromise between the goal you state and the desire for players to get credit for placing strong defenders. If you attack and die, you can still attack with your two remaining perfectly healthy attackers without penalty.
This is actually a really great idea and should 100% be implemented.
That would work out well enough, I think. As long as we benefit in points from our strong Defenders killing champs, and get to still see how many they kill (don't let that information disappear again!), that would satisfy me enough.
Thank you kabam, from the bottom of my heart thank you.
Bring Ultron to AW
Proc regen at 50%, time out
Get double regen next fight
Rinse and repeat
Unlimited fights
You mean like bring Ultron's regen percentage "in line" with other champs like IM and SIM? :P
Or scratch that...heal block on every node! lmao
You let us worry about the math, big guy. But you tried, and failing does not mean Kabam gets more pts so all good
so that means mordo on that node will now destroy you with his L3.
Well as long as there's still a limit on item use, it won't be unlimited spending from the big spending alliances. It will still play a factor though, no doubt
Is his L3 Energy damage? I never know how to find out what attacks are what damage without hitting an Ultron with them, but I don't think Ultron heals from any L3, even if obviously Energy, like Storm's. But he throws you into a physical tentacle monster... which is mystical in nature... in the mirror world... Oh well, buy a Power Start Boost, Power Lock him with Magik, and never find out =D
A 33% decrease in timer duration equals a 50% increase in energy.
Simplest way to illustrate: in three hours a 90 minute timer generates 2 points of energy. A 60 minute timer generates 3 points of energy.
Double check: if you increased the map size by 100% you wouldn't decrease the timer by 100%. That would make the timer zero and you'd get an infinite amount of energy constantly. If you increased the map size by 200% you wouldn't decrease the timer by 200%: that would make the timer negative. Instead you'd decrease the timer by 67% which would make energy generation three times as high as original (200% more).
We now have to fight 5 minibosses. Which means every alliance needs 15 summoners with the ability to kill a miniboss. There is a very high chance that boss kills will go down for alliances that don't spend and it's reasonable to expect that alliance that do spend will see no change or perhaps even an increase in their boss kill rate.
Removing defender kill points. You claim this is to save us from feeling defeated. Having that penalty for dying a lot is absolutely needed in wars. That is one of the primary means which gave AW a sense of strategic gameplay. By taking it away there is now zero strategy left in AW.
Increase map size / decrease timers. This is a complete wash. There is zero benefit to us. Our paths are longer but you've given us a little more energy to do it. In fact this has the potential to easily result in a major negative. If we now have to manage our energy and get online and move just to use it then AW becomes more like AQ where we have to be online a lot more. I guess we won't know for sure until we see the new map.
Enhanced Poison / Extra energy. Has anyone ever been bothered by enhanced poison? There is currently one of those nodes only 4 moves into the map. More than half our alliance has a highly ranked CM, Hyperion, Ultron, etc. to handle it. It's one of the easiest nodes on the whole map. Extra energy? That's awesome...lets give Magik and Hyperion some new ways to gain power and become more difficult.
Diversity points. Unless you make this a significant factor in scoring then it's a meaningless gesture. No alliance I have ever been a part of has ever once considered what ranking our defenders were in order to increase our Defender Rating score. And that's because the points gained/lost from that category almost never have any impact in the final tally. So if Diversity Points is similar then it's another wasted effort on your part.
Somewhere in your calculations on how in increase revenue for this game you have to factor in player enjoyment. What percentage of players will you lose vs the increase spending from those who stay.
2017 has not been a good year for this game. Way too many changes for the worse. Lets hope you start listening and finish off the year on a more positive note.
I have always felt that the item limit encourages spending in an indirect way. Because you have a limit on the number of potions you can use, you are encouraged to not use the tiny ones unless you really think you can get away with it. You're discouraged from using too many small potions to keep yourself alive and therefore more likely to die which requires using more expensive revives. The cap does limit the maximum amount you spend, but below that limit I have always felt it often encourages spending on larger potions to make best use of the limited number you're allowed to use.
I don't use potions often in AW, but when I do it is not often the tiny ones I'm always overflowing with. I'm more likely to buy the larger ones with units for best bang for the buck.
But i do agree with everyone on that defence kill count. Its about having the skill to tackle it or if not then wait and strategise for someone else to take him out, not just pull out your wallet to take him down.
But one thing i would like to see is some regen buff node somewhere in the map, like "regen abilities (also salve and wp) will regen 50-100% more. Cause that would bring some diversity to the champs, either you place someone who has heavy regen or someone who has wp, Its suppoused to be like that you pick your roaster to match a specific path. Not just flying all over the place.