**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.
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15.0 Alliance Wars Update Discussion Thread
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I know you have some valid points and I'm with ya, skill players will win more wars. But how can average Joe develop skill if every "boss time" is reserved for the "good/boss killer/most skill fingers, etc." players with the "good champions" to fear of losing war because average joe "got a try". Maybe I'm biased because I was that average joe before but still I feel it makes it fair for everyone. Think about AQ mini bosses are fun because if u die that doesn't affect the outcome of AQ if you 100%. I guess that where Kabam got the idea.
Please provide your definition of "constructive" so we're all on the same page.
So you actually quit the AW after getting a single champ KO'd? Are we even playing the same game, Miike?
Dr. Zola
Here the quick survey about our Feeling with more than 90% disagreed with your assumption. So, what would you say?
If your truely care about our feeling as you said, please do something about it. Otherwise, you are just another money grabing company that doesn't care about anything but profit. There is nothing wrong with it, really! Just admit it and don't pretend that you care about our feeling.
And now you're telling us we'll be penalized for not using Diversity and thisnis what the Tie Breaker will be.
Has to be, given you've just made it easier for Ally's to get 100%...with Spend, not Skill of course.
So how is this fair?!?
And what will the compensation be?!?
Because as far as I'm concerned I would never have Ranked Spidey or YJ had I known this, as my BG had enough of them already.
And more fights and a larger Map?
So more Defenders to be placed?
And more Attackers to be used?
We need answers to this ASAP, not more Marketing mumbo jumbo.
At face value, there seems to be some interesting elements.
But dig below the hyperbole - which Kabam isn't very good at, by the way - that's what this is really about.
Continue to skew the Contest toarwards rewarding Skill, not Spend.
Trying to stay positive but this seems like a stretch to justify this move. In all the wars I have played l across many tiers(these days t2) over the last year rarely have I seen someone not KO there whole team for this reason unless at boss and no chance to down.
Usually when this happens it look more like they or a teammate was unable to return for the end.
Really doubtful that this happens often where people fight someone and just give up based off personal experience. Even in current AW one kill and node is worth more than 3 deaths I believe or at least equivalent in points and usually also frees up exploration so large majority go for it.
Sorry to say this but you just showed us that you guys have no idea how your own game works really. This is just another money grab
where is this poll? i would like to vote or is it closed already
Well IF that is the real reason why you have removed the defender kills, at least add this new function.
For every item used/ For every champ revived, the other alliance gets 500 points (the same amount of points as we get now for a defender kill)
This way, No one who has 2 champs remaining would feel 'DEFEAT' or that he's 'Helping the other alliance' and can go for a second and third shot using the other two champions. Also, this would keep AW at least a bit skill based, as opposed to what you are doing right now with this update.
No. 1: Bigger Maps
Bigger map with more nodes, while the number of opponents has stayed the same and the timer is reduced... The only sense that I can make out of this is that Kabam wants us to spend more time with the game... My energy is now refilled every 5 hours instead of every 7... Also, I need to make more steps, so I have to spend more time in wars.
Remember, when AW was released, they said: "Don't worry guys, the Maps are small and require much less steps than AQ... So it's not just "one more thing to do and get you stuck into the game""... well, now it is... or at least it is on its way there...
No. 2: Five Mini-Bosses
5 Mini Bosses... Just... Who complained about there being not enough mini bosses?!? The only use of mini bosses was to gather def-kills... Now def-kills are useless and more mini bosses simply means more items used...
No. 3: Def-Kills
Speaking of def-kills... Don't even get me started... Kabam can sugar coat it as much as they want, pretend that the change is against the frustration of not not fighting after the first fight... But: Who does that? Nobody just gives up after losing one fight despite having 2 champs left...
Simple math at the moment ist the following: Point wise it is ok to die up to 4 times against one enemy, the exploration points and the offense kill points will make up for the defensive kill points... But: Now it is possible to die UNLIMITED TIMES! Think about it: With the right items (threat would be 15 great team revives) you can produce 45 def-kills per player... And still win the war!
If this changes actually go live, then AW is dead... And probably MCOC with it altogether...
I like this idea as a plan B...
But seriously, Kabam, everyone can see that taking away defender kill points is a stupid idea, no matter how you try to justify it... And no matter how many exclamation marks you use when talking about in your original post!
I am the first one to state that very often one person's experience doesn't represent what's happening throughout the game, and it is entirely possible there are players suffering from the problem Kabam Miike is articulating. In fact I'll presume there are and that Kabam gets a lot of complaints and/or feedback from players which put this issue on the radar for them in the first place.
I'm still struggling a bit with how valid a move this is. Players think and do dumb things all the time, and this seems to be a dumb thing to do. If I'm in front of a node and I die, I can do two things. I can try again with another champion if I have one, or I can, as KM says some players do, just give up because I don't want to cost my battlegroup points.
But if I don't take down that node, I am still costing them points. And the value of the node is far higher than the price of a defender kill. And I'm not just costing my battlegroup that one node, I am implicitly costing them many other nodes because either no one covers that path and the nodes past that point are lost costing attacker kills and explore credit, or someone else has to complete that path which means another path doesn't get covered.
Quitting only makes sense if I literally have no chance to take down that node, and sending more champs at it is futile. In that case, quitting does make sense: I will gain nothing and lose points if I just commit suicide on an unbeatable (for me) node.
But if that's the case, eliminating defender kill points doesn't change that equation much. That node is still unbeatable and now instead of quitting after dying once I now get to quit after dying three times, but that node is still alive and I have still cost my battlegroup points by being unable to defeat it. Instead of the feeling of defeat that comes from being unable to defeat a node without dying, I now get the feeling of futility that comes from getting all my champions killed by a node and still not killing it. Sure, there are edge cases where I was wrong and in fact when I try with all three champ I eventually do kill the node, but that just means the player was wrong to quit in the first place.
The question I'm wondering is whether in a competitive game we need to subsidize bad judgment. Even granting that there exist players in this situation, it is still an open question how much effort we should expend to help them. Mistakes should cost players in a competition, whether that mistake is a thumb slipping on the screen or their brains reaching incorrect tactical decisions.
The only time I think it is warranted to subsidize bad judgment is when the players cannot reasonably be expected to know better. A player who just started yesterday cannot be expected to know all the ins and outs of how alliance wars work or how the scoring system works or what the best tactical strategy is. I can envision defender kills being removed completely for low tier alliance wars where there is a reason to put training wheels on. You could argue that in the early going and for lower capability players and alliances, encouraging participation is more important than enhancing competition. But above a certain level, I think competition becomes more important than participation, and mistakes should have consequences. Giving up while you still have healthy attackers is generally a mistake.
I don't find it either, lol. Probably it has been removed after just 1 hour. If it stays, hundred of us will vote, too.
But the idea is stastically proven, and I saved the screenshot, just in case.
Great information. Thanks for sharing that.
Mike, I was wondering about this as well. Where did you get your information about people feeling defeated and not wanting to take a shot at a champ because they were worried that it would help the other team? Is there a survey that you took or did you ask the beta testers? It seems odd to me because nobody in my alliance feels this way when were are fighting in an AW and based on the posted survey, almost everyone that answered doesn't feel that way as well. Seems a little disingenuous to use that as a reason for the change with no data to support it.
Now I want to know about the rewards... right now it better to do arena milestones in basic and feature than to do AW cause you get more 4* and 5* shards... so with all the added adjustment to AW I hope the rewards reflects the changes... like at least double the current 4* and 5* shards rewards... I'm talking like 1000 4* shards and 1200 5* for winning teams... anything less than this is **** in my opinion
Can't stop a guy from dreaming right??