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15.0 Alliance Wars Update Discussion Thread
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But penalizing revives doesnt stop from exploiting regen champs. regen-pause-timeout-repeat. They dont have to revive can just do unlimited tries. Even with regular champs can just timeout-heal. No revives needed so no defender kills. How do you address that. Current defender kill system works just fine with timeouts regarded as KO
Bidding Wars. Auction Wars. PIck one.
That's your opinion. I shared mine. Wasn't really a debate. I don't debate my feelings on subjects.
Now it appears that it's turning to 'who has the largest revs + pots' wins.
You gave an example, so will I. Your lane currently covers 10 nodes, empty or not. Say you start from 0 energy. That would take you 15 hours to cover. Now we move to a map that's 1.5x the size. That means your lane will end up being 15 nodes, and if you start from 0 energy how long would that take with 60 min timer? You got it! 15 hours!
But again, portals. Tricky things.
Just leave defender kills as it is. That should minimize exploiting this method.
I am not sure what some of you are complaining about, this completely makes sense to me.
The main goal of AW should be to kill the Boss and clear the group, not having to worry about giving the other team points for trying to achieve that goal is a good change I think. Also bringing down the points for exploration also makes sense to me, because again the main goal of AW should be to clear the group.
One question I do have @Kabam Miike is I saw earlier that you said the team was discussing about the Detect Masteries some of us invested a lot of resources into, which are somewhat useless now.
A suggestion that may make players happy is to refund us the loyalty equivalent spent getting those masteries, this gives us a good start to AW as we will have loyalty to test out the new AW Boosts.
Looking forward to the new AW, the changes sounds good so far.
Nice suggestion! I would accept that
While the goal of clearing and killing bosses is the goal, in many Tier 1 AW wars I've been a part of, both alliances fully 100% clear the maps/kill the bosses. In those cases, whichever alliance is more SKILLFUL by not dying as much wins based on defender kills.
New system would remove this SKILL factor, instead leaving it up to "muh diversity" of defenders, while also allowing people to spend wild without any negative consequences.
Removing defender kill points is an awful change that's going to result in much more boring/much less competitive alliance war.
The main goal of Aw is to win the war. Plain and simple. Just like football, you win the match by scoring one goal while conceding none. On the contrary, even you score 10 goals but concede 11, you lose. The removal of defender killing points clearly undermines the defense, which is as big a part of Aw as the attack.
Ofc, everone is entitled to their opinions but you are obviously the minority here.
4☆ & below?,
5☆ & below?
Really? I thought you wanted the game to be fun and simultaneously have competitive levels not super-ultra-competitive at every single level.
A good idea that I considered. I think this would probably be easier to implement than my idea, but since alliance revives are all team revives then you might be penalized for reviving two heroes you didn't need. It also doesn't address the timeout/infinite heal issue. That said, I would support this idea.
It seems to be the only 15.0 update thread, which means bugs that are still outstanding as of 15.0 should be raised here.
Really more of Kabam's deal with not making a generic thread for 15.0 =P But they could still argue that posts on bugs and glitches should be kept in the Bugs forum, so... But I still think we should try and stay on Topic, as it's a pain trying to read all of the suggestions and arguments while slogging through posts having nothing to do with it directly.
You forgot to open the scene with:
"It was a dark and stormy night"
It's fun, not necessarily far from the truth, lol.
You got everything backwards. Purpose of AW is to win wars. As you say if the objective is to just clear map then both sides should win and get equal rewards. And there is a already a name to that alliance quest. Dont give me the lame logic of everyone getting 15 item usage. spending 2 lvl3 single heals is not equal to spending 2 lvl3 team heals even though item count is same in both the cases. They just eliminated skill from the war. Now whoever can afford high level potions will win. We just won a war today in tier 2 based of defense kills. Both of us had almost equal exploration and 2 boss kills each. Deciding factor was skill here 88 kills vs 122 kills on defense.
You are correct in the logic on the timers. There is one other issue though. Currently, one can explore and use 5 energy and get half way on the 10 node path then go to sleep and do the last 5 nodes upon waking up. In the new scenario with 15 nodes, he can do 5 nodes and only get a third of the way and then wake up and do another 5 nodes (1/3) but will need to wait 5 hours for the last 5 nodes. We need to get an increase on the energy storage but that won't happen.
Mike, you have talked about our "feelings" when we stop playing in fear of giving a kill, I just don't see this happening in our AWs where someone with 1 or 2 defenders left just stops playing out of fear. Could you perhaps provide some metrics on this? You would not have stated this or made the change without metrics right?
They could count those situations as a revive. Technically speaking in the current system the game just arbitrarily decides to count a reset as a kill even though nothing actually dies. So it is just as valid to count a reset as a revive for the purposes of score keeping as it is to count a reset as a kill. Either way you are basically giving the opposing alliance points when the attacker resets.