**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.
Comments
What's the "checks and balance" node? It's a new one or already in the game?
What I don't like about the proposed changes however is 3 new nodes: "ebb and flow-knockdown", "ebb and flow-intercept" and "window of opportunity-stun". These provide in my opinion too hard of a challenge for AW.
It would be interesting if they clarified if the fury passive refreshes on each knockdown or if a new one procs. If it refreshes then you could potentially knock them down continuously for a while without having to worry about debuffs being removed.
And as someone said above, these are just 1-2 nodes on the side that will stop a 100% like before. Basically can stop upto 3 people itself. There was a reason they changed the old war. And hidden nodes.
One of the feedback was making war less stressful but the new changes are making war much worst.
Hidden nodes:
I don't think they have any place in this game, especially with the hundreds of champs out there, and all the newer champs that are focused on their defensive abilities. Even with the scouter lens mastery\bot you still need to choose your team before you join and now you need to think about any possible counters, not mentioning bringing counters for the other fights\boss when unlike regular quest you can bring only 3 champs and you can't just restart the map.
New nodes:
When i read about the new nodes, on theory some of them seems much harder especially with combinations of some top defenders (that doesn't need any node to be overpower). it doesn't feels like you were thinking about all the node\defender combinations unless that was your plan...
Personally I rather not see a new nodes designed just for AW (like i said the pressure is already high). It's too much stress to fight a new node with new interaction for the first time and trying not to die. one or two weeks of practice is not enough to test all nodes with all defenders and see if there is any strategy to overcome it.
At this point i don't even care what the rewards will be, as the better they are the pressure to push harder in war in any cost will be higher.
Community: All these reduce damage by 90% nodes unless you meet some crazy specific criteria are terrible in act 6
Kabam: We hear you.
Kabam: Here's 90% reduced damage nodes in war but you can do normal damage for 6 seconds! Also, we'll make those minis hidden...
I just wanted to say thanks for reaffirming my apathy toward joining any war focused alliance. This makes me extremely skeptical towards all the other upcoming updates....
In a perfect and simplified world where there are two 22 million alliances A and B and two 30 million alliances C and D, in direct competition, if A faced B and won, and C faced D and lost, we'd expect the next war to decide who places first to be between A and D, even though A was 22 million and D was 30 million. Because those were the two winners. Their alliance ratings would be completely immaterial. Fairness would demand that A and D face each other in a straight up fight.
That same principle should be extended to a competition with 40,000 alliances. Only wins and losses should count, winners should face winners and loses should face loses, and war rating is just a mathematical way to keep track of the win/loss record. And if it turns out that the highest rating alliances place on top because their roster advantage was insurmountable, that's that. You can advocate to change how war works so that roster has a lower advantage, but you can't eliminate that advantage and you can't rig the system to allow alliances with lower rosters to just avoid ever having to face the alliances that win the most often, because that destroys the concept of competition being about which alliance wins and which loses. It becomes which alliance engineers the most favorable roster situation instead.
Honestly, a tournament-style season system would probably be much better for a lot of reasons, not the least of which would be that it would be much harder for people to argue that the system was unfair. In a tournament, you must go through the bracket, whomever is in your path. Anyone who said that they deserve to be relocated to another bracket because their opponent just had too high alliance rating to be fair would be laughed at. That would probably make it worth it all by itself, to give finality to the notion that alliance properties don't matter, wins and losses matter.
There's an orthogonal problem with Kabam changing difficulty based on rating, but that's a post for another time.
I thought QOL was important to them. Some folks genuinely stress out over not being good enough for their alliance. That’s unneeded stress for a game. I don’t feel that way, I die I die (I’ll get annoyed but that’s it). I do well I do well. But other folks genuinely care and stress over dying and feel like they let 29 others down.
The previous matchmaking favored those alliances enormously. And the rest of us suffered.
It’s too bad now it’s their turn to suffer but it is the best way to make it FAIR.
We already have brackets/tiers. Defined by war rating. The rewards scale basing off those tiers.
In “War” There shouldn’t be any other criteria than “War rating”. It’s in the name.
If you want to use prestige then what’s the point of war rating?
Use prestige brackets, gain points during season and get your rewards. Does that sound familiar? Yeah. It’s AQ. Where skill is non existent.
This probably sounds harsh but time to suck it up for a season, the benefit (at higher prestige alliances detriment) has already been banked.