Summoners, due to a technical issue, this week's series of Alliance Quests will be cancelled at 4pm PT. There will not be any Rewards for this series. The next series of Alliance Quests will start on April 18 at 12pm PT. We will be assessing the impact on Alliances and compensating accordingly, as well as returning Alliance Tickets.
Comments
Whereas normally, reading these abilities would excite/interest me, in the context of the new war map, it had the opposite effect. It gives the impression (intentional or not) that the war map was designed so that the new champions would have immediate strong appeal so people would spend a lot to try to obtain them.
Or you need to have a really diverse roster of champs viable.
Also, I doubt many do AW for the catalysts. It's all for the shards.
And I mean suicide with a defender that is not immune to bleed\poison... he gain unlimited fury...
but i guess you thought about everything right?
Playing like this is not fun. Completely not fun.
I think that Kabam missed something: the fact that the 6.4.6 GM fight was appreciated is because people can do it with EVERY CHARACTER. It is just a matter of skills.
The new AW is totally far from being a matter of skills; it’s just a matter of playing with the right character paired with the right boosts and the right mastery setup. Either you have them, or you won’t pass.
These niche requirements are the main reason why Act 6 was such a horrible piece of content. Them knowing how tough and painful it was there and bringing it into AW, the most stressful piece of content which does not even have rewards to justify this level of new difficulty even with the updated rewards, shows how out of touch they are once again. That long thread taught them very little in the AW department I'm guessing.
2. every fight require a unique counter. sometimes this counter take more than one spot in your team because you need to trigger a synergy. when you have a full path and you struggle to find enough spots in your attack team to counter the first section of the map then you in trouble.
3. comparing to Act6, in AW you can bring only 3 attackers, you can't restart the quest if you screw up, potions are much more expensive, nodes are easier, no masteries on the defenders etc...
Our alliance just faced off against a group of players with very comparable rosters and skill. We did itemless and the opponent went for full exploration.... 199 deaths.... in tier4. That is absurd and beyond reasonable. There is nothing fun about the prospect of those types of wars for such garbage rewards considering the difficulty increase. Y’all just can’t get it right can you? Maybe if you have 100 monkeys bashing away at coding for 24 hours a day, they will eventually make a fun alliance war.
Think of this in normal story mode right? When they designed a buffed up/pilfer path in 6.1.6, you think it was just random that symbiote supreme is there b/c they didn't think of the implications of that? Or same with 6.2.2 Sinister? 6.3.3 acid wash mysterio? They know full well what they're doing and what the difficult combinations are.