**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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The thought the road map prelude mentioned adjustments to map 5 AI, but i dont see it mentioned here. Has that already happened?
I am also super excited for boss rush mode! I think that will be super fun!
Sounds like lots to look forward to with AW changes, but until we start seeing some of the changes implemented i think i will continue to sit out.
So.. with what was said about AQ time investment, would that not also apply to the war time investment? With that being said is the intention to apply the new AQ timer and energy start etc to war as well. Or basically nothing time wise has changed for at least 3 days a week as war time investment is still the same?
https://forums.playcontestofchampions.com/en/discussion/100291/in-game-path-assignment-for-aq-aw#latest
When’s the champions dev diary? Maybe that one will give some motivation to play.
Under the new AQ energy rules, we will start with four, we cap at six, and we recharge in 45 minutes. That means our daily energy budget gives us 24 / 0.75 = 32 energy from the timer, plus 4 to start, equals 36. Once again, call that 35 as you can't use the last one. Over an eight hour sleep period we would gain 8/.75 = 10.7 ~ 11 energy, we'd cap at six and lose 5. So our total energy budget is now 30. Net, players have gained seven points of energy.
Whatever reasons people have for believing they should now use energy faster and more frequently, they are wrong. This isn't Brewsters Millions: you don't get credit for using more energy. You just have to complete the map. You now have more energy, and you get it faster. This is 100% an advantage for all players everywhere under all conditions so long as they don't completely use their minds and just play reasonably. Anyone who turns this into a negative is doing it to themselves, and I recommend they avoid doing that out of their own self-interest.
Pleased with the energy changes. Would prefer a larger cap or higher initial energy, but it's better than the usual.
Rest pretty much looks like words on a page, so not going to comment till they're done. Like the help all and path change part.
The potion system has long been broken and the "fix" you guys implemented a few months back (introduction of better, unit only Alliance potions) was an absolute dud of a feature.
This needs immediate attention. If you die in AQ/AW and wanted to fully heal a champ it could take you over 1250 Glory to heal the roughly 30k health that a R5 champ has. Hell you could easily end up using 1k Glory worth of potions in a War where you never get hit just to heal block damage. It's unsustainable and diverts resources away from ranking up Champions.
Kabam described defender diversity as a "tie breaker." It is not a tie breaker. It is a scoring option. Calling defender diversity a tie breaker is like calling field goals in the NFL a tie breaker. Diversity might decide a war, but it is not a tie breaker. A tie breaker is something that only comes into play in the event of a tie. The shoot out in soccer is a tie breaker. In the NFL, there are rules that determine who goes into the playoffs if multiple candidate teams have the same win/loss record. Those are tie breakers.
Alliance war has never had a tie breaker. We let both sides fight the war, and if and only if there is a tie score we look at this thing, and which ever alliance has the better version of that thing wins. If it is still a tie, we look at a second tie breaker. But if the war is won or lost on the battlefield none of these things matter. That would be a tie breaker.
I think tie breakers could have prevented a lot of misery.
Would even be interesting to see if they can do something like this for AQ Bosses as well. Gives you more of a team effort instead of that one boss killer that always takes down the AQ boss.
@Kabam Miike Is the Champions Roadmap delayed because this one was delayed?
In all seriousness, good changes and improvements, lets hope you follow through on all and they wont cause more problems than they solve.
Twi things i was dissapointed I didnt see:
1. No mention of masteries presets or similar mechanism to make changing masteries easier.
2. Arena play improvements like requesting help to clear champs to avoid scrolling and locking the champ/class filters between series. Once i select 5* all I want to see is just my 5*'s until I reset the filter.
but regarding the bigger things like changing nodes, new game play etc... they lost my trust after what I happened with AW season 19.
by the way, the attacker tactic is a great example how they took a great idea and turn it into nothing... the attackers buffs are so useless, like using EXP boost after level 60.
Currently, there's 9 paths for section 2 and 10 for section 3. I can't speak for everyone but some people do actually like going on vacations/holidays, and the last thing that they want to do is to have to check in on their phone to move.
I feel like you should have at least reduced the number of lanes by 1 in those sections. There's really no reason to have 10 lanes in section 3. Ideally, it would be great if you could just max the lane count at 8. Make them more challenging or slightly longer if needed.
This would help to solve the problem of people having to feel like they need to leave the alliance since they know that they won't be logging in because they rather have fun doing things in real life. This would also solve other issues to a degree that's frowned upon... just my two cents!
If it counted as a loss on both sides, both sides would lose rating and fall in tier. But both sides neither gain nor lose rating in the event of a tie.
Should they split both the winner rewards and the winner points bonus in the event of a tie? It is not something that bothers me a lot overall, but I wouldn't be opposed to doing that either, except for the small problem of collusion. Both sides could elect to generate a tie and take the bird in the hand over risking the win/loss shot.
The next Dev Diary is just going to be: "We have champs coming out for the next few years, can't say who or when they'll be out. Also reworks, but that'll happen when ever we get to work on them, maybe in the next two years, but idk, could be longer!"
A lot of promises have been given today. We've had a lot of promises in the past that never came to fruition either.
As someone who has been an officer in 3 different Gold 1/2 alliances, this part scares the hell out of me. To be brutally honest, every alliance except maybe the "best of the best" have those handful of guys who really just need to be led by the hand and told what to do. They might be skilled players, but strategy and big picture stuff isn't in their wheelhouse. Or they simply don't have the history in the game to realize the downsides to their decisions.
Please do not enable an individual player to be able to make a strategic choice that will either make or break a war, or cause some kind of subsequent penalty/debuff to be put on their teammates.
Between getting players to log in and clear their paths and constantly nagging everyone to read chat and coordinate better - officers don't need the additional worry that player X, Y, or Z "going rogue" and doing something we don't want them to do.
Sure - we can always keep booting people until we find the perfect blend of skill and decision-making, but the grind of AW has already made recruiting an insufferable slog...when we find someone who can play, unless they are a complete jerk to everyone, we prefer to just keep them.
https://www.youtube.com/watch?v=_DtR3Oyq5a8
Having said that, I think increasing rewards while AW is still a glowing nuclear dumpster fire isn't necessarily a step forward, it just compels more players to play a mode they hate lest they miss out on those rewards.