Kabam Miike wrote: »
Kdog76 wrote: » Kabam Miike wrote: » Voluntaris wrote: » Kabam Miike wrote: » Twunt wrote: » The end all summary of this will be that you are making Defender rating and Diversity the two tie breakers. Doesn’t matter how you allocate the points. If both teams explore 100%, no skill required. The one with the higher Defender rating (now you lowered diversity points) will win. How can you have two variables to determine winners? That’s a sloppy formula. The point of the map changes is that we want you guys to emphasize your Defenders again. Prevent the other team from getting 100% exploration. ...and those upgraded nodes do not do that. We'll still easily 100% the map. Removing Defender Kill Points has removed skill from Alliance War. Resulting in a boring, uncompetitive alliance quest 2.0. I can see where you're coming from. If the idea is that you think you'll still be able to 100% clear this map as it is now, how would defender kills have made a difference? I can take that information to the team and see what they think. The difference would be HOW that 100% was achieved @Kabam Miike Was the 100% achieved by item use by lower skill or lower ranked champs? Or was it achieved with no items/low kills. With defender kills you have to be careful of your paths and super attentive to what champs are placed. I'm all for the diversity metric but not without defender kills. If you took the nodes In a more specialized direction where less used champs could be highlighted more it would make it more fun. Honestly flat markups of health and attach and unblockable specials are pretty boring. But if spider Gwen were unblockable and unstunnable it would at least be interesting. Or have curse nodes like act5. Anything more interesting than "power gain is now 2.0 instead of 1.5". Yawn. You are focusing on "what" too much. A lot of top tier alliances will 100% no matter what. It is the how you win that makes it fun. Watching an alliance waste 20 lives on one node while being behind in exploration was exciting. A lot of times you wouldn't know if you won or lost it was so close. Now we just run the map like it's a daily quest. We will do the same after the change. Skill matters. Strategy matters. I think that's been lost in some attempt to make us use Luke cage or abom more often. The most skilled alliance should win. Not the biggest. Not the most diverse. And right now and after tomorrow the most skilled stands a good chance of losing. I hope you can see that.
Kabam Miike wrote: » Voluntaris wrote: » Kabam Miike wrote: » Twunt wrote: » The end all summary of this will be that you are making Defender rating and Diversity the two tie breakers. Doesn’t matter how you allocate the points. If both teams explore 100%, no skill required. The one with the higher Defender rating (now you lowered diversity points) will win. How can you have two variables to determine winners? That’s a sloppy formula. The point of the map changes is that we want you guys to emphasize your Defenders again. Prevent the other team from getting 100% exploration. ...and those upgraded nodes do not do that. We'll still easily 100% the map. Removing Defender Kill Points has removed skill from Alliance War. Resulting in a boring, uncompetitive alliance quest 2.0. I can see where you're coming from. If the idea is that you think you'll still be able to 100% clear this map as it is now, how would defender kills have made a difference? I can take that information to the team and see what they think.
Voluntaris wrote: » Kabam Miike wrote: » Twunt wrote: » The end all summary of this will be that you are making Defender rating and Diversity the two tie breakers. Doesn’t matter how you allocate the points. If both teams explore 100%, no skill required. The one with the higher Defender rating (now you lowered diversity points) will win. How can you have two variables to determine winners? That’s a sloppy formula. The point of the map changes is that we want you guys to emphasize your Defenders again. Prevent the other team from getting 100% exploration. ...and those upgraded nodes do not do that. We'll still easily 100% the map. Removing Defender Kill Points has removed skill from Alliance War. Resulting in a boring, uncompetitive alliance quest 2.0.
Kabam Miike wrote: » Twunt wrote: » The end all summary of this will be that you are making Defender rating and Diversity the two tie breakers. Doesn’t matter how you allocate the points. If both teams explore 100%, no skill required. The one with the higher Defender rating (now you lowered diversity points) will win. How can you have two variables to determine winners? That’s a sloppy formula. The point of the map changes is that we want you guys to emphasize your Defenders again. Prevent the other team from getting 100% exploration.
Twunt wrote: » The end all summary of this will be that you are making Defender rating and Diversity the two tie breakers. Doesn’t matter how you allocate the points. If both teams explore 100%, no skill required. The one with the higher Defender rating (now you lowered diversity points) will win. How can you have two variables to determine winners? That’s a sloppy formula.
Kabam Miike wrote: » JRock808 wrote: » andrade5184 wrote: » great job everyone now you got kabam to make wars even harder which will not only result in diversity still being the deciding factor as well as it costing more to win. i mean without defender kills it really sucks that the maps going to be harder now. Think about it. It's not an accident. The whole goal was to increase revenue via AW. Our goals were to make Alliance Wars more diverse, engaging and fun. We've said this before. I know you're going to believe whatever you want to believe, but I promise you, that was not at all our goal here. When we removed Defender kills, it's because we didn't want players to simply give up after a fight. Not playing should never be the optimal strategy. We wanted everybody to fight for the very last node. Stuck because your Alliance mate couldn't take down the link to the node in front of you? Well fight it anyways! See if you can take it down! We've said before that getting this mode to where we want it to be will be an iterative process. So if there are more iterations that need to be made, we will. But first, we've got to get through a few days of War until we can see how this is working out.
JRock808 wrote: » andrade5184 wrote: » great job everyone now you got kabam to make wars even harder which will not only result in diversity still being the deciding factor as well as it costing more to win. i mean without defender kills it really sucks that the maps going to be harder now. Think about it. It's not an accident. The whole goal was to increase revenue via AW.
andrade5184 wrote: » great job everyone now you got kabam to make wars even harder which will not only result in diversity still being the deciding factor as well as it costing more to win. i mean without defender kills it really sucks that the maps going to be harder now.
DNA3000 wrote: » Kabam Miike wrote: » Anonymous wrote: » Kabam Miike wrote: » NevvB wrote: » Dunno if it’s funny or sad that kabam doesnt understand how defender kills can impact war. We understand how they can impact wars, but what I've gotten a lot of Private Messages about and have now seen posts of is that players are concerned that they will continue to 100% the map, and that Defender kills would fix this. This is what we're trying to avoid, a case where an Alliance is able to 100% Explore the map very easily, and even less so should it be possible for both Alliances to fully explore their opponent's maps. We're working towards this, and will continue to make more iterations if we think that they are necessary. We have usually been able to 100% our opponents maps in the old war system. Even with all the magiks, dorms, juggs, nightclub, etc. Most top 100 alliances have. How is this new design supposed to stop that? That's a fair Question! The goal is to make the map more engaging and difficult so that where you place which Defenders is a conscious decision that you have to think about. If we find that you guys are all still 100%ing this Map, then it means that we need to make further revisions. We're not through with this, and we plan on keeping a close eye on this next round. If there are more changes that need to be made, just like the last couple weeks, we'll make more. At the risk of being repetitive, please explain how map changes are going to accomplish this. You say you want players to think about which defender to place on which node. But what the node does or where it is doesn't matter directly. What matters to the players is "if I place this defender here, what will the result be: good for me, or not good for me." How do you expect a player to make that decision? Under 14.0, that question had an easy answer: place the defender that will get the most kills. Kills give points, and the more kills the defender gets the greater the chance the defender will also blockade the path. That's logical. That's how we made our decisions. You say Kabam is adjusting the nodes to make them harder. No matter how easy they are or how hard they are, what should the players be thinking about which defender is better or worse? The only thing we can possibly think in 15.0 is "try to place a defender that can stop a player dead. If that can't happen, then it doesn't really matter what we place." But trying to stop an attacker from continuing to try to attack is your stated reason for removing defender kills. If we aren't allowed to compel an attacker to stop attacking, if we don't get points for defender kills, what's left to judge? Kabam's position seems to be that if the nodes are harder, then it will matter which defenders get placed. But it only matters if being harder matters. And in 15.0, "harder" only matters if you stop the attacker cold. If you just kill him a couple times, that doesn't affect the war. A defender isn't better because it hits harder or because he has a difficult to evade special attack or because he regenerates health. That's incidental. A defender is better if it helps us win a war. A defender has one and only one way to ultimately do that. Change the score. We don't get points when it kills an attacker. We only get points if the entire attacking alliance gives up on that path. Short of that, the only points we get is on placement. Nothing about the defender capabilities affects placement points.
Kabam Miike wrote: » Anonymous wrote: » Kabam Miike wrote: » NevvB wrote: » Dunno if it’s funny or sad that kabam doesnt understand how defender kills can impact war. We understand how they can impact wars, but what I've gotten a lot of Private Messages about and have now seen posts of is that players are concerned that they will continue to 100% the map, and that Defender kills would fix this. This is what we're trying to avoid, a case where an Alliance is able to 100% Explore the map very easily, and even less so should it be possible for both Alliances to fully explore their opponent's maps. We're working towards this, and will continue to make more iterations if we think that they are necessary. We have usually been able to 100% our opponents maps in the old war system. Even with all the magiks, dorms, juggs, nightclub, etc. Most top 100 alliances have. How is this new design supposed to stop that? That's a fair Question! The goal is to make the map more engaging and difficult so that where you place which Defenders is a conscious decision that you have to think about. If we find that you guys are all still 100%ing this Map, then it means that we need to make further revisions. We're not through with this, and we plan on keeping a close eye on this next round. If there are more changes that need to be made, just like the last couple weeks, we'll make more.
Anonymous wrote: » Kabam Miike wrote: » NevvB wrote: » Dunno if it’s funny or sad that kabam doesnt understand how defender kills can impact war. We understand how they can impact wars, but what I've gotten a lot of Private Messages about and have now seen posts of is that players are concerned that they will continue to 100% the map, and that Defender kills would fix this. This is what we're trying to avoid, a case where an Alliance is able to 100% Explore the map very easily, and even less so should it be possible for both Alliances to fully explore their opponent's maps. We're working towards this, and will continue to make more iterations if we think that they are necessary. We have usually been able to 100% our opponents maps in the old war system. Even with all the magiks, dorms, juggs, nightclub, etc. Most top 100 alliances have. How is this new design supposed to stop that?
Kabam Miike wrote: » NevvB wrote: » Dunno if it’s funny or sad that kabam doesnt understand how defender kills can impact war. We understand how they can impact wars, but what I've gotten a lot of Private Messages about and have now seen posts of is that players are concerned that they will continue to 100% the map, and that Defender kills would fix this. This is what we're trying to avoid, a case where an Alliance is able to 100% Explore the map very easily, and even less so should it be possible for both Alliances to fully explore their opponent's maps. We're working towards this, and will continue to make more iterations if we think that they are necessary.
NevvB wrote: » Dunno if it’s funny or sad that kabam doesnt understand how defender kills can impact war.
Born wrote: » So basically you have created a system where allys won’t be able to calculate if they will win or lose until the time runs out? Defender kills was the way it was calculated in the old system. A team was able to see if they were being out skilled, and make the decision to stop when they ran out of attackers and spend no items cause if they pushed through, they would lose on kills. Now we have a situation where the result is an uknown until the end as there is no way to accurately calculate the other teams defender rating. So this gives the allys a reason to keep pushing, reviving, healing to clear the map in a hope that their defender rating is higher.
Kabam Miike wrote: » DNA3000 wrote: » Kabam Miike wrote: » Anonymous wrote: » Kabam Miike wrote: » NevvB wrote: » Dunno if it’s funny or sad that kabam doesnt understand how defender kills can impact war. We understand how they can impact wars, but what I've gotten a lot of Private Messages about and have now seen posts of is that players are concerned that they will continue to 100% the map, and that Defender kills would fix this. This is what we're trying to avoid, a case where an Alliance is able to 100% Explore the map very easily, and even less so should it be possible for both Alliances to fully explore their opponent's maps. We're working towards this, and will continue to make more iterations if we think that they are necessary. We have usually been able to 100% our opponents maps in the old war system. Even with all the magiks, dorms, juggs, nightclub, etc. Most top 100 alliances have. How is this new design supposed to stop that? That's a fair Question! The goal is to make the map more engaging and difficult so that where you place which Defenders is a conscious decision that you have to think about. If we find that you guys are all still 100%ing this Map, then it means that we need to make further revisions. We're not through with this, and we plan on keeping a close eye on this next round. If there are more changes that need to be made, just like the last couple weeks, we'll make more. At the risk of being repetitive, please explain how map changes are going to accomplish this. You say you want players to think about which defender to place on which node. But what the node does or where it is doesn't matter directly. What matters to the players is "if I place this defender here, what will the result be: good for me, or not good for me." How do you expect a player to make that decision? Under 14.0, that question had an easy answer: place the defender that will get the most kills. Kills give points, and the more kills the defender gets the greater the chance the defender will also blockade the path. That's logical. That's how we made our decisions. You say Kabam is adjusting the nodes to make them harder. No matter how easy they are or how hard they are, what should the players be thinking about which defender is better or worse? The only thing we can possibly think in 15.0 is "try to place a defender that can stop a player dead. If that can't happen, then it doesn't really matter what we place." But trying to stop an attacker from continuing to try to attack is your stated reason for removing defender kills. If we aren't allowed to compel an attacker to stop attacking, if we don't get points for defender kills, what's left to judge? Kabam's position seems to be that if the nodes are harder, then it will matter which defenders get placed. But it only matters if being harder matters. And in 15.0, "harder" only matters if you stop the attacker cold. If you just kill him a couple times, that doesn't affect the war. A defender isn't better because it hits harder or because he has a difficult to evade special attack or because he regenerates health. That's incidental. A defender is better if it helps us win a war. A defender has one and only one way to ultimately do that. Change the score. We don't get points when it kills an attacker. We only get points if the entire attacking alliance gives up on that path. Short of that, the only points we get is on placement. Nothing about the defender capabilities affects placement points. Your question: How do you expect a player to make that decision? The answer is that this still hasn't changed. Those defenders you're placing are still getting kills. Even if your defender doesn't stop a Summoner dead in their tracks, if you manage just one kill, you are still improving your defense in war. That kill means that you are making them either use another champion to continue to compete, or use a revive/potion (of which there is a limited amount they can use every war). If they lose again, they have to make that choice again. So while that kill no longer grants you points, to say that there is no easy answer to your questions is not true. You still want to place your best defender for the situation/node that gets Kills, because Kills reduce your opponent's ability to move forward. Just because there are no longer points awarded for a Defender Kill doesn't mean there is no value in defense. Reducing the Champions and offense that your Opponent has at their disposal is a victory. Every time you reduce your opponent's ability to output in the War, it's a victory. Basically, just like before, you're trying to halt or negatively impact your Opponent's ability to progress, rather than have them award you points. The goal of defense hasn't changed: Exhaust your opponent's Champions and ability to proceed.
Kabam Miike wrote: » JRock808 wrote: » andrade5184 wrote: » great job everyone now you got kabam to make wars even harder which will not only result in diversity still being the deciding factor as well as it costing more to win. i mean without defender kills it really sucks that the maps going to be harder now. Think about it. It's not an accident. The whole goal was to increase revenue via AW. Our goals were to make Alliance Wars more diverse, engaging and fun
Kabam Miike wrote: » Just because there are no longer points awarded for a Defender Kill doesn't mean there is no value in defense. Reducing the Champions and offense that your Opponent has at their disposal is a victory. Every time you reduce your opponent's ability to output in the War, it's a victory. Basically, just like before, you're trying to halt or negatively impact your Opponent's ability to progress, rather than have them award you points. The goal of defense hasn't changed: Exhaust your opponent's Champions and ability to proceed.
GroundedWisdom wrote: » I'm not new to War. I've been organizing them since they started. I'm not getting into personals. Which this is. When you have a Player Base that encompasses all levels and everyone plays the same system, you can't devalue the issues that exist by simply saying, "Git gud".
Kabam Miike wrote: » Our goals were to make Alliance Wars more diverse, engaging and fun. We've said this before. I know you're going to believe whatever you want to believe, but I promise you, that was not at all our goal here. When we removed Defender kills, it's because we didn't want players to simply give up after a fight. Not playing should never be the optimal strategy. We wanted everybody to fight for the very last node. Stuck because your Alliance mate couldn't take down the link to the node in front of you? Well fight it anyways! See if you can take it down! We've said before that getting this mode to where we want it to be will be an iterative process. So if there are more iterations that need to be made, we will. But first, we've got to get through a few days of War until we can see how this is working out.
GroundedWisdom wrote: » JRock808 wrote: » GroundedWisdom wrote: » I'm not new to War. I've been organizing them since they started. I'm not getting into personals. Which this is. When you have a Player Base that encompasses all levels and everyone plays the same system, you can't devalue the issues that exist by simply saying, "Git gud". In a head to head competition yes you absolutely can. There is nothing else to say. You lose, you learn, you try again. You don't claim the win because you spent more for your cleats. Jeez. Spending is really irrelevant because the larger metric is the Defender Rating. If Players want to finish the Map and choose to spend, that has always been an option. There's never been a penalty for that. The penalty was from trying and getting KO'd. When the opponent has a strong enough Roster, those numbers add up greatly. To the point of making a Win impossible no matter what was chosen for strategy.
JRock808 wrote: » GroundedWisdom wrote: » I'm not new to War. I've been organizing them since they started. I'm not getting into personals. Which this is. When you have a Player Base that encompasses all levels and everyone plays the same system, you can't devalue the issues that exist by simply saying, "Git gud". In a head to head competition yes you absolutely can. There is nothing else to say. You lose, you learn, you try again. You don't claim the win because you spent more for your cleats. Jeez.
DNA3000 wrote: » Kabam Miike wrote: » JRock808 wrote: » andrade5184 wrote: » great job everyone now you got kabam to make wars even harder which will not only result in diversity still being the deciding factor as well as it costing more to win. i mean without defender kills it really sucks that the maps going to be harder now. Think about it. It's not an accident. The whole goal was to increase revenue via AW. Our goals were to make Alliance Wars more diverse, engaging and fun ... on offense. It seems clear that the goal was to make Alliance Wars more diverse, engaging, and fun on offense. Every single change is disengaging on defense. Eliminating defender kills eliminates the most critical way players were judging defenders. Diversity points dictated a very strong push to place fully diverse champions regardless of what the champions did (and continues to do so). Reducing the node difficulty reduces the ways in which a champion could synergize with and strengthen a node on defense. All of these changes are unambiguously disengaging for players placing defenders. It does help attackers during the attack phase. It is easier to attack. There are less penalties for attacking poorly and dying. There is more chance for help to arrive on attack with portals and cross over paths. Attacking is a lot easier in every possible way. The thing is, the only real difference between AW and AQ is defense. If you ignore defense placement then the attack phase has virtually identical game play to AQ. AW is different from AQ in a similar way that Map 6 is different from Map 5. Defensive placement is the gameplay option that exists in AW and doesn't exist in AQ. Players controlling the defensive map is what can make the attack phase fundamentally different from AQ: we aren't attacking the same computer every time, we are attacking different human beings every time. I think diversity is an albatross, and Kabam shouldn't even want "more diverse" AW. What they should strive for is unpredictable AW. Some players want tough competition and some don't, but all of them could benefit from being surprised by what they find on the AW map. That's why you give the players the ability to place defenders. You want AW maps to be different every time, unlike the static AQ maps that are the same every time. That's the "diversity" you want: not to force people to place every single champion once. You want players to be encouraged to be unpredictable. Confusing diversity with unpredictability is at the core of some of the biggest complaints about 15.0 AW.
Kabam Miike wrote: » Hey Guys, As we have mentioned many times now, we are still working on the Alliance Wars mode. So those Champions that you think right now might be less useful than they were before, might just become your favourites again.
Kabam Miike wrote: » DNA3000 wrote: » At the risk of being repetitive, please explain how map changes are going to accomplish this. You say you want players to think about which defender to place on which node. But what the node does or where it is doesn't matter directly. What matters to the players is "if I place this defender here, what will the result be: good for me, or not good for me." How do you expect a player to make that decision? Under 14.0, that question had an easy answer: place the defender that will get the most kills. Kills give points, and the more kills the defender gets the greater the chance the defender will also blockade the path. That's logical. That's how we made our decisions. You say Kabam is adjusting the nodes to make them harder. No matter how easy they are or how hard they are, what should the players be thinking about which defender is better or worse? The only thing we can possibly think in 15.0 is "try to place a defender that can stop a player dead. If that can't happen, then it doesn't really matter what we place." But trying to stop an attacker from continuing to try to attack is your stated reason for removing defender kills. If we aren't allowed to compel an attacker to stop attacking, if we don't get points for defender kills, what's left to judge? Kabam's position seems to be that if the nodes are harder, then it will matter which defenders get placed. But it only matters if being harder matters. And in 15.0, "harder" only matters if you stop the attacker cold. If you just kill him a couple times, that doesn't affect the war. A defender isn't better because it hits harder or because he has a difficult to evade special attack or because he regenerates health. That's incidental. A defender is better if it helps us win a war. A defender has one and only one way to ultimately do that. Change the score. We don't get points when it kills an attacker. We only get points if the entire attacking alliance gives up on that path. Short of that, the only points we get is on placement. Nothing about the defender capabilities affects placement points. Your question: How do you expect a player to make that decision? The answer is that this still hasn't changed. Those defenders you're placing are still getting kills. Even if your defender doesn't stop a Summoner dead in their tracks, if you manage just one kill, you are still improving your defense in war. That kill means that you are making them either use another champion to continue to compete, or use a revive/potion (of which there is a limited amount they can use every war). If they lose again, they have to make that choice again. So while that kill no longer grants you points, to say that there is no easy answer to your questions is not true. You still want to place your best defender for the situation/node that gets Kills, because Kills reduce your opponent's ability to move forward. Just because there are no longer points awarded for a Defender Kill doesn't mean there is no value in defense. Reducing the Champions and offense that your Opponent has at their disposal is a victory. Every time you reduce your opponent's ability to output in the War, it's a victory. Basically, just like before, you're trying to halt or negatively impact your Opponent's ability to progress, rather than have them award you points. The goal of defense hasn't changed: Exhaust your opponent's Champions and ability to proceed.
DNA3000 wrote: » At the risk of being repetitive, please explain how map changes are going to accomplish this. You say you want players to think about which defender to place on which node. But what the node does or where it is doesn't matter directly. What matters to the players is "if I place this defender here, what will the result be: good for me, or not good for me." How do you expect a player to make that decision? Under 14.0, that question had an easy answer: place the defender that will get the most kills. Kills give points, and the more kills the defender gets the greater the chance the defender will also blockade the path. That's logical. That's how we made our decisions. You say Kabam is adjusting the nodes to make them harder. No matter how easy they are or how hard they are, what should the players be thinking about which defender is better or worse? The only thing we can possibly think in 15.0 is "try to place a defender that can stop a player dead. If that can't happen, then it doesn't really matter what we place." But trying to stop an attacker from continuing to try to attack is your stated reason for removing defender kills. If we aren't allowed to compel an attacker to stop attacking, if we don't get points for defender kills, what's left to judge? Kabam's position seems to be that if the nodes are harder, then it will matter which defenders get placed. But it only matters if being harder matters. And in 15.0, "harder" only matters if you stop the attacker cold. If you just kill him a couple times, that doesn't affect the war. A defender isn't better because it hits harder or because he has a difficult to evade special attack or because he regenerates health. That's incidental. A defender is better if it helps us win a war. A defender has one and only one way to ultimately do that. Change the score. We don't get points when it kills an attacker. We only get points if the entire attacking alliance gives up on that path. Short of that, the only points we get is on placement. Nothing about the defender capabilities affects placement points.
RagamugginGunner wrote: » Born wrote: » So basically you have created a system where allys won’t be able to calculate if they will win or lose until the time runs out? Defender kills was the way it was calculated in the old system. A team was able to see if they were being out skilled, and make the decision to stop when they ran out of attackers and spend no items cause if they pushed through, they would lose on kills. Now we have a situation where the result is an uknown until the end as there is no way to accurately calculate the other teams defender rating. So this gives the allys a reason to keep pushing, reviving, healing to clear the map in a hope that their defender rating is higher. Actually this system is much easier to determine the winner. The higher rated alliance always has the advantage. The dev team clearly doesn't understand that they haven't done anything to prevent alliances to 100% the map so it'll all come down to defender rating. The latest "explanation" just shows how far from the mark they truly are.
danielmath wrote: » DNA3000 wrote: » Kabam Miike wrote: » JRock808 wrote: » andrade5184 wrote: » great job everyone now you got kabam to make wars even harder which will not only result in diversity still being the deciding factor as well as it costing more to win. i mean without defender kills it really sucks that the maps going to be harder now. Think about it. It's not an accident. The whole goal was to increase revenue via AW. Our goals were to make Alliance Wars more diverse, engaging and fun ... on offense. It seems clear that the goal was to make Alliance Wars more diverse, engaging, and fun on offense. Every single change is disengaging on defense. Eliminating defender kills eliminates the most critical way players were judging defenders. Diversity points dictated a very strong push to place fully diverse champions regardless of what the champions did (and continues to do so). Reducing the node difficulty reduces the ways in which a champion could synergize with and strengthen a node on defense. All of these changes are unambiguously disengaging for players placing defenders. It does help attackers during the attack phase. It is easier to attack. There are less penalties for attacking poorly and dying. There is more chance for help to arrive on attack with portals and cross over paths. Attacking is a lot easier in every possible way. The thing is, the only real difference between AW and AQ is defense. If you ignore defense placement then the attack phase has virtually identical game play to AQ. AW is different from AQ in a similar way that Map 6 is different from Map 5. Defensive placement is the gameplay option that exists in AW and doesn't exist in AQ. Players controlling the defensive map is what can make the attack phase fundamentally different from AQ: we aren't attacking the same computer every time, we are attacking different human beings every time. I think diversity is an albatross, and Kabam shouldn't even want "more diverse" AW. What they should strive for is unpredictable AW. Some players want tough competition and some don't, but all of them could benefit from being surprised by what they find on the AW map. That's why you give the players the ability to place defenders. You want AW maps to be different every time, unlike the static AQ maps that are the same every time. That's the "diversity" you want: not to force people to place every single champion once. You want players to be encouraged to be unpredictable. Confusing diversity with unpredictability is at the core of some of the biggest complaints about 15.0 AW. To address this - before the diversity changes, there were basically 5-7 defenders that every single player put, it was as predictable as AQ. You always knew who you were fighting, there was never a surprise basically. Though I still preferred the old system but to say it was less predictable is just plain untrue.
Born wrote: » RagamugginGunner wrote: » Born wrote: » So basically you have created a system where allys won’t be able to calculate if they will win or lose until the time runs out? Defender kills was the way it was calculated in the old system. A team was able to see if they were being out skilled, and make the decision to stop when they ran out of attackers and spend no items cause if they pushed through, they would lose on kills. Now we have a situation where the result is an uknown until the end as there is no way to accurately calculate the other teams defender rating. So this gives the allys a reason to keep pushing, reviving, healing to clear the map in a hope that their defender rating is higher. Actually this system is much easier to determine the winner. The higher rated alliance always has the advantage. The dev team clearly doesn't understand that they haven't done anything to prevent alliances to 100% the map so it'll all come down to defender rating. The latest "explanation" just shows how far from the mark they truly are. Well not necessarily. Just cause someone doesn’t have a high rating, doesn’t mean they aren’t stacked with high level 5*’s and 4*’s. I have a lower rating than most of my ally but have more 4/55’s, 3/45*s and 5/50’s than most of them. They have more overall champs but at lower ratings. So going in, that isn’t the most reliable indication of a win or loss.