GroundedWisdom wrote: » Brr762 wrote: » Without defender kills, defender rating is still going to be the deciding factor. Shared this theory in another Thread. Rather than retype it, I'm just going to post a screenshot.
Brr762 wrote: » Without defender kills, defender rating is still going to be the deciding factor.
chunkyb wrote: » 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. So, war. Yeah. That's how it works You can't kill me, I can kill you, I win. War. By your so-called theory, the losing alliance would rank up over time and something something metric, something something, and that would all come out in the wash.
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.
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".
GroundedWisdom wrote: » chunkyb wrote: » 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. So, war. Yeah. That's how it works You can't kill me, I can kill you, I win. War. By your so-called theory, the losing alliance would rank up over time and something something metric, something something, and that would all come out in the wash. War is engagement in battle between two or more sides. When you eliminate the ability for one side to engage, it is no longer called War. It's called Defense. People mention strategy, but there's really very little strategy involved. "Okay, boys. Do we stop trying and take a Loss, or keep trying and take a Loss?". There is very little strategy for the winning side either. Just place the "Top Tier Champs" in drones and watch the enemy scramble and lose. Besides the penalty, whenever Diversity is a part of the equation, Defender Kills will contradict it. People will inevitably create the same problem by overpowering with Defender Kills. I'm nearly positive that given the choice, that will be the primary focus. So, there's no real way to have both as a significant aspect. Not unless the metrics for Defender Kills are so minimal that they become difficult to mount into a deciding factor, in which case THAT becomes the tiebreaker, which is the objective of Diversity. Even then, it would only be done for amusement. The reality is, Defender Kills are not necessary to make it engaging, and they're more penalty than people realize. It is not a fair experience to sacrifice making a try for it because if you try, you fail. I'm sorry. Regardless of who prefers the old way, that's not a fair situation for anyone but the ones winning.
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.
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: » Nightcrawlers * I kind of like Nightclub
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?
Anonymous wrote: » Nightcrawlers *
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.
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.
GroundedWisdom wrote: » IThe reality is, Defender Kills are not necessary to make it engaging, and they're more penalty than people realize. It is not a fair experience to sacrifice making a try for it because if you try, you fail. I'm sorry. Regardless of who prefers the old way, that's not a fair situation for anyone but the ones winning.
GroundedWisdom wrote: » chunkyb wrote: » 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. So, war. Yeah. That's how it works You can't kill me, I can kill you, I win. War. By your so-called theory, the losing alliance would rank up over time and something something metric, something something, and that would all come out in the wash. War is engagement in battle between two or more sides. When you eliminate the ability for one side to engage, it is no longer called War. It's called Defense.
"GroundedWisdom wrote: War is engagement in battle between two or more sides. When you eliminate the ability for one side to engage, it is no longer called War.
Moneyhead wrote: » @Kabam Miike At the end of the day no one likes this ****. Listen to everything you’re hearing from the community and make it right. Why spend all the time to defend what you guys messed up instead of simply fixing it to what we want
GroundedWisdom wrote: » . People mention strategy, but there's really very little strategy involved. "Okay, boys. Do we stop trying and take a Loss, or keep trying and take a Loss?". There is very little strategy for the winning side either. . .
KamalaWantsToPlayToo wrote: » "GroundedWisdom wrote: War is engagement in battle between two or more sides. When you eliminate the ability for one side to engage, it is no longer called War. I can't believe I'm gonna say this, but I actually agree with you. In my neck of the woods when you eliminate the ability for one side to engage it's not called war either. It's called getting your a$$ kicked. Moral of the story? Learn how to not cry after the first punch and keep on fighting like a big boy win or lose.
The goal of defense hasn't changed: Exhaust your opponent's Champions and ability to proceed.
DNA3000 wrote: » GroundedWisdom wrote: » chunkyb wrote: » 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. So, war. Yeah. That's how it works You can't kill me, I can kill you, I win. War. By your so-called theory, the losing alliance would rank up over time and something something metric, something something, and that would all come out in the wash. War is engagement in battle between two or more sides. When you eliminate the ability for one side to engage, it is no longer called War. It's called Defense. People mention strategy, but there's really very little strategy involved. "Okay, boys. Do we stop trying and take a Loss, or keep trying and take a Loss?". There is very little strategy for the winning side either. Just place the "Top Tier Champs" in drones and watch the enemy scramble and lose. Besides the penalty, whenever Diversity is a part of the equation, Defender Kills will contradict it. People will inevitably create the same problem by overpowering with Defender Kills. I'm nearly positive that given the choice, that will be the primary focus. So, there's no real way to have both as a significant aspect. Not unless the metrics for Defender Kills are so minimal that they become difficult to mount into a deciding factor, in which case THAT becomes the tiebreaker, which is the objective of Diversity. Even then, it would only be done for amusement. The reality is, Defender Kills are not necessary to make it engaging, and they're more penalty than people realize. It is not a fair experience to sacrifice making a try for it because if you try, you fail. I'm sorry. Regardless of who prefers the old way, that's not a fair situation for anyone but the ones winning. On a more serious note, Kabam Miike specifically stated in his reply to me: The goal of defense hasn't changed: Exhaust your opponent's Champions and ability to proceed. In other words, Kabam Miike explicitly states that Kabam's position is we should still be trying to place the strongest possible defenders to destroy the enemy alliance's ability to attack. They just seem to be unclear on why that isn't happening. Also, Kabam Miike stated that my thought process in 15.0 should still be the same as it was in 14.0 or at least similar because the goal should still be the same. I assert that is not true from personal experience. You are asserting that 14.0 contained no strategy for either attack or defense placement, but that is also not true from direct personal experience. I was the placer for my battlegroup. I was the one employing strategy. I was the one deciding whether to put yellowjacket or spiderman on unblockable one. I was the one deciding whether to put Ultron on unstunnable or enhanced ability accuracy. I strategically ranked up my Hyperion to use on AWD. I gave advice to other members on what would be good rank ups for defense and what to enter on defense. I'm also the attack coordinator for AW and AQ in my BG. I make decisions all the time on who should take which path. Which path is the critical path. Who would be best for thorns, who has the best ability to take the long paths, who should I use on the four interior paths, who can guarantee me a kill on the two outer minibosses. I should say I made those decisions, past tense, because those decisions don't exist in AW 15.0. I was the one making strategic decisions in AWA and AWD in 14.0, and I'm the one that makes them in 15.0. I am saying as a matter of fact that the strategic aspect of alliance war is dramatically lower in 15.0. If anyone wants to assert otherwise, I would expect them to support that statement with AW management facts, not conjectures. Win or lose, we always try. Win or lose, we always used strategy. Sometimes that strategy is not enough. That doesn't mean there's no strategy. Sometimes the other guy is better or stronger and we cannot overcome that strength. I can't believe anyone who claims to have managed a battlegroup would even make this assertion. I would vote to replace a BG officer that stated they were not using any strategy at all in AW.
R4GE wrote: » DNA3000 wrote: » GroundedWisdom wrote: » chunkyb wrote: » 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. So, war. Yeah. That's how it works You can't kill me, I can kill you, I win. War. By your so-called theory, the losing alliance would rank up over time and something something metric, something something, and that would all come out in the wash. War is engagement in battle between two or more sides. When you eliminate the ability for one side to engage, it is no longer called War. It's called Defense. People mention strategy, but there's really very little strategy involved. "Okay, boys. Do we stop trying and take a Loss, or keep trying and take a Loss?". There is very little strategy for the winning side either. Just place the "Top Tier Champs" in drones and watch the enemy scramble and lose. Besides the penalty, whenever Diversity is a part of the equation, Defender Kills will contradict it. People will inevitably create the same problem by overpowering with Defender Kills. I'm nearly positive that given the choice, that will be the primary focus. So, there's no real way to have both as a significant aspect. Not unless the metrics for Defender Kills are so minimal that they become difficult to mount into a deciding factor, in which case THAT becomes the tiebreaker, which is the objective of Diversity. Even then, it would only be done for amusement. The reality is, Defender Kills are not necessary to make it engaging, and they're more penalty than people realize. It is not a fair experience to sacrifice making a try for it because if you try, you fail. I'm sorry. Regardless of who prefers the old way, that's not a fair situation for anyone but the ones winning. On a more serious note, Kabam Miike specifically stated in his reply to me: The goal of defense hasn't changed: Exhaust your opponent's Champions and ability to proceed. In other words, Kabam Miike explicitly states that Kabam's position is we should still be trying to place the strongest possible defenders to destroy the enemy alliance's ability to attack. They just seem to be unclear on why that isn't happening. Also, Kabam Miike stated that my thought process in 15.0 should still be the same as it was in 14.0 or at least similar because the goal should still be the same. I assert that is not true from personal experience. You are asserting that 14.0 contained no strategy for either attack or defense placement, but that is also not true from direct personal experience. I was the placer for my battlegroup. I was the one employing strategy. I was the one deciding whether to put yellowjacket or spiderman on unblockable one. I was the one deciding whether to put Ultron on unstunnable or enhanced ability accuracy. I strategically ranked up my Hyperion to use on AWD. I gave advice to other members on what would be good rank ups for defense and what to enter on defense. I'm also the attack coordinator for AW and AQ in my BG. I make decisions all the time on who should take which path. Which path is the critical path. Who would be best for thorns, who has the best ability to take the long paths, who should I use on the four interior paths, who can guarantee me a kill on the two outer minibosses. I should say I made those decisions, past tense, because those decisions don't exist in AW 15.0. I was the one making strategic decisions in AWA and AWD in 14.0, and I'm the one that makes them in 15.0. I am saying as a matter of fact that the strategic aspect of alliance war is dramatically lower in 15.0. If anyone wants to assert otherwise, I would expect them to support that statement with AW management facts, not conjectures. Win or lose, we always try. Win or lose, we always used strategy. Sometimes that strategy is not enough. That doesn't mean there's no strategy. Sometimes the other guy is better or stronger and we cannot overcome that strength. I can't believe anyone who claims to have managed a battlegroup would even make this assertion. I would vote to replace a BG officer that stated they were not using any strategy at all in AW. Ok, I can't resist. One more comment and I'm done lol But this is the part where he mentions again how he does all that as well. But we can't do a call out to point out how effective he is based on his war rating or size of alliance, but we are all aware.