Beholder_V wrote: » This is why we hate the new system. This is not getting fixed with your changes. This war was bought and paid for by our opponent. I like the idea of diversity, but getting rid of defender kills entirely has made this a war of who is willing to spend the most. Yes, they had us on diversity. But if defender kills mattered, and just look at that disparity and tell me it shouldn’t, then diversity wouldn’t have been THE deciding factor. This is the scenario I see a exponentially more often than I EVER saw defender kills deciding the outcome. You’ve encouraged pay to win, intentionally or not. And frankly, I’m losing interest in this game more every day that this continues. And I know I’m not the only one.
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.
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.
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".
The goal of defense hasn't changed: Exhaust your opponent's Champions and ability to proceed.
GroundedWisdom 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. There is always a strategy. I don't need to assert my effectiveness. It's not about me. I can say I'm quite experiwnced at strategizing Wins in many scenarios and leave it at that because I'm not really here to brag. What I'm saying is regardless of the strategy used, it does not have to include Points for Defender Kills. The real argument is we can no longer place a Defense that KOs the opponent into a Loss. There are other forms of strategy involved. I've been running Wars since the new system has been implemented. Or last Win took some effort and planning. It's not as monotone as people are claiming. The Nodes were simplistic, yes. There is still strategy involved.
R4GE wrote: » GroundedWisdom 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. There is always a strategy. I don't need to assert my effectiveness. It's not about me. I can say I'm quite experiwnced at strategizing Wins in many scenarios and leave it at that because I'm not really here to brag. What I'm saying is regardless of the strategy used, it does not have to include Points for Defender Kills. The real argument is we can no longer place a Defense that KOs the opponent into a Loss. There are other forms of strategy involved. I've been running Wars since the new system has been implemented. Or last Win took some effort and planning. It's not as monotone as people are claiming. The Nodes were simplistic, yes. There is still strategy involved. I CALLED IT!!! hahahahaha
GroundedWisdom wrote: » I'm not entertaining a conversation about what Tier who is in. The subject is not about that, and it's really not relevant. The fact is, there is strategy involved. It's not always "Set it and forget it!". Placement is somewhat easier because there are less Nodes to consider. That will no doubt be looked at. Diversity and Defender Ratings are easy to consider. Use a variety of Champs with as high as possible PI. The real strategy begins when Attack starts. It's a system of checks and balances. You have to consider what the opponent has placed, how many Points they're accumulating, who to assign to what Paths based on availability, how far the opponent is getting, how much Exploration you need to gain an advantage, etc. Not everyone is able to be present 24/7. People have jobs and lives. Which means if someone is unable to return, you need to organize well enough to get the Exploration you need. Regardless of myself, all it is, is Points. Accumulate enough Points to win. Whether those Points come from Defender Kills or not really doesn't matter, as long as they come from somewhere else. What matters is the effect they have on the game experience. Anything can happen after Attack Phase starts, and when you have to keep track of Points, there is strategy involved. Not sure why people find that humorous.
GroundedWisdom wrote: » Social Justice implies there is some sort of violation to need it. Not the case. I also don't need a spreadsheet to keep track of Wars. Just a general knowledge of Points and an ability to predict an advantage.
R4GE wrote: » GroundedWisdom wrote: » I'm not entertaining a conversation about what Tier who is in. The subject is not about that, and it's really not relevant. The fact is, there is strategy involved. It's not always "Set it and forget it!". Placement is somewhat easier because there are less Nodes to consider. That will no doubt be looked at. Diversity and Defender Ratings are easy to consider. Use a variety of Champs with as high as possible PI. The real strategy begins when Attack starts. It's a system of checks and balances. You have to consider what the opponent has placed, how many Points they're accumulating, who to assign to what Paths based on availability, how far the opponent is getting, how much Exploration you need to gain an advantage, etc. Not everyone is able to be present 24/7. People have jobs and lives. Which means if someone is unable to return, you need to organize well enough to get the Exploration you need. Regardless of myself, all it is, is Points. Accumulate enough Points to win. Whether those Points come from Defender Kills or not really doesn't matter, as long as they come from somewhere else. What matters is the effect they have on the game experience. Anything can happen after Attack Phase starts, and when you have to keep track of Points, there is strategy involved. Not sure why people find that humorous. I know I want to leave this thread but you make it so hard sometimes. War should have nothing thats easy. You should have to consider nodes for smart placement based on the champs brought in. There is no strategy in the attack phase, its easy and you can see your opponents. Pick any path and you should clear it. Simple as that, no need to "consider what your opponent has placed" As far as setting paths, you set paths once and they stay that way for every war. Typically deciding who's on what path by what paths hardest and who your most skilled players are. How much exploration you need? Have you read the comments? You go for 100% like everyone else is. Your concern about people lives interfering is a little matter in competitive active alliances. Your argument stands only in the type of alliance you are in, not the rest of us debating this new system.
GroundedWisdom wrote: » R4GE wrote: » GroundedWisdom wrote: » I'm not entertaining a conversation about what Tier who is in. The subject is not about that, and it's really not relevant. The fact is, there is strategy involved. It's not always "Set it and forget it!". Placement is somewhat easier because there are less Nodes to consider. That will no doubt be looked at. Diversity and Defender Ratings are easy to consider. Use a variety of Champs with as high as possible PI. The real strategy begins when Attack starts. It's a system of checks and balances. You have to consider what the opponent has placed, how many Points they're accumulating, who to assign to what Paths based on availability, how far the opponent is getting, how much Exploration you need to gain an advantage, etc. Not everyone is able to be present 24/7. People have jobs and lives. Which means if someone is unable to return, you need to organize well enough to get the Exploration you need. Regardless of myself, all it is, is Points. Accumulate enough Points to win. Whether those Points come from Defender Kills or not really doesn't matter, as long as they come from somewhere else. What matters is the effect they have on the game experience. Anything can happen after Attack Phase starts, and when you have to keep track of Points, there is strategy involved. Not sure why people find that humorous. I know I want to leave this thread but you make it so hard sometimes. War should have nothing thats easy. You should have to consider nodes for smart placement based on the champs brought in. There is no strategy in the attack phase, its easy and you can see your opponents. Pick any path and you should clear it. Simple as that, no need to "consider what your opponent has placed" As far as setting paths, you set paths once and they stay that way for every war. Typically deciding who's on what path by what paths hardest and who your most skilled players are. How much exploration you need? Have you read the comments? You go for 100% like everyone else is. Your concern about people lives interfering is a little matter in competitive active alliances. Your argument stands only in the type of alliance you are in, not the rest of us debating this new system. There is a difference between personal experience and the system as a whole. When discussing the system as a whole, I'm fully capable of seeing as whole a picture as possible. When talking about my last War, I'm talking about my last War. This is not the first time you've implied my focus is on my situation alone. It is still incorrect. Who takes what Path can change based on who brought what. Assigning Paths may be how you play, and I respect that. That doesn't mean everyone plays the same. Isn't that what you accused me of?
R4GE wrote: » GroundedWisdom wrote: » R4GE wrote: » GroundedWisdom wrote: » I'm not entertaining a conversation about what Tier who is in. The subject is not about that, and it's really not relevant. The fact is, there is strategy involved. It's not always "Set it and forget it!". Placement is somewhat easier because there are less Nodes to consider. That will no doubt be looked at. Diversity and Defender Ratings are easy to consider. Use a variety of Champs with as high as possible PI. The real strategy begins when Attack starts. It's a system of checks and balances. You have to consider what the opponent has placed, how many Points they're accumulating, who to assign to what Paths based on availability, how far the opponent is getting, how much Exploration you need to gain an advantage, etc. Not everyone is able to be present 24/7. People have jobs and lives. Which means if someone is unable to return, you need to organize well enough to get the Exploration you need. Regardless of myself, all it is, is Points. Accumulate enough Points to win. Whether those Points come from Defender Kills or not really doesn't matter, as long as they come from somewhere else. What matters is the effect they have on the game experience. Anything can happen after Attack Phase starts, and when you have to keep track of Points, there is strategy involved. Not sure why people find that humorous. I know I want to leave this thread but you make it so hard sometimes. War should have nothing thats easy. You should have to consider nodes for smart placement based on the champs brought in. There is no strategy in the attack phase, its easy and you can see your opponents. Pick any path and you should clear it. Simple as that, no need to "consider what your opponent has placed" As far as setting paths, you set paths once and they stay that way for every war. Typically deciding who's on what path by what paths hardest and who your most skilled players are. How much exploration you need? Have you read the comments? You go for 100% like everyone else is. Your concern about people lives interfering is a little matter in competitive active alliances. Your argument stands only in the type of alliance you are in, not the rest of us debating this new system. There is a difference between personal experience and the system as a whole. When discussing the system as a whole, I'm fully capable of seeing as whole a picture as possible. When talking about my last War, I'm talking about my last War. This is not the first time you've implied my focus is on my situation alone. It is still incorrect. Who takes what Path can change based on who brought what. Assigning Paths may be how you play, and I respect that. That doesn't mean everyone plays the same. Isn't that what you accused me of? If you're gonna quote be, try to refute it. I've been clear to point out the your way vs the other sides. I didn't list every way, just the most popular. How you do things is much different, we are ALL clear in that.
GroundedWisdom wrote: » R4GE wrote: » GroundedWisdom wrote: » R4GE wrote: » GroundedWisdom wrote: » I'm not entertaining a conversation about what Tier who is in. The subject is not about that, and it's really not relevant. The fact is, there is strategy involved. It's not always "Set it and forget it!". Placement is somewhat easier because there are less Nodes to consider. That will no doubt be looked at. Diversity and Defender Ratings are easy to consider. Use a variety of Champs with as high as possible PI. The real strategy begins when Attack starts. It's a system of checks and balances. You have to consider what the opponent has placed, how many Points they're accumulating, who to assign to what Paths based on availability, how far the opponent is getting, how much Exploration you need to gain an advantage, etc. Not everyone is able to be present 24/7. People have jobs and lives. Which means if someone is unable to return, you need to organize well enough to get the Exploration you need. Regardless of myself, all it is, is Points. Accumulate enough Points to win. Whether those Points come from Defender Kills or not really doesn't matter, as long as they come from somewhere else. What matters is the effect they have on the game experience. Anything can happen after Attack Phase starts, and when you have to keep track of Points, there is strategy involved. Not sure why people find that humorous. I know I want to leave this thread but you make it so hard sometimes. War should have nothing thats easy. You should have to consider nodes for smart placement based on the champs brought in. There is no strategy in the attack phase, its easy and you can see your opponents. Pick any path and you should clear it. Simple as that, no need to "consider what your opponent has placed" As far as setting paths, you set paths once and they stay that way for every war. Typically deciding who's on what path by what paths hardest and who your most skilled players are. How much exploration you need? Have you read the comments? You go for 100% like everyone else is. Your concern about people lives interfering is a little matter in competitive active alliances. Your argument stands only in the type of alliance you are in, not the rest of us debating this new system. There is a difference between personal experience and the system as a whole. When discussing the system as a whole, I'm fully capable of seeing as whole a picture as possible. When talking about my last War, I'm talking about my last War. This is not the first time you've implied my focus is on my situation alone. It is still incorrect. Who takes what Path can change based on who brought what. Assigning Paths may be how you play, and I respect that. That doesn't mean everyone plays the same. Isn't that what you accused me of? If you're gonna quote be, try to refute it. I've been clear to point out the your way vs the other sides. I didn't list every way, just the most popular. How you do things is much different, we are ALL clear in that. When you're talking about all Players, it's not govered by the top or the most popular. The point is to be as encompassing as possible. What you're getting at indirectly, is that my points aren't valid because of where I am. This is where I will end the conversation because this is becoming more personal than debate.
R4GE wrote: » GroundedWisdom wrote: » R4GE wrote: » GroundedWisdom wrote: » R4GE wrote: » GroundedWisdom wrote: » I'm not entertaining a conversation about what Tier who is in. The subject is not about that, and it's really not relevant. The fact is, there is strategy involved. It's not always "Set it and forget it!". Placement is somewhat easier because there are less Nodes to consider. That will no doubt be looked at. Diversity and Defender Ratings are easy to consider. Use a variety of Champs with as high as possible PI. The real strategy begins when Attack starts. It's a system of checks and balances. You have to consider what the opponent has placed, how many Points they're accumulating, who to assign to what Paths based on availability, how far the opponent is getting, how much Exploration you need to gain an advantage, etc. Not everyone is able to be present 24/7. People have jobs and lives. Which means if someone is unable to return, you need to organize well enough to get the Exploration you need. Regardless of myself, all it is, is Points. Accumulate enough Points to win. Whether those Points come from Defender Kills or not really doesn't matter, as long as they come from somewhere else. What matters is the effect they have on the game experience. Anything can happen after Attack Phase starts, and when you have to keep track of Points, there is strategy involved. Not sure why people find that humorous. I know I want to leave this thread but you make it so hard sometimes. War should have nothing thats easy. You should have to consider nodes for smart placement based on the champs brought in. There is no strategy in the attack phase, its easy and you can see your opponents. Pick any path and you should clear it. Simple as that, no need to "consider what your opponent has placed" As far as setting paths, you set paths once and they stay that way for every war. Typically deciding who's on what path by what paths hardest and who your most skilled players are. How much exploration you need? Have you read the comments? You go for 100% like everyone else is. Your concern about people lives interfering is a little matter in competitive active alliances. Your argument stands only in the type of alliance you are in, not the rest of us debating this new system. There is a difference between personal experience and the system as a whole. When discussing the system as a whole, I'm fully capable of seeing as whole a picture as possible. When talking about my last War, I'm talking about my last War. This is not the first time you've implied my focus is on my situation alone. It is still incorrect. Who takes what Path can change based on who brought what. Assigning Paths may be how you play, and I respect that. That doesn't mean everyone plays the same. Isn't that what you accused me of? If you're gonna quote be, try to refute it. I've been clear to point out the your way vs the other sides. I didn't list every way, just the most popular. How you do things is much different, we are ALL clear in that. When you're talking about all Players, it's not govered by the top or the most popular. The point is to be as encompassing as possible. What you're getting at indirectly, is that my points aren't valid because of where I am. This is where I will end the conversation because this is becoming more personal than debate. You always make that comment "its getting personal." Its never getting personal. If you're gonna make something about you than we are gonna be sure to make it about you. This whole "personal attack" garbage is nonsense. You do that every time someone goes against you. When I point out where you are at in the game vs some of us its not a personal attack. It shed light on the topic that our views will be different based on that alone. Anything else is based on comments you make. Please stop playing the victim when you choose to debate against multiple people.