**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
15.0 Alliance Wars Update Discussion Thread
This discussion has been closed.
Comments
So I am not against having Act 5 nodes in Alliance Wars at all. It is something I actually recommended happen when Thorns was removed. So, this is now the second time The Kabam Team has redone the nodes, the first time being on September 26. I don't think The Kabam Team understands, you can't just address a symptom if there is a bigger problem going on. The big issue for AW aren't nodes, the problem are the defenders kills and Kabam's strong desire to push Defender Diversity.
Regardless of having difficult or easy nodes, if Defender Diversity is still in place people are still going to have an easy time fighting champs since everyone's goal is to bring unique champions. I've seen Venompools, Star-Lords and so many other non defense champs in AW that nodes don't even matter. Even if someone manages to rack up a good amount of kills on a node, what difference does it make? Defender kills mean nothing.
The focus on adjusting nodes is time wasted in my honest opinion. Focus on the main problem, bring back Defender Kill Points and forget about Defender Diversity. I really have a hard time understanding why the Dev. Team has such a strong grip on Defender Diversity for. I know it was something the Team wanted to try but it has obviously failed miserably. It adds nothing to the game. It took real skill and knowledge of nodes for someone to set up a strong and sturdy defense for AW before. What skill is put into bringing 5 non-defense champs to AW?
I do understand why Defender Diversity was introduced to AW. I understand that people where using a lot of Magiks, Nightcrawlers, Spideys, etc. but that was fine. Those champions were used a lot in AW Defense because they have very strong defensive capabilities. With the push to diversify defense, the game team ended up killing defense completely and has, arguably, removed the need to rank up defenders. I sound like a broken record at this point but I'll keep on voicing my opinion as long as I play the game.
I could go on and on but I'll close with this, the easy fix is to go back to the old AW season. Just forget this season of AW and go back to the old AW. Forget the new point system, map, nodes and just go back to the good AW. Why fix something that isn't broken?
100% garbage. You should be ashamed of this terrible set-up. Have an idea.
I was concerned this would happen, when @Kabam Miike took special notice of the players complaining about both sides 100% completing the map. I predicted they would crank up the difficulty to prevent that, and then claim that AW was "competitive" again because as long as both sides cannot complete 100%, you can always claim both sides could have done more to win, so it was all in the hands of the players.
The "100% complaint" was a ticking time bomb, and it just went off. Ironically, the changes are unlikely to affect the very alliances most likely to 100% complete.
How the hell can you be so clueless? Read the damn thread, we've told you what we want. This is NOT it.
So before you're even done with the first section of nodes in war, there's a feeling of "hey, don't go nuts here everyone, they brought diverse champs, they have us on defender rating, we cannot win." The current system of diversity/rating/no defender kills is a discouragement to the entire alliance.
Holy $$%%@!$$.
Adding $pite, Bane, Ma$ochi$m & Buffet onto the "Hard" map? This just confirm$ my previou$ po$t.
You (Kabam) $hould be a$hamed of your$elve$
When new season started you said you removed thorns..slashed tires etc..but now you bring back act 5 nodes to replace them?
Maybe you got some special glasses cause i havent seen anyone ask for harder nodes.. and the thing most player keep asking for you keep ignoring *couch* defender kills *couch*.
Dont pretent to suposedly "listen" to your player comunity. The only thing you are trying to accomplish is to crank up difficulty and make AW your cashcow.
To say you listen to us is just insulting to your player base..because clearly havent.
Well, if I'm lucky in 16.0 Alliance Wars will be decided by forum rating, and all my posts will technically be rank up materials.
I feel like wars are being decided by coin toss, and Kabam is trying to add more competition to the game by tossing the coin higher, and telling the players that if it isn't being tossed high enough they will work on tossing it even higher next time.
What was going on in pre-15.0 alliance war that was an issue? Can anyone point me to threads stating the scoring system was unfair, broken, or didn't work?
I don't recall any complaints about that. Thorns, AoN, Starburst, yeah.. lame mechanics that needed to be removed, but short of that what problems where the majority of players having that this total turnaround was required?
So outside of some ridiculous nodes, and the the fact that MD and Dexterity is NOT working fine as is, despite Kabam's statement otherwise, what was wrong with the basic strategy of AW? You placed strong defenders on appropriate nodes, attacked the opponents defenders with appropriate champs and the players decided the outcome.
Guys, you cannot make a sandbox-style, player content-centric mode work by a formula. You can try to keep the sand in the box, and define the boundaries of the box but once you have put the kids in the dirt you have to let them play. You are trying to structure AW like a Borg drone structures recess at a daycare. It WILL NOT WORK. Let the kids play.
Let. Them. Play.
I’m starting to think it’s not that they don’t want to, but they just not competent enough to make it work.
I completely agree it's not about defender kills it's about having some sort of metric that rewards your defense. As it stands right now the only way to win is with a higher defender rating, which is not a fighting war but a war of spreadsheets.
You could instead take away points for every item used in war, but a game mechanic like that would discourage spending units on those items, and as a business you want to promote item use without having content that demands that items be used ie a skilled player should be able to solo fights in the game where a less skilled player might have to use items to defeat that particular obstacle. That's literally my only complaint about the Collector fight.
Also read some of the previous comments and would like to express a couple thoughts.
#1 Since participating in my first AW back sometime near august 2015, I have never observed nor heard of another alliances opponent that had all 30 members go through the max 15 items usage due to the need to revive. IMO of what "war" is about, that type of hardheaded stubbornness is self inflicting more damage than is necessary.
One would have to be pretty ignorant to not realize they are outmatched after 1 or 2 revives max without success. And to have a belief that they will or can win a war using all those items compared to the opponent not having used that many is just plain irrational. I do however recognize there are players that could possibly do this knowing they will lose but disregard it for the self satisfaction of taking out the opponent, which is all fine and dandy(still irrational), but I'd like to think that type of scenario is very few and far apart.
#2 there's an old saying that "the best defense is a good offense". Its my opinion that if an alliances offense needs every member to use more than 5 items to revive in order to take out an opponent, that is not symbolic of a good defense at all.
That's what occurred to me as well with Item Restrictions. Spending has always been optional, and really won't logically be discouraged by any paradigm put forth by them. Nor should it be in my opinion. That leaves me sort of blank for suggestions. Trying to add a metric element that doesn't involve Defender Kills, or Item Use Points. Which is why I suggested Bonus Points of some sort for completing without dying. I'm still considering ideas. I'm just not debating the addition of Defender Kills, and I can't justify them penalizing people for using Resources either.
You have completely failed at that.
If you have a high enough defender rating it is impossible for you to lose assuming you complete your objectives. Auto-win. What helps that? Spending money on champs/resources to rank up 50 per BG.
The idea that they won't complete them is asinine. What insures this? People will use consumables that cost cash.
So you have essentially created a situation that boils down to one thing: who can spend the most to achieve auto-win status.
That is not war. That is not competition. This is why people distrust you and assume everything is a money grab, because when you get past the spin of 'fun and interesting without making people feel bad' nonsense, that's what it boils down to. You want people to pay to get new champs every 2 weeks thanks to the prestige creep. You want people to buy your cats every fricking day for a week to rank them up. You want people to buy boosts to place defense, cores (which you just had a an offer on, cheeky monkeys) to unluck suicides, boosts and potions for offense.
This is what people see. Whether you intend it or not, this is what we see you for and you have done NOTHING to alleviate that, short of hollow words than ring as true as a crooked tuning fork.
In the old map, it used to be that we could reach an AW boss without having to spread people across 8-9 paths.
Worth repeating.
Every option to replace 14.0 defender kills with a metric that rewards good defender placement (cleaned up and simplified a bit) either suggested or that I can think up:
1. Deduct points from the attacker for every attacker revived by the attacking alliance.
2. Make the points awarded to attacker for defeating a defender a function of the number of defenders defeated by it (i.e. points = 100/kills)
3. Make the points awarded to attacker for defeating a defender a function of the cumulative amount of time it takes to defeat the defender (i.e. points = 100 / (minutes to defeat), minimum one minute)
4. Award defender kill points as before, but no points for the first three defeats from any one player (i.e. no penalty for using all initial attackers)
5. Award bonus points to the attacker based on health remaining when defender is defeated, normalized across multiple attackers (if any).
6. Award points to the defending alliance based on the amount of cumulative damage dealt by placed defenders on non-boss nodes.
That's what I recall off the top of my head. I'm sure if given a set of constraint parameters I could come up with more.
The words I have are fowl and degrading.
Kabam, bye
There have been suggestions, I mean in terms of offering my own.
1. I can't really get behind because that's essentially penalizing Item Use.
2. Could be interesting. Limited by the number of Champs you can defeat, but still an element.
3. Pretty much an extension of 1, so I'm not too keen.
4. Same as 1.
5. That could be something I'd consider.
6. Also something that could work. Cumulative Damage could be a mechanism.
I just meant in terms of my own thoughts. There have been suggestions for sure.
Bring back kills count