**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
I'm not even arguing for or against anything here but I do find it pretty funny that you find this suggestion so absurd but seem quite concerned about the feelings of a different group.
War being less punishing? Yes, I am all for it. War items cannot be farmed, are grossly overpriced at times. Currently, protect is a healthy divide between being able to bypass unnecessary damage and being decently skill dependent at the same time. As i reiterated before, you need not take unnecessary damage ( siphon, stubborn), or deal with limited rosters (flow). Do i like this iteration of alliance wars? Yes I do. Do i think it is more competitive, yes I do. When I see the "git gud" crowd complain about it being "too ez", am I against that? Yes I am.
It was such a pain.
That's actually not how most competitive activities work. There's usually an element to risk management, where the competitors decide how much risk to take on, compared to the benefits of that risk. Do you take the three point shot or the lay up? Do you run or pass? Do you offer the gambit or close the position? But once you get above a certain point in alliance war, all the competitors are strong enough and knowledgeable enough that the entire competition devolves into one thing: eliminating the risk of death. And while skill matters, the intrinsic risk of every fight is only reducible in one way: by spending.
I think when tier 1 players ask for "more difficulty" they are sensing this problem, but unsure how to address it. I don't think the solution is to make war "more difficult" because that just shifts the same problem to a higher level, but offers no new tactical options: you just spend more to reduce that risk even more. I think the correct thing to do is to add manageable risk elements to war, where the best possible option is *not* to reduce risk to its lowest level, but instead ask players to make a risk management decision. In other words, I don't think war needs a higher basket to make all shots more difficult, I think war needs the three point shot.
I have some ideas about that, but I'm not quite prepared to discuss them yet. There's a couple reasons for that.
I don't like stubborn by the way because it nerfs quake and ghost which I don't think is fun.
I'm hoping "Coup de grace" is in reference to the overhaul to AW due to its deteriorating state atm.
Appreciate it if we can get a response on this post about if there will be any changes to the next season or not