**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.
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Now AW is getting infected
Slowly we can also see AQ nodes having true strike/true focus
When comes to AQ, plan to decrease the number of tickets need to join AQ
Same with Doom, I have a max rank, almost max sig 5* Doom that is played with maybe once or twice a month.
Just because a champ is “the best on the game” doesn’t mean they are fun to play for everyone. Id rather bring a champ that I enjoy using to 99% of my fights and use Ghost/Doom for those 1-3 fights in AW. So I can see why someone would only rank for a few reasons.
Tomato tomahto
Not the path I would have chosen, but to each his/her own. Not a Quaker or Ghoster personally, but I am disappointed in the knock-on effects for champs I do use like Elsa and Prof X.
Dr. Zola
Nerfing Elsa, Tigra, ProfX etc is pretty needless.
(I’m also salty because I brought my Elsa and Tigra up to R3 for the sole purpose of AW. I have them at R5 max sig already and they handle all quests well enough at R5. The 6*s were both awakened and sigged up as well.)
There's no magic numbers that automatically work with the current scoring system, so you start to consider how wars themselves are scored in general. And you start thinking about what it means if every player could autotune their paths and thus rarely or ever die. And what that means for boosts and potions. Etc etc etc. You start thinking that maybe it would be better if the game mode was recreated from its foundations to take all of these things into account instead of trying to band-aid them.
Which would probably be a good thing actually, but also not the kind of thing the devs can do in an incremental update.
The reason why the devs seem to be constantly *increasing* the difficulty of the game mode more players complain about the stress of, is because I believe they think if they increase the difficulty to a magic perfect value, they will break that death spiral and players will decide that it is impossible to reduce deaths to zero, and some players will ease up on the need to play death-free, which will cause the pressure to play death-free to drop by a very tiny amount, which will cause the spiral to work in reverse, causing the psychological pressure to play perfectly to "unwind" to a more psychologically acceptable amount.
On paper, this seems like a logical approach to the problem. However, if there was a proposition market out there that allowed me to bet on whether this was possible or not, I'd probably bet a very large amount of money on "impossible."
The great irony is the tie-breaking system they introduced at the same time almost completely eliminates the need to tweak difficulty, for reasons having to do with why death count even matters. Unfortunately, that seems obvious only to me.