alliance war is just fine without tactics
Typhoon
Member Posts: 1,861 ★★★★★
as always, i'm happy that the AW season has come to an end. with tactics being turned off for the season, war got back to feeling fun, for me at least.
leave it like this!
leave it like this!
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That way, you get less stress from 1 death being the difference between your alliances and therefore your fault, and you also get rid of some of the stress of item use, while still not negating it completely.
Edit: as Typhoon pointed out, this is for my tier and how I’d feel about it. Not as a blanket statement for all of Aw
i do agree ... i could never see another tactic and be just fine. this was one of the least stressful and defender surprises seasons for me. and by that i mean we encountered quite a few new defenders and quite a few new bosses. it seemed like people were trying many new champs without the tactics and that was refreshing.
i don't have any magical answers on how to fix the stress of it and lack of interest in it ... but i sincerely hope something is done.
1. Attackers have cooldown period
2. Various stations on the map where you can either pick a boost, revive, or potion. Or even swap champ
I agree the lack of tactics has meant a lot more variety on boss island which has made it more interesting, and not necessarily easier either.
Additionally, it could require more coordination in your BG where players take turns taking certain champs/paths. So with your AA example, you take the path/champs that require AA in one AW while one or two of your mates take those when you're in cooldown.
Or you use AA one war, and the next you use a different champ that has overlapping abilities as AA but not as OP (e.g., Falcon for evaders, etc.).
The problem that I was trying to address is what was earlier brought up about wars being too easy. With cooldown, the expectation wouldn't be 0-3 deaths per war.
Idk, I'm just trying to be creative. Usually good ideas come from innovation, which derive from back-and-forth dialogue.
Or it could be hacks like you mention, but they would need to be consistent too.
Regarding revives and heals, this could also solve the problem of outdated potions that are clearly not proportional to increased HP (b/c they're by percentage).
As far as monetizing this for Kabam, maybe AW will require some kind of an entry fee from all players (like AQ tickets, loyalty, etc.). Furthermore, players are no longer allowed to use additional items. The only "items" that they can use are from these stations. But b/c of these stations, players all need to pay a fixed amount in order to play AW and utilize these stations.
I know that all of this isn't thoroughly thought-through. But that's how think tanks and brainstorming sessions work. The original idea is rough and probably nearsighted. But after a few iterations, you find that there might actually be a good idea if it's just further nuanced.