**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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Alliance Wars Season 33 Changelog, Rewards Update, Loyalty Store and Glory Store Updates!
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Could you answer if the pots was based on pre comp, Have you also took into consideration the changes the maps and deffenders have undertaken as well as there was no att bans tactics have changed nodes changes and so forth which will inpact the amount used.
The compensation packages were created based on the average amount of increased item usage from the input bug. So, in theory you have:
Total Item Usage - Compensation Package Items = Item Usage without Bugs. I can follow that logic.
However, as I believe I saw mentioned earlier, the compensation packages have actually been overly generous, with many players having potions expire. Even for those that use these potions, they do more for us than just the additional damage taken due to input issues. The player base has, in large part, acclimated to many of the conditions of this particular bug. As a result, we are using fewer of the compensation potions than we were at the outset of the issue.
So now we have more compensation potions than we need for the problems they were meant to address, thereby artificially driving down the glory potion usage.
A potentially more helpful question to be asking is “Looking at seasons prior to and during the input bug, how much total healing via items occurred throughout on average per war?”
This would give you a raw number to target, call it 30,000 (I pulled a number out of the air, please don’t focus on the number) healing via items per war. Then the potions could be configured however they need to be to reach that target point.
Alternatively, percentage based potions could be put into play and eliminate the need to account for various health pools, but that idea has it’s own separate pros and cons that would require a lot more discussion. It is not a silver bullet.
EDIT: I just saw the response that these numbers are based on pre-bug wars. This solves some issues, but causes others.
Tactics were different at that time. Nodes were different. Attackers and defenders were different. The game has progressed substantially since that time, and I don’t believe that a competent comparison between the wars of mid-2021 and now can be made. I believe the framing question I suggested above is still a more salient means of addressing the matter.
You should've relied on what the community is telling you based on first hand experience. I bet none of you kabam employees even play high tier wars. Whats the highest any of you ever placed?
2. Loyalty increase was substantial. Unless you could increasing total loyalty earned by a factor of three on average to be not substantial. On top of that, loyalty isn't just increased for wins, it also increases for losses which means alliances do not need to win at a high percentage to benefit from the loyalty gains. Above Normal difficulty the loyalty earned from losses is about twice as high as it used to be for wins. I would consider that substantial.
If what you described and what was announced sounds similar to you, I'm not sure what would sound different. A billion loyalty per war and a fifty potion limit per minute?
…granted I never understood the need to separate AQ and AW potions anyway.
Lets use tier 3 wars as an example. High end but not the top. Mostly Platinum 3 and Platinum 4 alliances.
If you average a .500 record, you're getting on average 74,250 loyalty a week under the new system. That means you have enough loyalty to buy 3 LVL 4 potions and 1 LVL 3 potion -- PER WEEK.
So this means pre-compensation, people were only using 1-2 potions per war? LMAO. There is no way that is true.
Before you guy had the bright idea of switching AW health pot to the loyalty store, i was able to afford about 12 pots and a bunch of boost every week if i wanted too. Now, IF I WIN ALL3 WARS, i’ll be able to get 3 pots and 3 boosts.
Great changes, very happy about your calculation team /s
Want an easy solution. Keep that loyalty/glory system but switch up the health pots. AW pots for glory and AQ pots for loyalty.
As long as the game is a "Freemium"-style game, people will have the ability to advance faster and better through spending. The game guarantees everyone can play for free. What it doesn't guarantee is that everyone will be able to compete at the highest levels for free.
We can't always expect to be at the top without spending. That's pretty much a universal truth with games that allow for spending. As unfair as people think it is, that's just how it goes.
I’m not going to argue that this is significantly better than last week’s situation but then that’s not really saying much. Honestly the largest issue here is the potency of potions. Even the level 5 potions take a bit out of your item cap when you’re using some like Apoc, who is probably my most used attacker.
One of the significant problems that I see here is that I can buy 4 potions if I win - I’m in T1 so I get a decent level loyalty by the looks of it - but further down the rankings it’s a sorry story, especially as these are the players who die far more regularly.
This will actually kill war for the lower tiers even more than higher tiers unless access to loyalty is further increased or prices are reduced; ideally both.
I am not an AW fan, but I've at least found it more fun and engaging when I haven't had to allocate resources to the mode. The best thing they could do for AW is to keep providing the boosts and pots weekly. We know it won't happen, but it would keep people engaged rather than running for the hills (which, for the record, I doubt will actually happen).
I've been a voice on War as long as I've been on the Forum. I was in the first Beta for them. I've had numerous suggestions on them. I don't need to provide a resume, but since you asked...I'm not going anywhere.
Perhaps you could disagree in a more mature manner.
The argument I've made is that balancing around averages is fraught with problems, specifically because potion use ranges across a very wide range of different situations. But how many people are in those situations, and what they are specifically doing to try to manage those situations is not something datamining can really fully articulate. If players want to see further changes to the system, the best thing to do would be to be specific. What were you doing before, specifically. What do you think you'll have to do now, specifically. What's the gap between the two.
"This sucks because its pay to win and impossible to do war and too expensive" might be true, but it is also not going to change anything without specifics. The changes incorporate a lot of specific situations. If you want yours to be heard, you have to make the case specifically.