Fight duration is for tie breaker. They died 1 more time so how is that a tie?
your attack bonus is the same. the defender kills don't actually give points. i'm guessing there was a fight that your alliance died 3 times and they died 4 times. neither of you get any attack bonus, but you got one more defender kill
If they died to the same defender more then 3 times, it won't affect the attack bonus score. So I'm assuming they died 4 or more times to one defender (max attack bonus is lost after 3 fights). So the death total will be the same and now it comes down to fight duration.
I'm sure you are right so I'm not arguing but by that logic someone can revive 100 times on the same defender and keep dying but can still win the war.....
I'm sure you are right so I'm not arguing but by that logic someone can revive 100 times on the same defender and keep dying but can still win the war.....
yes you're right about that. after the attack bonus goes away, the amount of kills doesn't matter
Only the first 3 kills matter on any defender. Once the 3 attack bonuses are lost then it doesn't matter even if you give 20 kills on the same defender because there are only 3 attack bonuses to achieve each fight. You lost because of time difference.
The fact that only first 3 kills give points for the defender isn't a sece.ret and is widely known and has been this way for as long as I can remember. I'm honestly surprised you claim to have been unaware of this.
This system has taken quite a bit of forethought to implement. It accounts for skill because the objective is still to take the Node down without dying, but it doesn't penalize people for using Items. Which is as it should be. People shouldn't have to PAY to lose Points. It also allows people to prioritize other scenarios because moving past Nodes is sometimes more useful than dying less. That hasn't been a specific metric for years. I don't know why people keep focusing on it.
*fewest items used *average %health left after every fight *average %damage dealt in deaths (calculated against health at start of fight... granted with timeout issue, this might not be so good righ now) *First ones to complete their final fight.
or... gasp: each alliance picks one (or possibly 3 or 5) members to do a battleground fight against opponent. Fight to commence at the starting time of the next war (giving about 1 day to prepare who, and make sure someone can be available at the appropriate time). All tie breakers to be monitored by Kabam for "shady results".
*fewest items used *average %health left after every fight *average %damage dealt in deaths (calculated against health at start of fight... granted with timeout issue, this might not be so good righ now) *First ones to complete their final fight.
or... gasp: each alliance picks one (or possibly 3 or 5) members to do a battleground fight against opponent. Fight to commence at the starting time of the next war (giving about 1 day to prepare who, and make sure someone can be available at the appropriate time). All tie breakers to be monitored by Kabam for "shady results".
Fight Duration encourages high tier war players to boost as hard as possible even when a fight is relatively straightforward. With the amount of compensation going around it's just about the only way they can monetize this specific game mode.
Back in my day, you got points for defender kills, but they stopped doing that so really hard bosses don't cause you to lose. Also in high tier war, people typically will only die once to one fight if they die at all.
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If they had 1 more death that means they did 4 times to 1 defender. That’s why yoj guys tied. Math checks out
You lost because of time difference.
*fewest items used
*average %health left after every fight
*average %damage dealt in deaths (calculated against health at start of fight... granted with timeout issue, this might not be so good righ now)
*First ones to complete their final fight.
or... gasp:
each alliance picks one (or possibly 3 or 5) members to do a battleground fight against opponent. Fight to commence at the starting time of the next war (giving about 1 day to prepare who, and make sure someone can be available at the appropriate time). All tie breakers to be monitored by Kabam for "shady results".