Potential Delay to v44.1 Launch
We are currently working through some issues that may affect the release window of v44.1. This means that the update may not release on Monday as it usually does. We are working to resolve the issue holding us up as quickly as possible, but will keep you all updated, especially if the delay results in any changes to the content release schedule.
We are currently working through some issues that may affect the release window of v44.1. This means that the update may not release on Monday as it usually does. We are working to resolve the issue holding us up as quickly as possible, but will keep you all updated, especially if the delay results in any changes to the content release schedule.
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And isnt this about loyalty management? If you dont use 3 minute boosts, you get a net negative on loyalty because then you NEED to heal up. So you take a bullet either way, we pick our poison.
But, a win nets you only 60k loyalty, and loss nets you 40k. that is less than 2 potions, notwithstanding the class boosts/3min boosts. That is my qualm, nothing else. Im used to the difficulty, and thats what we play for. This loyalty economy is broken and there is far too less available, even to perennial winners.
Either the boost needs to be increased to like 10 minutes, or it should act more like AQ cross fights, where you get the boost for the next 3 fights (or until replaced by another boost) and time isn't a factor.
Before the loyalty changes, AW was almost a level playing field for FTP and Paying players in terms of potions and loyalty. Now, it’s heavily weighted towards those who can spend. I don’t think that’s a positive change for the mode.
It’s now got to the point that you can only heal up once in a war and buy one or two boosts before you have a net negative loyalty gain. And that’s at the very top. All this does, is it separates out paying players in a way that it didn’t use to do.
I’m not saying revert back to compensation economy permanently, but I have literally never had as much fun playing AW in MCOC than when we didn’t have to stress about potion usage as much. I don’t think it’s viable to make that permanent as I said, but what it did do, is make it fair between FTP/ non spenders on AW and the players who can use units. The gap never felt as small as it did then.
I’m taking a break from high tier war after this season, I’m going to gold 4, because I go from war to war on 0 loyalty, I get my 40k and I spend it on a potion and a boost for the next war then I’m on 0 again. I started the season on 400k.
The stress from this has literally got me to quit high tier alliance gameplay. Some may see this as the sensible view and say “well of course, if you can’t hack it how is that Kabams fault? Stop spending so much loyalty, stop healing so much” But really it’s a result of the economy that Kabam are creating with this pittance of loyalty. Saying “just buy fewer potions and boosts” just misses the point of what AW used to be: fun and fair.
Yes, the economy is going the way of you’ll have to take more fights at whatever health you finish at, with less boosts. And yes, people will die more as a result. But all that does is drive a wedge between spenders and non spenders. You’ll get a much bigger gap where you need to spend to progress. You used to have the skilled players at the top, with alliances able to really place high if they play well. Now, there’s a second criteria. Have a metric ton of loyalty (not reasonable or sustainable) or use units.
An AW where everyone has a level playing field, and you can only get as many potions and loyalty as the next alliance is fair. If you have very few potions, sure, everyone has the same issue.
But pre change, it was about as easy for FTP and P2P to get potions. Now it’s easy for P2W but hard for FTP. I think it’s pretty obvious there will be a gap
FTP players already get to participate and enjoy so much in this game as it is.
Furthermore, as was already mentioned in here, resource management is integral in this game and war is no exception. Minimal spenders and probably even FTP players can compete in expert level AW, just little to no margin for error.
Expert level t1 war is the big leagues just like MLB, NBA, NFL, pick your pro sport. And just like in any pro sport you have to perform at the highest level consistently or you aren’t gonna’ stay in the show.
Can you solo fights consistently and provide value to your BG and alliance in t1 war as a FTP player? Sure.
Can you maintain this with minimal boosting and potion usage? Highly unlikely. You’ll likely become a liability to 29 other players who boost higher, more often, and spend on potions. So then it becomes unfair to all your fellow mates since you choose not to spend on resources.
Just trying to give some perspective here.
Nobody is saying there should be no gap, just that the current gap is unsustainable for a fun mode.
Resource management can only go far when you only have 2 potions to manage.
At least now (though I still don't think it's enough) the war pots give more health. I'm personally running at a net gain for loyalty this season, it's not a large gain but still in the black. Lots of people aren't though. Some of those people are still overusing boosts, some are just taking lots of fights, and some are just playing sloppy.
I don't think it's reasonable to expect to gain enough loyalty to sustain taking 10 fights every war and using boosts for every fight. It also gets a fair bit more complicated in the tiers below T1 that are still competitive as they gain even less loyalty but are still having to heal champs unlike the non competitive tiers where you can play war for probably years for less than the cost of one potion with the 40% revives.
I don't personally know where things "should" be set, but I don't think we're quite there yet. I just don't think we're as far off or things or as different as you guys seem to.
The current healing and boosting (3min boosts) is broken, and this is not taking into account class boosts.
im no f2p, but this is riduculous when the currently loyalty does barely to cover any potion cost in war. Currently a win will let you heal 18k health, and run 1 3 minute boost. That massive disconnect unless you are willing to spend way way more for overpriced resources due to an artificial bottleneck created by a broken system, is ridiculous.
Expert wars always needed more time and resources, but literally making a shortage which can only be covered by money is kind of sad.
Anyone playing this game has a smartphone and/or a tablet, but even if you absolutely cannot spend a single cent on this game well then the reality is there’s almost no t1 ally that will allow you to stay since keeping up and pulling your weight will be untenable.
What I would do is grind hard in the highest war tier I could maintain. Hone my skills as a player, surround myself with players of similar caliber and simply enjoy war as it is.
As soon as the announcement was made with the original change I started stocking up. I still have plenty of lv 5 pots, almost full on lv4s, and about 2/3 full on lv3s.
I agree that the values should probably be adjusted still. I just think the extent they need to be is being exaggerated.
Mobile games are meant for the FTP and are sustained by the pay to win.
Potions should be cheaper, and the loyalty amount given needs to be increased, the gap between players should be there but not huge. The gap should be larger for skill because a lot of pay to win players would get MOPPED up by the free to play community. I’m not free to play but I also never whale out. Sigil and 1-2 deals a year.
Your solution to a gap between spenders and FTP is just to tell the non spenders to spend. Revolutionary.
that has cost me more than anything. getting a shock put on Nebula somehow. Sasquatch shrugging debuffs better than any Skill champion in the game (no it wasn't on any debuff immune node) , Emma dealing incinerate damage .. I mean it's just all kinds of examples that make it more stressful than it needs to be.
it's why i stopped competitive war and really just play for fun regardless of the deaths. because the mode is just so unreliable to me in terms of function that i can't be bothered for it to matter.
The gap seems to be a myth from what I’m reading.
Ultimately at T1 war, good planning is what counts more than anything else. My planner knows exactly what I’m very good at, what I’m ok at and what would be a risk for me to take. The fight loads are also consciously balanced so that some people aren’t taking 10 fights a war every war, I’ve taken 7/8 in a war and only 3 in another.
The grey boosts are a useful crutch if a war is very tight or if you’re going into a fight that’s a bit risky - eg KP on brute force/vivified can get a bit cheeky or a ps1 if you’re using CG - but their biggest use is to brute force bad matchups and that is where the planning separates alliances that have been able to punch up because of compensation and the consistent masters alliances.
Some alliances will consistently use the 6 hour boosts but most don’t use them as freely as people lower down seem to think. It’s more likely that players will switch suicides to decreased fight times and thus reduce risk.
They’re very good at the game. The whales that aren’t excellent at the game are sitting in huge AQ only alliances in P4-G2 relying on their rosters and pockets, these are also the players who are paying for me to play this game for free.