I'm an officer in a relatively successful Platinum 3 AW alliance. I've seen the game transition from a casual-friendly game to a hardcore grind-fest which is likely to require pots/revives and ultimately units to progress at any kind of competitive level, along with an unhealthy investment of time. This worries me greatly, and I believe it should worry Kabam.
The two main issues are AW Seasons and now the recent AQ changes. I wanted to summarise this for
@Kabam Miike and
@Ad0ra_ for consideration by the game team.
AW Seasons:
AW has gone from being the game mode that gave sub-par rewards and could be played infrequently to the primary focus of every alliance leader. Competition in Platinum (and below) is stressful for most people. Alliance officers recommend boosting up for fights and demand zero deaths, achieving full attack bonuses every time. This puts considerable pressure on players of a (previously casual) mobile game to perform flawlessly in every fight, 3 days a week.
Nodes like 24 with champs like Medusa on them can lead to players quitting their alliance in rage or shame, as they are literally insurmountable road blocks for some. This kind of intense pressure leads to pots being required to top up lost health constantly, including revives where necessary. Many players are now spending their glory purely on pots and revives, supplementing with units when they run out, making AW the expensive game mode that Kabam always wanted it to be.
But this isn't sustainable for many. After the last season ended, we lost a load of players who moved to a "retirement" alliance where they could still progress but without the stress, pressure and resource cost. Speaking personally, when I lose a fight, even though I later clear my node, I feel affected by the experience for a good period of time afterwards because I let down 29 other people and I won't get a chance to redeem myself until the next war. That feeling can actually affect the way I interact with others - family, friends and colleagues - throughout the day.
And this is a mobile game that many of us use to temporarily escape the stress of our everyday lives.
AQ:
So AW is a potentially high pressure game mode which has left many players feeling burned out and questioning their commitment to the game. But the game SHOULD have maybe one hardcore game mode.
At least AQ is easy, right?
Now with the sentinels who become unblockable when analysis reaches 40, AQ has become yet another stressful and high pressure game mode. Our alliance finished in the top 300 just running 5x5 for the first time ever, clearly due to some of the previous top 300 alliances not cutting it with the updated AQ maps.
This affects players across the board. If you don't have the right high-damage champs to bring down the sentinels before they become unblockable, you need skill levels that the majority of players (both casual and previously hardcore) do not possess. The sentinels are clearly using an AI which obstructs parry and heavily favours the SP2. I appreciate that some players are having an easy time, the right kind of roster can steamroll sentinels as it can all other content, but the majority of players don't have access to that kind of roster.
All this, and no increase to the rewards whatsoever.
TL;DR: The Death of the Casual
AW and AQ are now both high stress / high pressure game modes with no relief in sight. For many, spending items/units weekly on AW was already borderline unsustainable, now the same players are being forced to spend to complete AQ as well.
The block recovery time increase bug introduced with 17.2 is also costing players dearly, it's still under investigation with no resolution forthcoming.
In addition to this, players are grinding arena every spare minute they have due to the more competitive 5* featured arena and the desperate need to obtain gold for progression. 6* champs require crazy amounts of gold and ISO, 5* champs are increasingly more available and require more gold and catalysts, with virtually no increase to supply outside of paid offers. The event quests are longer than ever, requiring more time and unit investment to complete all difficulties for rift shards.
The concept of saving for a 20% chance at a new featured champ is now gone, meaning the options are A: to spend on FGMCs or B: to spend probably the same amount in the 5* featured arena to hit 40 million plus.
It's easy for players to feel like it's all take and no give at this point. The game has gone from being casual friendly to being very much a hardcore game, and the number of players who can sustain that level of play is relatively small. I believe we're heading for another mini 12.0, but in reality it could be much worse if changes aren't made soon.
I hope Kabam is listening.