Spud_Man wrote: » I did not see a picture of map 6. Lets see it!
Liss_Bliss_ wrote: » Let’s say BG1 runs map5 and both 2/3 run map3 would all 3 groups get map5 crystal and all groups get map3 crystals? Or is it broken down to each group?
Kabam Miike wrote: » Liss_Bliss_ wrote: » Let’s say BG1 runs map5 and both 2/3 run map3 would all 3 groups get map5 crystal and all groups get map3 crystals? Or is it broken down to each group? Yep! Take a look a this question in our FAQ (second post in this thread)If my Alliance runs multiple different Maps (ex. 6,5,3), do I get Conqueror/Exploration rewards for all 3? Yes! Just as it is right now, as long as you participate in the Alliance Quest, you can get rewards from all 3 of the Battlegroups.
DareDvlDan wrote: » Could you clarify exactly how this will be accomplished?
Brainimpacter wrote: » new difficulty scaling its going to be like the updated AW map all over again when it launches lol
Werewrym wrote: » One thing that I think kind of gets over looked but I feel like needs mentioning. Alliance quests have become quite repetitive recently due to numerous reasons and not only the fact that the fights are the exact same. Changing only the fights will not take all of that repetitiveness out of AQ. I will reserve my judgment for when I actually am able to test the new season, but I think more needs to be done than just change the fights if the goal is to remove the bore that AQ is currently. I think to fully make AQ fun and interactive again the rewards needs to change or see a bigger update than they have recently. My alliance will still most likely only be running map 3. Which is fine, but it just goes to show that its not about the map, it was never about the map. It always has and always will be about the rewards. AW saw an update that introduced seasons and 6* shards. Those are currently the most sought after resource in the game, so everyone flocks to AW. I wish AQ has some unique rewards that really motivated us to play them. In the end, I am glad to see an update to AQ, its been a long time coming. I just don't necessarily believe that the repetitiveness will go away by only updating a few fights.
Nick_Caine_32 wrote: » Ok, let me try this again since my opinion the first time was deleted: 1. Bad decision on keeping the sentinels in the amount you currently have. You had players directly telling you how boring and monotonous they were and hated fighting them, and how defensive and jumpy they are. The adaptoids were fun to fight at least and had different move sets, Sentinels are all the same and not fun. And definitely not "rest" like you claim to want them to be. 2. No reduced map costs? Again, the community has been begging you to reduce these, especially for those of us who run map 5 and 6 all five days. You make it harder to get gold unless you're devoting time to arena, so you leave a very small window for average players who don't run arena to get their gold and other resources back from winning the maps, and haven't TOUCHED how much it costs to rank up 5&6 star champs at all...This was completely ignored from people for a reason and you know it. 3. No changes in timers? How many times this YEAR, even the last 6 MONTHS have you had to reduce the timers due to your end and problems in the game? I don't see this changing any time soon, and the old excuse about it being "a punishment" has been debated to death on here. We had a forum post that went into the 500+ column of comments on players wanting a reduction. There's no reason to force people to spread their gameplay out ALL 24 hours if they play perfectly (or close to 24 hours) and it would free people up to do the other content in the game. This was yet another bad move and not listening to your community. 4. The randomized fights are the same for all the maps? Doesn't that make them not random anymore? Whats the point if you know who it might be and can narrow it down, if it's not changing from a pool for each map? You took an idea and made the lamest version of that possible from what I'm understanding. True randomization would be just that - no way for anyone to play it and figure out who the rotating pool is between each map. 5. You changed the mini bosses out of nowhere and got a lot of flack for it along with the sentinels and barely explained your reasoning for doing so, so why are you keeping them? We're already sick of fighting Nightcrawler, Morningstar etc and have been for months now, and how many cool champs have come out since then you could have done instead? Those are my initial thoughts from my read on the FAQs but I will say again, I don't like the timing of this announcement and it's not going to distract from everything else wrong with the game right now, including what's happening tomorrow and continued outages and overheating. Some of this is good and things we've been asking for, but why not listen fully to those who have been asking for the changes I listed? Those were some of biggest. You did good with the customizing of the maps, but most of the other stuff to me right now seems surface changes instead of addressing the root problems. A mode where we're locked in 5 days in a row with little turnaround time, with the same mini bosses, same map costs and same Sentinels seems like you're holding back. And just to be clear this all was MY OPINION, not a theory. I guess I need to be clear about that from now on.
Nick_Caine_32 wrote: » 4. The randomized fights are the same for all the maps? Doesn't that make them not random anymore? Whats the point if you know who it might be and can narrow it down, if it's not changing from a pool for each map? You took an idea and made the lamest version of that possible from what I'm understanding. True randomization would be just that - no way for anyone to play it and figure out who the rotating pool is between each map.
DNA3000 wrote: » Werewrym wrote: » One thing that I think kind of gets over looked but I feel like needs mentioning. Alliance quests have become quite repetitive recently due to numerous reasons and not only the fact that the fights are the exact same. Changing only the fights will not take all of that repetitiveness out of AQ. I will reserve my judgment for when I actually am able to test the new season, but I think more needs to be done than just change the fights if the goal is to remove the bore that AQ is currently. I think to fully make AQ fun and interactive again the rewards needs to change or see a bigger update than they have recently. My alliance will still most likely only be running map 3. Which is fine, but it just goes to show that its not about the map, it was never about the map. It always has and always will be about the rewards. AW saw an update that introduced seasons and 6* shards. Those are currently the most sought after resource in the game, so everyone flocks to AW. I wish AQ has some unique rewards that really motivated us to play them. In the end, I am glad to see an update to AQ, its been a long time coming. I just don't necessarily believe that the repetitiveness will go away by only updating a few fights. The rewards have been increased in a few ways, but it is a subjective thing as to whether that's good enough to act as encouragement to run AQ. Its a completely separate discussion whether changing the rewards of AQ can possibly address boredom and repetition, particularly as the largest single complaint about AW is that the rewards were boosted to the point that many feel *compelled* to participate, not encouraged to participate, in a game mode they otherwise don't care for. But I think the part of the announcement that is most responsive to the more general question of repetition is the part where they state that the long period of time between the season four update and the season five update is something they specifically want to avoid moving forward, and the intent is not to make large dramatic changes in AQ separated by long periods of monotony, but rather work towards more frequent incremental changes to AQ that try to keep it evolving more frequently.
FactorQ wrote: » Are map rewards still the same from day to day? IE exploration rewards, conquerer rewards, completion rewards. Will these also be divided per BG?
FactorQ wrote: » How will gold/BC from completion rewards be awarded? Currently for map 5 it is 19500 gold for three BGs of exploration. If we run two BGs of map 5, does this mean we'll get 13000 gold(6500 per BG), or will it be similar to the costs in that it'll be 25% + 50% of 19500 = 14625 gold?
Demonzfyre wrote: » FactorQ wrote: » How will gold/BC from completion rewards be awarded? Currently for map 5 it is 19500 gold for three BGs of exploration. If we run two BGs of map 5, does this mean we'll get 13000 gold(6500 per BG), or will it be similar to the costs in that it'll be 25% + 50% of 19500 = 14625 gold? I think take the rewards you get for map 5 and divide by 3. Its a good question. I dont think any of us asked that question. It was more about the crystals lol.
Aria_Lerendeair wrote: » Demonzfyre wrote: » FactorQ wrote: » How will gold/BC from completion rewards be awarded? Currently for map 5 it is 19500 gold for three BGs of exploration. If we run two BGs of map 5, does this mean we'll get 13000 gold(6500 per BG), or will it be similar to the costs in that it'll be 25% + 50% of 19500 = 14625 gold? I think take the rewards you get for map 5 and divide by 3. Its a good question. I dont think any of us asked that question. It was more about the crystals lol. I think this is a great one to add to the FAQ, in hindsight, since we did forget to ask it.
Infantry wrote: » Nice we basically get a boss that's stun immune might as well get rid of parry!
Demonzfyre wrote: » Infantry wrote: » Nice we basically get a boss that's stun immune might as well get rid of parry! Hes not stun immune. He will consume debuffs but not all. Also he can be very susceptible to AAR. Also his L1 and general animations are easy to evade.
V1PER1987 wrote: » Demonzfyre wrote: » Infantry wrote: » Nice we basically get a boss that's stun immune might as well get rid of parry! Hes not stun immune. He will consume debuffs but not all. Also he can be very susceptible to AAR. Also his L1 and general animations are easy to evade. He will have a node that prevents AAR.