The game experienced a brief connectivity issue this morning. The team promptly fixed the issue and things are back to normal, thank you to everyone who passed along reports!
AW Timer takes out more than half of the roster
Haji_Saab
Member Posts: 5,837 ★★★★★
The battle timer in AQ and AW has been a long pet peeve for me. However, in the recent AW seasons and the competitiveness, this has spiralled totally out of control. A timeout in AW is counted as a death which is a not a desirable result for anyone in AW. To avoid this, people are picking only a handful of attackers just because they have the damage to kill anything within 3 minutes.
This invalidates something like 80% of the roster and I am being generous with that figure. The actual might be closer to >90% for plat / master wars.
Now I understand the initial need for the timer. It was to prevent someone from hogging the alliance fights all day long. Or to prevent pre-12.0 Dr. Strange cheesy tactics where he could stay in battle regening everything. So, the timer needs to stay as these issues can still occur. But I would increase it to something like 5:00 minutes to test first and then more if we can.
Increased timer will allow us to pick champs that have been long assigned to the garbage can but have good utilities. For example, a Juggernaut can potentially shut down Medusa but no one will bring even his 6* Juggs to fight her as he will just time out on any node with +hp which is like all the nodes. Civil Warrior is another champ who should be pretty good against healing nodes but no one in their right mind will bring him in as he will be the time out king. These are just couple of examples of top of my head but you get the gist of it.
TL; DR: The 3 minute AW timer is the real opponent of AW attacker diversity. It pushes people to rank the champs with high damage output only and invalidates the utility that low-damage champs could provide.
This invalidates something like 80% of the roster and I am being generous with that figure. The actual might be closer to >90% for plat / master wars.
Now I understand the initial need for the timer. It was to prevent someone from hogging the alliance fights all day long. Or to prevent pre-12.0 Dr. Strange cheesy tactics where he could stay in battle regening everything. So, the timer needs to stay as these issues can still occur. But I would increase it to something like 5:00 minutes to test first and then more if we can.
Increased timer will allow us to pick champs that have been long assigned to the garbage can but have good utilities. For example, a Juggernaut can potentially shut down Medusa but no one will bring even his 6* Juggs to fight her as he will just time out on any node with +hp which is like all the nodes. Civil Warrior is another champ who should be pretty good against healing nodes but no one in their right mind will bring him in as he will be the time out king. These are just couple of examples of top of my head but you get the gist of it.
TL; DR: The 3 minute AW timer is the real opponent of AW attacker diversity. It pushes people to rank the champs with high damage output only and invalidates the utility that low-damage champs could provide.
14
Comments
This is true
Even the AW boosts can only be used for three minutes--consumed so quickly to encourage players to buy them twice as soon as they are available for 10k loyalty each
A mod will simply claim to take this idea to the team, if one of them even decides to read this
I don't know if the timeout is related to force quitting, but the result is the same, you end with half health. I don't think anyone wants to play where force quitting is a viable strategy.
Removing the timeout penalty can be exploited by using healers, especially those who heal a burst with low health. Play until you heal, pause, take the timeout, live to fight another day.
The timeout penalty sucks but at long as its applied fairly across the board, I am OK with it. It is far from a system that is "breaking the game." Its more an inconvenience that is in place to keep the game mode fair and competitive.
i think that's a fair request, increasing the timer just increases the risk associated with the fight. Its really hard to survive for 3 minutes on a lot of these nodes, 5 minutes would be more difficult.
It would also allow a lot of main bosses to be solod. Like Morningstar, she is a great boss because you need to use bleed immunes, and bleed immunes are typically weaker on attack. Shes not a difficult champ to fight, but a difficult champ to beat in the time. So changing the timer inevitably shifts things a bit.
I cant think of a downside of increasing the timer, as long as the penalties remain.
there are soooo many champs that cant be used in war because they are too slow......
there are also defenders like Juggs and KG that can only be decent because they take so long to kill
3mins is a very short amount of time.....
Your last point means that shorter timers help because defenders like KG and Juggs take a long time to kill. Reducing the 3 min timer will make them easier to take out.