People keep saying this, and I have no idea why. Yes, it is Kabam's "fault" because they made the game in the first place. Therefore, it is their responsibility to fix it, by changing the game to address problems in the game.
Buff 2 - Bleed Immunity:
- Bleed immunity affects Defenders
- Bringing in Debuff heavy Champions will still be a viable option, but Champions that rely heavily on Bleed will not be as effective this Season.
Can you please expand on this. A R5 killmonger on node 29 will now be impposible to beat unless you have a corvius. People would use blade because that was the only other counter. Node 29 is a problem and you are not hellping this out at all, just making it a lot more difficult
Blade isn’t even the best for this node lol. Magik is probably the best, Void also works great and Corvus. Also bleed immunity might help blade on this fight because you won’t have to worry about cornered...
This is actually what I was going to say. Not the thing about Magik (although, definitely a good choice), but that Blade will not be triggering Cornered, and with his synergies can still reduce the Ability Accuracy of Killmonger.
@Kabam Miike are you able to confirm that Blade won't switch off the global node with Danger Sense, given that he can switch off local nodes? It would be a bad time for him to switch off the immunity, fire off the SP2 and for the opponent to go straight to an SP3. Thanks
Problem with countering blade is that it counters half of all skill champs ... bleed immunity destroys GP and KM more than Blade
One thing I think Kabam should have done was make female champions unaffected by the global bleed immunity. I think it is counterproductive to buff female champs on offense, then take their bleeds away on defense. That would specifically address champs like Gwenpool and Elektra. But also Medusa, Gamora, Guillotine, and X-23, who I think are all viable attackers on at least some tiers of AW.
Maybe a 'safe sense' node is needed just to counter blade.... Lol jk
Sure make these BS changes just give me rank down tickets so I can pick new attackers since you’re moving the goal posts YET AGAIN. Not enough resources to rank up new attackers RDT only way it will be done.
What you guys are trying to make blade & corvus not so useful? Does Kabam remember the cheat code they just released named ghost. What happens when she makes it into the basic pool? Everyone will just start attacking with her and killing bosses in a minute. After you guys noticed that you're going to Nerf ghost or you just going to make a global buff that doesn't allow Critical Hits
i want to start by saying its about damn time. kudos kabam. thank you for hearing us and thank you for working so hard on it.
Secondly, blade isnt getting nurfed. his abilities arnt chamging. and please read the whole post. rotating nodes to make more champs relevant is a good thing. this season blade will be, and this key here guys, LESS EFFECTIVE. and node 29 does not need a nerf. this game is supposed to challanging and diverse. using the same old same old over and over is borning. and lame. we are supposed to have diverse rosters for many sotuations. and node 29 has many many counters, if you think blade is it then please do some research. go on utube ask around in chats. i promise u will find more options.
this is great to see. the more champs i can use. the more strategies i can use. all good things.
Incase no one noticed, which apparently noone did, this game has been moving in the direction of duversity for ever. the whole point is use and rank up different champs.
i think the rotating nodes is a good idea.
i think a better punishment system is needed. looking forward to what that is.
instead of crying about ur precious blades, how bout we make some ideas and help them out. after all they did ask for it.
i would like to suggest afew things
1: potion value. the price is to high for such little heath gain. same with revives. id like the potions to be re evaluated. and brought into the relm of reality. these potions and revives were ok when we had 5/50s in war. 5* have a much higher health pool and there for get way less out of each item. this goes for non war potions/revives as well. but war is more important and i think should more of a priority.
2: 3 min boost. the frequency of such are low in the store. so either limit 1 of each per player per war or take them off a random cadence and put then in one a week or somthing.
3: competative mode: this is more like a pay to win mode. for instance i play in plat 3 because i can not afford to use a 30% 20% and 25 boost with class boost while healing to full health every fight. i have the skill and absolutly could play at master level(and im sure alot of pople can). point is some of the games most skilled players are not in master. simply becuase they cant afford it and would get kicked in one war. so i suggest a set amount of item per war, 10 potions, 5 boost. forces us to pick and choose which fight to us them on and puts a much higher emphasis on skill and less on money.(please dont respond woth the bs kabam wont do it cuz it cost money) just dont. kabam clearly cares about game integity. so pleaae dont reply with some bs and actualy make a point. please.
4: win loss crystals. these crystal are tragicly out of date. and here is a great place to add 3 min boosts to btw. but these crystal are bad. we get enough lotalty form wars anyways. revamping these crystals is a big big thing for many people. more chamces at potions/revives, more 3 min boosts, and rank up materials. i dont think crystal shards are needed here. but if making more champs viable is the goal, then respurces need togo up. and this is good a place for them.
5: kabam thanks for taking the punishemnt thing seriously alot of ur community was really getting hurt by this. and not just game hurt. looking forward to hearing those chamges. and lets strive to make this game mode skill based and not pay based. ea level competions is a thing this game mode has potential of acheiving but not of u can pay ur way. put 30 of ur best skilled players agsint 30 skilled players, with how popular marvel is right oght now, and u have potential for ea competitions and world wide reorganization of ur game. seriously. and u can have that idea for free.
TonyDola. thanks guys!
My alliance hasn’t played wars since session 2 being in a low level alliance only 10 members it’s set up for the whales and big wallet’s the matchups killed us just got tired of loosing every match
I think better matchmaking is paramount to the experience. There have been many times my alliance has been rediculously outmatched. This has directly impacted our season rewards ( which seem pretty weak if you are below gold tier). Also a definitive answer to this question would be appreciated. ( it may be out there and I haven’t seen it). ARE SYNERGIES ACTIVE IN WAR?
They want to increase sales of crystals for these champs who are uneffected, especially your OP female champs: ghost, Emma, wasp. Even good ones like rogue, próxima. I also understand they want us using different champs to beat other alliances. Too many times do I go into my defensive map and see 8 blades, 8 ghost riders and like 4-5 stark spiders.
Our side:
It’s kabams fault though, they put out these overpowering champs like blade with the synergies and the Corvus of the world. If you can use a champ that can clear everything, why use something else?
Continuing on our side, the changes are really annoying and I agree with the player base. As a leader I spend too much time dealing with placement, diversity, and changing all of that when a new player comes along. This is a pain and shouldn’t need to be done often. With the new changes you have to do it again.
The bleed immunity is pretty bad, a few reasons. I am a blade user, but don’t care about his bleed I primarily use him for danger sense. What hurts is a few of my alliance members use AA for specific champs (modok mostly) and now you just broke his main source of damage. Without Nuerotoxin he hits like a 4 year old girl.
Gwenpool can no longer extend her power lock, armor break or incinerate, which hurts her attack.
Carnage who you just buffed will no longer power gain as quickly as you amped him up to be. pretty sure people who JUST ranked him are PISSED
I understand the changes but don’t put out nerfs of some OP champs, as someone said up there. Maybe put out nodes like:
Season 5: female amped up champs for attack and on defense hero’s have tranquility every 35 seconds
Season 6: hero’s have a chance to proc a 5 second fury. Villain defenders are not effected by ability reduction
Season 7: villain attackers have amped up hero defenders have a chance to power gain 10% when a debuff is applied.
Something in those lines, don’t just hinder a HUGE base of attackers.
agree with you but still Carnage will sill get Power Gain fast by armor Breaking
Let me start by saying that I appreciate the attention to Alliance Wars and sharing of your thoughts on improvements to make. Hopefully this is an open discussion and feedback is accepted.
I do have some initial feedback based on the suggestions:
Solution 1: Season 5 Update: Rotating Global Buffs
- Sounds like a great idea if properly executed.
- Global buffs should target a wide variety of champions and be uniquely separate from existing node buffs.
In the example of "Bleed Immunity", this is already a local buff on many nodes, which would make it redundant to be made global. As are nodes like "Cornered" which is most often triggered by bleed. - Would this require that individual node buffs be adjusted to not conflict?
"Meta Champions vs Diversity"
Players have used their valuable resources on champions that have been the "best tool for the job", that's been the status quo for a while. Certain aspects of the game were tuned in a way where if you were lucky enough to have certain champs, they took priority even if they weren't your favorite. That's why Blade, Corvus, Magik, Dormammu, etc have been ranked up.
If the goal is to have an ever evolving meta while still having rare rank-up resources, it would be nice for players to have the ability to re-allocate those from time to time and promote new champions to high ranks. Be it a champion that they like or a new one they just got lucky enough to pull.
Question: Would your team consider allowing players to purchase a single Rank Down ticket in the same manner as the Name Change Tokens?
- Limit 1 per XX days or so, but some mechanic for users to reallocate resources to other champions as the meta evolves.
Additional thought: In the current meta of Alliance Wars, officers and leaders are responsible for coordinating and arranging defenses as well as managing Diversity, which is the deciding factor in a fair amount of wars. Let's not make the changing nodes become a burden on Alliance Leaders.
Issue 2: Unfair Play in Alliance Wars
- Please be mindful of the ripple effects that penalties will cause
- Under the current systems, penalized alliances have been given an unfair advantage by matching with weaker alliances due to war rating deductions.
Suggestion: Perhaps unlinking War Rating, Tier, and Multiplier would be logical. Deduct points, lower multiplier, but leave War Rating in place so that top alliances continue to be matched with others in their same "league"
Issue 3: Finding your Alliance Home Honest Opinion: Alliance Wars destroyed everything good about alliances. Friendships and bonds formed over the years had to be severed if a teammate's skills were not at the level required to advance. People get kicked if they die too much, etc. It's made alliances cutthroat if they want to push for the best rewards possible.
Quality of life balance: Currently most aspects of alliance play require all 30 members to be active daily. This makes it hard for people taking vacations, family trips, illness, natural disaster, etc. This creates a single point of failure in an alliance and is a reason some players have shared their account details with another alliance member for. Its nice to be able to disconnect for a weekend away every once in a while as I'm sure you all understand.
Suggestion: Expand alliance membership to 35 players or lessen the number of required participants in Alliance Events.
- This would allow players to alternate or sit out as needed, as is the case with any sports teams.
- For events you can still maintain required participation levels (Ex: min 5 wars played for season rewards)
Rewards: War Seasons, Allianace Events and more
War Season Crystals contain rewards that are of tremendous value, but vary heavily on RNG. In addition, players have no recourse against punitive actions taken by an officer or leader that decides to kick players before rewards are distributed
Suggestions:
- Update War Season rewards to be fixed amounts of resources like Tier 2 Alpha and Tier 5 Basic shards
- Replace the War Victor crystal with the War Season crystal (or similar)
- Lock in rewards for alliance members that qualified and participated in events regardless of if they're still a member of the same alliance. Limited to the most recent qualification to prevent receiving multiple rewards for the same event.
If you managed to read this entire post I congratulate and thank you. I appreciate the efforts being made to improve aspects of a game I enjoy and hope the team can consider exploring the suggestions made by myself and other players.
Nearly four months ago, I left leadership with a top rated alliance with legendary members and new friends, to help an old friend build a new alliance. The task was extremely difficult. Balancing 30 members in 3 groups required careful review of who participated, how well they could be expected to participate (largely based on roster) I have been in leadership for almost two years, setting defense for AW, sometimes all 3 BGs. I cannot stress enough how difficult it has been to create 3 solid BGs calable of winning AWs and clearing 100% in AQ- map 4+. We have FINALLY gotten solid BGs after months of trial and error. Almost everyone in our alliance and all previous alliances build their champ base around how effective their team will be for AW offense, AW Defense and always top 3 for AQ. That’s 11 total champs needed. 4* r5 or better is almost a must or they will fail. This strains every member to participate in groups and complete difficult event quests & story line. It’s not the players fault for being a long time member and having better options than a newer member and dosnt seem fair to just nerf other stronger players because they have better. Most. Only have better because we put the time and effort into building our rosters, building our alliances and keeping up with an ever changing landelscale.I would be crushed if my roster is necessary again just because it didn’t seem “fair” to newbies with no roster. They need to play more or pay more to get ahead, not handed on a golden platter. If this affects a large amount of champs and abilities as you say, then do t take so much away from people and tell them at the same time not to expect any chance to adjust to these changes themselves. Like saying, “No rank down tickets ever” but we are working to change how your best champions work l, so you may have waisted a to. Ifof rescind es and time, it hey, we that’s just how it is. I understand change is neccasery, but change should work both ways. I had MD mastery at 5/5 and HALF my top champs are mystic. By changing this, it affected half my roster. I was pissed I was now stuck with weaker champs than I had before. If ALL champs continue to be nerfed, while others are raised up, it’s not right to take away from your core players and not give back the opportunity to make whatever changes may be needed to their rosters to adjust for it. Like all hope is being extinguished and it’s stated no relief will be given. This gives an I air amount disadvantage to everyone that worked hard for their teams while granting other an edge to that have put I. Half the effort. It is what it is, but that’s my two cents.
These changes aren’t going to affect the Meta of alliance war. Unless you come out with absurd global nodes or even limit champion selection for aw. As much as you wanna preech diversity and all. No one wants to see colossus and groot and kamala kahn in aw or anywhere near it. The same 5-8 top attacking champions are going to dominate and the same main defenders are going to rule the maps on defense. If you guys seriously wanted to make this purely on skill than remove boosts and potions from alliance wars and only and bring back defender kills.
Seriously the only way you are gunna get players to set some of these lower tier champions is if you custom make nodes that specifically help them.
I.e whenever you place a punisher for defense he starts with two bars of power and his sp2 is unblockable or if someone wants to place a groot he is debuff immune and has like 2% regen permentaly. That’s really the only way you guys can get some of these lower champions some love.
In the competive way of thinking the amount of bugs need to be as low as possible ... so my question is when will the Medusa auto block fury loss bug be fixed ? This had to be fixed a long time ago and it still isn’t fixed could you at least give us an estimate on how long you think you will still need ???
People cheat because they can get away or the punishment is too light. I suppose you do not want to kill your goose laying the golden egg for you. Here’s how you can punish while boosting your sales.
- Confiscate some of their T5B shards or T2A catalysts
- for repeated offenders, rank down their top champ 1 rank.
These are whales so they would only spend more to compensate as result. Win-win!
Just sharing my views, nothing against of anything and welcome all the changes.
AW is really important for all of us , the back bone of the game and everyone wants to test their team with against someone.
There are few basic features of AW that needs fixing first , I am not against of the new changes but in the race of new welcoming changes we are always putting the basic things on back burner and thinking that the new change will mitigate.
Basic things in AW
1. Matchups/ matchmaking
2. Champions synergies
3. AW rating calculation
Point no. 2 is very important, if the champs synergies working in AW , new buff and diversity both gets resolved , if I am placing my defense in AW , I will read through the nodes and see how my defense synergies can be used in my favor and bring that defense.
Certainly we have to rank/ level up champs accordingly, but since it’s the tacit fact that synergies are not working in AW , we all assumed and didn’t pay attention to this , unless some official confirmation we get that synergies are working as intended.
Now we have a very diversed pool of champions with different synergies which we can use strategically in defense and offense to counter nodes and buffs.
Additionally it will be easy for developers too , to come up with new buffs and nodes considering the synergies which is kinda cool.
Rest everything is good , not complaining for anything just expecting some light on the long pending thoughts.
If you want us to diversify more give each alliance 1 random character as a must use in defense to get the points.
Option 2: reduce the effectiveness of duplicates.
Option 3: instead of global nodes... after placement phase but before attack phase have the system randomly shuffle the nodes with champs around- exceptions being miniboss and main boss.
Take out bleed off bleeders and they are meh dmg output champions. All of them but...Blade. Danger Sense will still raise damage. So basically this change will only make him used more, the opposite entirely.
Also for future planning purposes, the sole ability of a single champ (with synergy) should not kill off majority of the game roster. You don't really see many complains about evade even when true strike got introduced because multiple champions share those abilities (eg. Also regen and degen) I am personally not in favor of danger sense (even though I like blade and his overall ability) but If you want more diversity give a few more champs `danger sense` but for different classes or maybe even for heros.
Also, since you guys wanna keep AW fresh and more challenging why are we limited to only placing 5 champs on Defense. Can we please get the TOTAL champs increased to 10 champs per person, which also means adding new nodes to the war map, with simple Buffs like, "Coin Flip, Rage, aggressive armor up, power gain 400%"
Also please increase item cap from 15 to something like 50, you know MORE potions more profits "wink wink"
also final Boss is way way too easy why not add more attack and health boost, like maybe 7000% Champ boost, that would make it sooooo fun, pretty please.
Also this is a MUST, why are we allowed to bring in 3 champs for attack. that makes noooo sense at all. Can we make it so we can only bring 1 champ.
Also please please and this should already been done, but why dont you enable synergies in defense, I mean we all want to spice up the game, and fight a medusa with royal family synergy, or other fun ones out there.
It's obvious that there is a better defenders and better attackers.. it's obvious because every champ we're upgrading with the scarce resources the game offer is making us realise that there are champs simply not rank up worthy. Any changes will only affect the wails that can spend huge amounts of money to get new champs that usually can deal with things most of the champs simply can't, and ranking them up. Again, most of the players will just be put down with changes that nerf champs that they waited a long time to get and saved resources to rank. If you want us to use more champs, give us the chance to rank more up.
That's been said, an afficiant recruiting and alliance search tools are most needed and will be awesome to have.
I view this as a step in the right direction, but hope for something more drastic.
Global nodes are cool, but would it be possible to set individual nodes with buffs that only become active if you place one of a small subset of champs on that node?
Imagine having a node where any champ on it gains +100% attack and health. But it also has bleeds land through blocks, +200% armor against robots, and another +100% attack and health... but *only* if the defender is one of the following... Old Man Logan, Cap WWII, OG Black Panther, Guillotine, or Carnage. Make it a really tough choice to either a use a defender that is highly challenging as they are, or a defender that would activate the node buffs and suddenly become much more attractive.
Further, between this idea, and the extreme individual ability countering we've seen over the last year, I feel like you could create a highly strategic environment that does not have to rely on hidden nodes, which I've always found to be one of the least fun elements of the game. To be clear, when I say "extreme individual ability countering" I mean where a given champ is extremely effective against 1 or 2 other specific champs by shutting down their main defensive challenge (Proxima against Yondu, Corvus and Venom against IMIW) or conversely, a defensive ability that trips up a usually safe counter (Wasp defending against Iceman.)
Hidden nodes were an interesting gimmick when the biggest factor in choosing who to fight with was class matchups. But things have gotten so complicated that even bringing a champ with the right class matchup can cost you if the defender isn't who you had to guess it might be. Fundamentally, I strongly dislike any game element where random dumb luck has to big a part in determining success or failure.
I think if not currently, then very soon the meta will have progressed far enough to where you guys can get rid of the rather unfair concept of hidden nodes in favor of much more varied encounters where you have to build a strategy around known elements rather than the unknown. Frankly I'm tired of being forced to bring Iceman or Killmonger every single time my path has an unstunnable mutant or science. If you want to vary the champs we'll use, then let me see that they put Storm on unstunnable and I'll be willing to bring Sentinel on offense for the first time ever.
Apart from being much more fun on offense by getting to fully strategize the entire path without random guesswork as a part of the game, having individual node buffs active only with certain defenders would put a LOT more interest behind building your defenses each time. Do you think loading up on Medusa and IMIW will present a greater challenge? Or do you think activating those special node buffs will lead to a harder map? Does your alliance have a guy that leveled up She Hulk to take advantage of the special node buffs she activates? If the node buffs are attractive enough, it'll incentivise us to develop those largely unloved misfit champs, or bring champs we normally like for offense onto defense for a change.
Imagine the guy who is thought of as a clown right now for maxing Venompool, but as season 9 node buffs are revealed, gets to be a hero and highly sought after for the next couple months!
Anyway, I hope this is the place for a suggestion like this, and that it's generally well liked. I think it'd be a way to make things just as challenging, but significantly more fun and varied.
@Kabam Miike
How about specific star restricted AW or AW map. You can select AW map for different BG just like AQ.
Say 2* war . You can bring 2* champions or less in offense and defense. (For fresh player in the game to get idea of AW)
3* war for intermediate players. Maximum rank allowed is 3*
4* war for advance players.
All out war. For no bar champions.
In another way is you can implement prestige based but that’ll give high level player advantage by selling champs and keeping their prestige low.
Just like AQ, you can select 3 individual battlegroups with respective map. Thus letting smaller player to participate in AW.
Star system will determine in different rewards bracket.
Map difficulties will increase based on star level. Buffs and debuff.
Also another idea is to restrict class champions in certain nodes. Thus each team will know some information prior to war and decide strategy accordingly. These certain node information will be provided in war screen prior to selecting champions.
I think this will bring dynamic strategy more in war and also better engaging of different levels of summoners.
Buff 1 – Amped Up:
Female Champions you bring to this fight receive increased Class Bonus effects. Half of the Attack bonus is always applied. Specific tuning values will be revealed soon
Amped up affects the Attacker, so bringing in Female Champions will give your Attack team an offensive boost!
isn't it some kind of male gender discrimination? will we see male ampeding in future?
and if you really care about all champs being usefull, just make reworks of older champs more common. it's hard to make xforce dp ok champ, but making magneto or gambit somewhat decent isn't actually dificult. you can search forum for ideas if needed
also how about implementing some things community does want to see? like fair mach ups, so top alis wouldn't time it in order not to face each other? fair punishment to cheaters so they would't ruin all the fun for lower ones when they dropped in rate? interesting nodes in war for lower tier alls?
I am extremely concerned by this announcement and how it impacts The game and the player base. Ranking a champ to r5 is a bery rare feat even for top alliances maybe once every 6 months or so and the decision is mainly made on the effectiveness on alliance wars (prestige doesnt matter snow days)
Now game devs have the ability of shutting down a specific champ for a whole season ( blade in this case, could be corvus next season or magik after). This means that the champ you spend a lot of time, effort and money to r5 could be ineffective for a season.
Is kabam issuing rank down tickets every season so we can adjust to the global nodes? That will be the fair thing to do. This announcement is outrageous. It changes the meta of AW incredibly. I am extremely disappointed in the dev team decision to do this.
AW evolving like this every month just doesn’t go hand to hand with rank ups that take 6 months. Pretty simple math just doesn’t adds up
How to make AW strategic and really skill based?
Remove item use from war.
It will stop money spenders from staying at the top.
And skill play will come into action.
Instead of 100% completion, main focus will shift into Taking final boss down in each BG.
I know its going to reduce Game's profit making, but it will make AW the most competitive thing.
What will be its effect on mcoc community?
1)Fair play will come into action,
Skilled player who die in AW by taking passive/ unavoidable dmg and end up in losing wars, will finally get fair ground to compete with others.
2) better content on mcoc videos,
Recently the AW videos we have been seeing on youtube is using Corvus Glaive, Stark Spidey, Blade, Void, killmonger and loads of potions along with some skills to win a war.
What we might get to see is trying to 100% the map will no longer be possible, and alliance will try new stratagies.
3) New strategy into play,
players will try to take down mini boss instead of exploring nodes for points and send remaining players to explore remaining nodes.
And many more ways based on situation like how much hp is remaing on boss.
4) More interaction with alliance members and community
Instead of adding annoying buffs/debuffs to encourage us to diversify our defense and offensive teams, why not do a top-to-bottom revamp of all champs from the first 2-3 years of the game? Most are totally irrelevant. I get it that you make money from new champs, but if you want to lower community rage and encourage diversity put some meaningful effort into fixing useless ones. 3-5 a month seems doable. Few things are more soul crushing than pulling a useless 5 or 6 star champ after saving shards for weeks or even months. You can do it kabam!
Comments
People keep saying this, and I have no idea why. Yes, it is Kabam's "fault" because they made the game in the first place. Therefore, it is their responsibility to fix it, by changing the game to address problems in the game.
@Kabam Miike are you able to confirm that Blade won't switch off the global node with Danger Sense, given that he can switch off local nodes? It would be a bad time for him to switch off the immunity, fire off the SP2 and for the opponent to go straight to an SP3. Thanks
Maybe a 'safe sense' node is needed just to counter blade.... Lol jk
Do the developers even play the game?
Secondly, blade isnt getting nurfed. his abilities arnt chamging. and please read the whole post. rotating nodes to make more champs relevant is a good thing. this season blade will be, and this key here guys, LESS EFFECTIVE. and node 29 does not need a nerf. this game is supposed to challanging and diverse. using the same old same old over and over is borning. and lame. we are supposed to have diverse rosters for many sotuations. and node 29 has many many counters, if you think blade is it then please do some research. go on utube ask around in chats. i promise u will find more options.
this is great to see. the more champs i can use. the more strategies i can use. all good things.
Incase no one noticed, which apparently noone did, this game has been moving in the direction of duversity for ever. the whole point is use and rank up different champs.
i think the rotating nodes is a good idea.
i think a better punishment system is needed. looking forward to what that is.
instead of crying about ur precious blades, how bout we make some ideas and help them out. after all they did ask for it.
i would like to suggest afew things
1: potion value. the price is to high for such little heath gain. same with revives. id like the potions to be re evaluated. and brought into the relm of reality. these potions and revives were ok when we had 5/50s in war. 5* have a much higher health pool and there for get way less out of each item. this goes for non war potions/revives as well. but war is more important and i think should more of a priority.
2: 3 min boost. the frequency of such are low in the store. so either limit 1 of each per player per war or take them off a random cadence and put then in one a week or somthing.
3: competative mode: this is more like a pay to win mode. for instance i play in plat 3 because i can not afford to use a 30% 20% and 25 boost with class boost while healing to full health every fight. i have the skill and absolutly could play at master level(and im sure alot of pople can). point is some of the games most skilled players are not in master. simply becuase they cant afford it and would get kicked in one war. so i suggest a set amount of item per war, 10 potions, 5 boost. forces us to pick and choose which fight to us them on and puts a much higher emphasis on skill and less on money.(please dont respond woth the bs kabam wont do it cuz it cost money) just dont. kabam clearly cares about game integity. so pleaae dont reply with some bs and actualy make a point. please.
4: win loss crystals. these crystal are tragicly out of date. and here is a great place to add 3 min boosts to btw. but these crystal are bad. we get enough lotalty form wars anyways. revamping these crystals is a big big thing for many people. more chamces at potions/revives, more 3 min boosts, and rank up materials. i dont think crystal shards are needed here. but if making more champs viable is the goal, then respurces need togo up. and this is good a place for them.
5: kabam thanks for taking the punishemnt thing seriously alot of ur community was really getting hurt by this. and not just game hurt. looking forward to hearing those chamges. and lets strive to make this game mode skill based and not pay based. ea level competions is a thing this game mode has potential of acheiving but not of u can pay ur way. put 30 of ur best skilled players agsint 30 skilled players, with how popular marvel is right oght now, and u have potential for ea competitions and world wide reorganization of ur game. seriously. and u can have that idea for free.
TonyDola. thanks guys!
agree with you but still Carnage will sill get Power Gain fast by armor Breaking
I do have some initial feedback based on the suggestions:
Solution 1: Season 5 Update: Rotating Global Buffs
- Sounds like a great idea if properly executed.
- Global buffs should target a wide variety of champions and be uniquely separate from existing node buffs.
In the example of "Bleed Immunity", this is already a local buff on many nodes, which would make it redundant to be made global. As are nodes like "Cornered" which is most often triggered by bleed.
- Would this require that individual node buffs be adjusted to not conflict?
"Meta Champions vs Diversity"
Players have used their valuable resources on champions that have been the "best tool for the job", that's been the status quo for a while. Certain aspects of the game were tuned in a way where if you were lucky enough to have certain champs, they took priority even if they weren't your favorite. That's why Blade, Corvus, Magik, Dormammu, etc have been ranked up.
If the goal is to have an ever evolving meta while still having rare rank-up resources, it would be nice for players to have the ability to re-allocate those from time to time and promote new champions to high ranks. Be it a champion that they like or a new one they just got lucky enough to pull.
Question: Would your team consider allowing players to purchase a single Rank Down ticket in the same manner as the Name Change Tokens?
- Limit 1 per XX days or so, but some mechanic for users to reallocate resources to other champions as the meta evolves.
Additional thought: In the current meta of Alliance Wars, officers and leaders are responsible for coordinating and arranging defenses as well as managing Diversity, which is the deciding factor in a fair amount of wars. Let's not make the changing nodes become a burden on Alliance Leaders.
Issue 2: Unfair Play in Alliance Wars
- Please be mindful of the ripple effects that penalties will cause
- Under the current systems, penalized alliances have been given an unfair advantage by matching with weaker alliances due to war rating deductions.
Suggestion: Perhaps unlinking War Rating, Tier, and Multiplier would be logical. Deduct points, lower multiplier, but leave War Rating in place so that top alliances continue to be matched with others in their same "league"
Issue 3: Finding your Alliance Home
Honest Opinion: Alliance Wars destroyed everything good about alliances. Friendships and bonds formed over the years had to be severed if a teammate's skills were not at the level required to advance. People get kicked if they die too much, etc. It's made alliances cutthroat if they want to push for the best rewards possible.
Quality of life balance: Currently most aspects of alliance play require all 30 members to be active daily. This makes it hard for people taking vacations, family trips, illness, natural disaster, etc. This creates a single point of failure in an alliance and is a reason some players have shared their account details with another alliance member for. Its nice to be able to disconnect for a weekend away every once in a while as I'm sure you all understand.
Suggestion: Expand alliance membership to 35 players or lessen the number of required participants in Alliance Events.
- This would allow players to alternate or sit out as needed, as is the case with any sports teams.
- For events you can still maintain required participation levels (Ex: min 5 wars played for season rewards)
Rewards: War Seasons, Allianace Events and more
War Season Crystals contain rewards that are of tremendous value, but vary heavily on RNG. In addition, players have no recourse against punitive actions taken by an officer or leader that decides to kick players before rewards are distributed
Suggestions:
- Update War Season rewards to be fixed amounts of resources like Tier 2 Alpha and Tier 5 Basic shards
- Replace the War Victor crystal with the War Season crystal (or similar)
- Lock in rewards for alliance members that qualified and participated in events regardless of if they're still a member of the same alliance. Limited to the most recent qualification to prevent receiving multiple rewards for the same event.
If you managed to read this entire post I congratulate and thank you. I appreciate the efforts being made to improve aspects of a game I enjoy and hope the team can consider exploring the suggestions made by myself and other players.
Seriously the only way you are gunna get players to set some of these lower tier champions is if you custom make nodes that specifically help them.
I.e whenever you place a punisher for defense he starts with two bars of power and his sp2 is unblockable or if someone wants to place a groot he is debuff immune and has like 2% regen permentaly. That’s really the only way you guys can get some of these lower champions some love.
- Confiscate some of their T5B shards or T2A catalysts
- for repeated offenders, rank down their top champ 1 rank.
These are whales so they would only spend more to compensate as result. Win-win!
AW is really important for all of us , the back bone of the game and everyone wants to test their team with against someone.
There are few basic features of AW that needs fixing first , I am not against of the new changes but in the race of new welcoming changes we are always putting the basic things on back burner and thinking that the new change will mitigate.
Basic things in AW
1. Matchups/ matchmaking
2. Champions synergies
3. AW rating calculation
Point no. 2 is very important, if the champs synergies working in AW , new buff and diversity both gets resolved , if I am placing my defense in AW , I will read through the nodes and see how my defense synergies can be used in my favor and bring that defense.
Certainly we have to rank/ level up champs accordingly, but since it’s the tacit fact that synergies are not working in AW , we all assumed and didn’t pay attention to this , unless some official confirmation we get that synergies are working as intended.
Now we have a very diversed pool of champions with different synergies which we can use strategically in defense and offense to counter nodes and buffs.
Additionally it will be easy for developers too , to come up with new buffs and nodes considering the synergies which is kinda cool.
Rest everything is good , not complaining for anything just expecting some light on the long pending thoughts.
Thanks !
Option 2: reduce the effectiveness of duplicates.
Option 3: instead of global nodes... after placement phase but before attack phase have the system randomly shuffle the nodes with champs around- exceptions being miniboss and main boss.
Take out bleed off bleeders and they are meh dmg output champions. All of them but...Blade. Danger Sense will still raise damage. So basically this change will only make him used more, the opposite entirely.
aka
Use blade, but please spend more.
Buffet, debuff immunity, Bane, Slash Tires, Caltrops, Rage
ALL on the same Global Node.
Also, since you guys wanna keep AW fresh and more challenging why are we limited to only placing 5 champs on Defense. Can we please get the TOTAL champs increased to 10 champs per person, which also means adding new nodes to the war map, with simple Buffs like, "Coin Flip, Rage, aggressive armor up, power gain 400%"
Also please increase item cap from 15 to something like 50, you know MORE potions more profits "wink wink"
also final Boss is way way too easy why not add more attack and health boost, like maybe 7000% Champ boost, that would make it sooooo fun, pretty please.
Also this is a MUST, why are we allowed to bring in 3 champs for attack. that makes noooo sense at all. Can we make it so we can only bring 1 champ.
Also please please and this should already been done, but why dont you enable synergies in defense, I mean we all want to spice up the game, and fight a medusa with royal family synergy, or other fun ones out there.
That's been said, an afficiant recruiting and alliance search tools are most needed and will be awesome to have.
Global nodes are cool, but would it be possible to set individual nodes with buffs that only become active if you place one of a small subset of champs on that node?
Imagine having a node where any champ on it gains +100% attack and health. But it also has bleeds land through blocks, +200% armor against robots, and another +100% attack and health... but *only* if the defender is one of the following... Old Man Logan, Cap WWII, OG Black Panther, Guillotine, or Carnage. Make it a really tough choice to either a use a defender that is highly challenging as they are, or a defender that would activate the node buffs and suddenly become much more attractive.
Further, between this idea, and the extreme individual ability countering we've seen over the last year, I feel like you could create a highly strategic environment that does not have to rely on hidden nodes, which I've always found to be one of the least fun elements of the game. To be clear, when I say "extreme individual ability countering" I mean where a given champ is extremely effective against 1 or 2 other specific champs by shutting down their main defensive challenge (Proxima against Yondu, Corvus and Venom against IMIW) or conversely, a defensive ability that trips up a usually safe counter (Wasp defending against Iceman.)
Hidden nodes were an interesting gimmick when the biggest factor in choosing who to fight with was class matchups. But things have gotten so complicated that even bringing a champ with the right class matchup can cost you if the defender isn't who you had to guess it might be. Fundamentally, I strongly dislike any game element where random dumb luck has to big a part in determining success or failure.
I think if not currently, then very soon the meta will have progressed far enough to where you guys can get rid of the rather unfair concept of hidden nodes in favor of much more varied encounters where you have to build a strategy around known elements rather than the unknown. Frankly I'm tired of being forced to bring Iceman or Killmonger every single time my path has an unstunnable mutant or science. If you want to vary the champs we'll use, then let me see that they put Storm on unstunnable and I'll be willing to bring Sentinel on offense for the first time ever.
Apart from being much more fun on offense by getting to fully strategize the entire path without random guesswork as a part of the game, having individual node buffs active only with certain defenders would put a LOT more interest behind building your defenses each time. Do you think loading up on Medusa and IMIW will present a greater challenge? Or do you think activating those special node buffs will lead to a harder map? Does your alliance have a guy that leveled up She Hulk to take advantage of the special node buffs she activates? If the node buffs are attractive enough, it'll incentivise us to develop those largely unloved misfit champs, or bring champs we normally like for offense onto defense for a change.
Imagine the guy who is thought of as a clown right now for maxing Venompool, but as season 9 node buffs are revealed, gets to be a hero and highly sought after for the next couple months!
Anyway, I hope this is the place for a suggestion like this, and that it's generally well liked. I think it'd be a way to make things just as challenging, but significantly more fun and varied.
How about specific star restricted AW or AW map. You can select AW map for different BG just like AQ.
Say 2* war . You can bring 2* champions or less in offense and defense. (For fresh player in the game to get idea of AW)
3* war for intermediate players. Maximum rank allowed is 3*
4* war for advance players.
All out war. For no bar champions.
In another way is you can implement prestige based but that’ll give high level player advantage by selling champs and keeping their prestige low.
Just like AQ, you can select 3 individual battlegroups with respective map. Thus letting smaller player to participate in AW.
Star system will determine in different rewards bracket.
Map difficulties will increase based on star level. Buffs and debuff.
Also another idea is to restrict class champions in certain nodes. Thus each team will know some information prior to war and decide strategy accordingly. These certain node information will be provided in war screen prior to selecting champions.
I think this will bring dynamic strategy more in war and also better engaging of different levels of summoners.
isn't it some kind of male gender discrimination? will we see male ampeding in future?
and if you really care about all champs being usefull, just make reworks of older champs more common. it's hard to make xforce dp ok champ, but making magneto or gambit somewhat decent isn't actually dificult. you can search forum for ideas if needed
also how about implementing some things community does want to see? like fair mach ups, so top alis wouldn't time it in order not to face each other? fair punishment to cheaters so they would't ruin all the fun for lower ones when they dropped in rate? interesting nodes in war for lower tier alls?
Now game devs have the ability of shutting down a specific champ for a whole season ( blade in this case, could be corvus next season or magik after). This means that the champ you spend a lot of time, effort and money to r5 could be ineffective for a season.
Is kabam issuing rank down tickets every season so we can adjust to the global nodes? That will be the fair thing to do. This announcement is outrageous. It changes the meta of AW incredibly. I am extremely disappointed in the dev team decision to do this.
AW evolving like this every month just doesn’t go hand to hand with rank ups that take 6 months. Pretty simple math just doesn’t adds up
Remove item use from war.
It will stop money spenders from staying at the top.
And skill play will come into action.
Instead of 100% completion, main focus will shift into Taking final boss down in each BG.
I know its going to reduce Game's profit making, but it will make AW the most competitive thing.
What will be its effect on mcoc community?
1)Fair play will come into action,
Skilled player who die in AW by taking passive/ unavoidable dmg and end up in losing wars, will finally get fair ground to compete with others.
2) better content on mcoc videos,
Recently the AW videos we have been seeing on youtube is using Corvus Glaive, Stark Spidey, Blade, Void, killmonger and loads of potions along with some skills to win a war.
What we might get to see is trying to 100% the map will no longer be possible, and alliance will try new stratagies.
3) New strategy into play,
players will try to take down mini boss instead of exploring nodes for points and send remaining players to explore remaining nodes.
And many more ways based on situation like how much hp is remaing on boss.
4) More interaction with alliance members and community