**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Developers Thoughts: Improving Alliance Wars Discussion Thread
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If they really wanted to fix AW they could easily just go back to the original format in the very first season. When there were times that teams couldn't finish a map. Everything they have done since hasn't improved wars, it's made them worse.
There's an underlined agenda with each and every decision they make with changes in AW. There's always a spin, there's always talk of fair and diverse but it's all about one real goal.
They will change nodes to make the most powerful champs obsolete without directly nerfing them to keep from issuing RDT. And by removing the most powerful champs abilities to use what's that do, well, it ultimately makes you end up spending.
On closing, there's something else everyone needs to ask themselves. Who is making you play AW? Why do you chose to go "all in" for wars, spend like crazy for rewards that haven't really changed in years and in no way equal the amount spent or stress to earn them?
+ First off alliance can choose which global they want to apply to. Maybe the alliance has many Medusa so a node that compliment her would work, or they would choose a global that deter the current meta.
+ Node 1: bleed immune but if champs fail to trigger bleed, they gain true strike for 5 seconds. Popular attacker like GP, Blade, AA won't be as effective but you can't place Medusa, IWIM or so liberally.
+ Node 2: exodus armor: gain a passive armor huge crit resistance but it get armor break with a heavy attack (you still get to keep the crit resistance). Prevent huge crit champ but champ like Sentinel, IWIM or Killmonger is a risky move now
+ Node 3: pint size powerhouse: reverse the diminishing return, lower rank champ now have crit and block advantage instead, so you risk bringing r5 4* instead of r4 5* for higher crit and lower chip damage
All node beside node 3 should be apply to non mini boss and boss node, the boss node receive no effect otherwise war become sit on 1 miniboss and rekt kill.
Also please for the love of god make revive percentage base
Yeah what is up with this, there having been more changes per season to increase difficulty, but no real many boosts to rewards
This dude is on to something, and I'm not saying that because we're in the same alliance or anything. =P
I do like the idea of switching it up monthly to force players to rethink their strategies. What I think would be important in this context is to make rank-up materials easier to come by. The champion(s) I rank up for season 5 could be useless in the following season. If the idea is to make us use more of our roster, at least help us make more of our roster usable.
As for the champion updates, I appreciate what was done this year with Luke Cage, Red Hulk, Venom and Carnage, and I feel a lot of champs would become relevant again after a similar revamp. Let's see more than 4 of those in 2019. I won't be quite as ambitious as my alliance mate, but maybe 2 champs per two month cycle could work?
Month 1: 2 champs get reworked
Month 2: Beta/adjustments
Month 3: Implementation/work begins on 2 more champs
Month 4: Beta/adjustments
...
This is a core design decision which you control through crystal odds, shard collection rates, and crystal pools. Trying to fix it through alliance war seems backwards. Also the reason there is such a huge gap between lucky and unlucky players is that a large majority of champions are outdated and offer nothing of use to players. If you want to decrease this gap you need to either start improving the majority of champions to some baseline of usability (tons of work) or create separate and new crystal pools and/or increase drop rates so that obtaining newer and higher power level champions is easier.
The first global buff is good. It's not too limiting (affects all females), it affects champions without negating their core ability set, and offers an interesting choice for defenders and attackers. It can also be scaled
The second global buff is not very good. Severely limits an already small pool of viable attackers, punishes players for decisions regarding rank ups and masteries, and makes war harder by lowering DPS and thus extending fights.
Please reconsider which kind of global buffs you are going to implement, especially as these are going to be active for an entire season. Focus more on buffs like the first one which are more broad and offer some choice to the defender and attacker - possibly focusing on things like champion classes, champion tags, and adding playstyles rather than limiting viable options. Getting a champion and all the required resources to rank them up takes months and months of playing so unless we have some way to rearrange and change our roster this fact needs to be kept at the forefront of the discussion.
Liked what I read so far about your plans to fix this issue. Matchmaking window needs to be addressed so that alliances can't choose to queue at the exact same time to manipulate who they face. Punishing individuals also seems like a better alternative if the infractions are limited specifically to one or two individuals. I know alliance leaders and officers have been requesting some method of dealing with cheaters who remain anonymous but affect the whole alliance so this could be the time to implement some tools or changes to help them deal with that.
When it comes to punishing alliances you can't keep just dropping their war rating because as we all know this ends up hurting other alliances even more while also giving cheaters easier wars. Repeat offenders should be taken out of the general matchmaking pool, given large reductions in possible season rewards, and eventually banned from competing altogether. As long as alliances can cheat without greatly effecting their season rewards they will continue to do so.
Love it, the more tools we have in game the better. Things like prestige have been hidden and obscured for too long considering the impact they have on the game.
Not Mentioned
War Rewards - Too large of a gap between Gold 1 and Plat 3. Randomness of war season crystals creating huge disparity between different player's rewards in the same alliance. All players in an alliance should receive the same season rewards.
Alliance War Tools for Leaders/Officers - With global buffs changing defender choices each season alliance leadership needs tools in game to help them set defense.
Alliance War Cost - What are the plans, if any, to address the increasing cost of alliance wars? Will there be any change to the random availability of war boosts? What about suggestions like having a fixed allotment of items for each war to even the playing field?
Look at war now. Tho it's extremely competitive, it's becoming like aq... Where you do the same thing day in and day out and try your best not to die. How is that fixable?
The only 3 ways I know are:
1- keep making new champs that everyone chases to get an advantage. Yay, I guess?
2- create crazier nodes than we already have.
3- get creative and shake things up in the manner they've now done.
Personally, I thought these nodes wouldn't do enough to shake up war and make me rethink things... But I think I'm wrong. I normally solo an r5 Medusa with my km and I think that's going to be impossible now. So I either take a timeout or bring another champ capable of doing the job. That's scary and frustrating and exciting and kinda fun tbh.
Besides that, you most likely run the same path every way and see almost the same defenders as well. There are usually around 3 options for any node that's not a diversity node. Now, that will change. That's a good thing.
But what I'm really excited about is the potential down the road. Implementing these nodes means #1 and #2 above aren't going to be the main way of keeping wars lively. If done right, these globals can do a lot to inject new strategies to win and new fun ways to play imo. Sure there will be problems for players with each of them, but it's a game. If it's not challenging me, then why am I playing?
As for blade... People should look at that a little more. He doesn't depend on bleed. If you need bleeds to get a kill with blade, you're doing it wrong.
There are negatives to this, sure. Hopefully, they will be addressed much SOONER than things normally are. But for me, it's the potential that has me excited and I'm willing to deal with some bs to get there... Esp when everyone is in the same boat.
A little later.....
Also Kabam, “Uh oh, we made them too good. Let’s just throw a bleed immune global in AW. That’ll fix it.”
- When a person places defenders, give them the option to auto place them on the exact same node as last war
- If defender is already on that node, randomly place the defender somewhere else
Let alliances set parameters for war before finding an opponent. Parameters like 4* only, no buffed nodes, shorter timed match (12 hrs instead of 24) or whatever else creative thing you can come up with. May help improve some of the things you mention above.
Not war-specific, but would be cool to see something like a weekly / monthly Alliance challenge checklist. Each item on the checklist worth a small reward, then a larger cumulative reward for how many checks you get. I understand this is essentially what we have now, but these tasks would be more specific. Things like: complete 200 perfect (3-0) arena matches, complete 20 quests in chapter 5, 100% complete Epic difficulty in monthly quest. Tasks can scale to fit Alliance skill level. This would encourage Alliances to focus on the entire game, not just a couple of areas. And since anyone can contribute towards checking something off, would let players who don’t do arena, for example, contribute in other ways.
Again, I know that’s similar to what we have now, but just providing some food for thought.
Also, if there’s a concern about new champs not getting into the game quick enough, maybe increase drop rates, or make character-specific crystals. Really like Luke Cage? Great. Here’s a Grand Master Luke Cage crystal. Guarantees a 3* Cage, with possibility of 4, 5 or 6*. I’d prefer that over the daily class crystals.
Exactly my point nothing wrong with what they trying to do could be great for the game but they either need to allow us to rank up champs faster or issue rank down tickets every season. Pretty simple imo
I think it is time not to rank up any champ with bleed abilities anymore. I am glad I r5 my 5* hyperion over AA.
I am not talking about the whales that have maxed out everything, I am talking about all the people in the lower tiers that have worked really hard trying to get their main killing machines ranked up as high as possible, pouring every bit of gold & resources they had.
Now, Kabam pulls the rug out from them, and says, "Sorry, we don't want you to use your bleed champs that you worked so hard on to rank them up, time to rank someone else up!"
There is a serious shortage in the lower levels trying to rank up because of all the lack of resources. If Kabam implements some way so they can rank up other champs QUICKLY, before the next season starts, then, this wouldn't be that much of a issue, but, the odds of that happening are 0%.
@Kabam Miike @Kabam Lyra @Kabam Zibiit @Kabam Vydious please only allow these global nodes in Gold 1 and higher tiers.
Global implies map wide so every tile. Rotating implies it will change from war to war so probably won't be active at the same time. Good question regarding who pick the active global buff though... Probably not the alliance
•Create larger maps with more nodes to increase diversity, while increasing item use to promote completion.
•Increase specific team synergies that work within seasonal maps. (I.E. romance, mastermind, or unique synergies for female/male/hero/villains.)
•Priority #1 should be fixing know issues such as cheating, collusion, or anything not working as intended. Seems fairly obvious to me when I see a new player, level 50 or below, with an “uncollected title” plus a featured 5* awakened Champ and two or more 5* 4/5s or 6*s. Rank them down if it’s a known issue and remove them from alliance for a season.
•Work to fix this before creating new content.
•Create “flexible” nodes specific to a particular champ. “Enhance Signature: “Champs Sig Tag Here” or any category- “female boost” villain boost” to enhance attackers and defenders, promoting strategy based, coordinated attacks/defensevine setup.
•Be specific to AW, as to not completely change the game.
•Show some love to your old school players make a harder AW map for Hardcore Only BG1 with specific criteria to enter.
Gold 1 is a bracket, not a tier. But Kabam did say in the announcement that the global buffs in the current iteration would only be affecting higher tiers: