**WINTER OF WOE - BONUS OBJECTIVE POINT**
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
As previously announced, the team will be distributing an additional point toward milestones to anyone who completed the Absorbing Man fight in the first step of the Winter of Woe.
This point will be distributed at a later time as it requires the team to pull and analyze data.
The timeline has not been set, but work has started.
There is currently an issue where some Alliances are are unable to find a match in Alliance Wars, or are receiving Byes without getting the benefits of the Win. We will be adjusting the Season Points of the Alliances that are affected within the coming weeks, and will be working to compensate them for their missed Per War rewards as well.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Additionally, we are working to address an issue where new Members of an Alliance are unable to place Defenders for the next War after joining. We are working to address this, but it will require a future update.
Comments
I mean, seriously, it took until the end of season 6, Gold 1 the whole way, for me to earn enough from the season crystals to make a full t2a’s worth. Other people in the alliance earned anywhere from the same as I did, to 5-6 t2a within that timeframe. At my current rate, at the end of season 24, I will have finally earned enough to r4 a 5* Champ. 24 seasons.
Save RNG for champ crystals, and shoot straight everywhere else.
I'm all for a challenge... but c'mon.
I'm not on team discount everything GW says just bc it's GW as I agree with some of his opinions as well. Here however, I feel that having that experience playing in T1 wars would give him a better idea of just how imbalanced AW rewards are vs AQ when considering effort/resource costs
No one wants to play a game where the only winning move is not to play.
On average you need 50 T5CC crystal to get a single T5CC fully formed, that is assuming you pull only that 1 class. Given that there are 6 classes, on average, a player will get an even spread across all 6 classes before any single T5CC forms. That means you need 6 x 50 T5CC crystals to end up with an average of 1 T5CC fully formed of each class. That is 300 T5CC crystals needed.
You get 5 for being rank 1 in Master. So only 60 seasons of AW to go!!
The point is, the updated rewards continue to give T5CC at a negligble pace, which means the only real rewards from the updated AW rewards are T5B and T2A. Both of which are very much available from AQ, and for much less price and stress. I don't see this update to rewards reviving interest in AW much. Plus the truth for most of the end game community is we simply don't need any more T5B. I mean there are people with 20 R5 5*s now. People were looking to expand their 6* r3 rosters, not to rank up more 5*s that will be obsolete sooner.
Wack
I’m in high p3 and a few wars ago saw an ally get 150 deaths like I’ve never seen that before
I’ll reserve my thoughts for when the war to war rewards are announced as it might be a large amount but right now doesn’t seem too great
The changes to Rewards are throughout Wars. This Thread is for everyone, and about all changes. I'm not justifying my presence again.
Master - 1-20 (20 slots)
Platinum 1 - 21-50 (30 slots)
Platinum 2 - 51-100 (50 slots)
Platinum 3 - 101-300 (200 slots)
Platinum 4 - 301-800 (500 slots)
Gold 1 - 801-1,500 (700 slots)
Gold 2 - 1,501-3,000 (1,500 slots)
Gold 3 - 3,001-4,500 (1,500 slots)
...and so on. Hope that helps clarify how the season tiers work.
I truly believe that Kabam introduces RNG into these rewards so as to provide a legitimate way to catapult lower players into the higher tiers with massive RNG drops, while the top end players are limited by bad RNG pulls.