@Kabam Miike can we ask who you (meaning the decision maker) spoke to in restructuring this node and what feedback you used to come to this decision? Wondering if you all understood the overwhelming response to this node made many either stop or want to stop AW? I believe Kabam’s intent is to make things fun and challenging and want to make sure you all are truly understanding the taste this is leaving. Can we get clarity into your decision and why?
The decisions were made on a number of factors, including the feedback in this thread and other areas of the Community. We agreed that it's too hard to work around, and more punishing in higher tiers (the stack limit was 5 and 4 in the highest tiers).
This is still meant to be a challenge and change up what Champions you choose to bring into War, as Defense Tactics have always meant to do. Alliance War is competitive and is not meant to be easy.
TL:DR I dont recall it being able to stack above 3 in any tier, only difference being 35% per stack in t4 and 5 and 45% in tier 3 or above... at 3 stacks that's 135% power in 15 seconds... so 4 bars of power every 15 seconds... now lets say you get 3 crits straight away, congrats you now have an opponent that will gain 3 bars in around 11 seconds unless you can stun them, not even factoring in things like mystic dispersion and other factors (200% power gain/ 50% enhanced power effects etc)
I used to enjoy seeing people bring unique attackers to war... i myself used to bring elsa and wasp, both of these champs are totally unusable on flow due to high crit chance and no power control! All you've done is make this node passable on stun immune... thats it!
If this node must stay, it should only stack once... or at the very least needs a big reduction to the % per stack... maybe 15% and 20% instead of 35% and 45% ... its ridiculous and HEAVILY limits the champs you can use in attack phase... and if you don't have them... you're out of luck!
I feel the whole defence tactic idea itself needs a rework... why not have nodes that make fights more challenging without limiting the counters....
Opponents gain 50% damage during special attacks Opponents gains 50% passive fury when either champ is in the corner Opponents gain 20% armor everytime they're stunned but an intercept removes all stacks
Just a bit of constructive feedback! This change to flow affects barely nothing!
That is fair and constructive feedback! I'll make sure it's passed on to the team. We are not going to change this Node again until you guys have had time to actually experience it and we can gather data on it. But if we find it's still too punishing, we will change it again.
Can you bring to the team the idea of possibly adding a filter so alliances can choose to fight with another defense tactic team or no tactic at all? Or similar to AQ, water down the effectiveness to the tactics if you use it more than once an AW cycle.
I’m sure it’s more complex than I’m suggesting, but losing ally mates because you guys want to “challenge” us with this is infuriating. It’s flow wars now, read the room a bit longer please
That's an interesting idea. I will definitely raise that to the team (Watering down the effectiveness if used multiple times).
The decisions were made on a number of factors, including the feedback in this thread and other areas of the Community. We agreed that it's too hard to work around, and more punishing in higher tiers (the stack limit was 5 and 4 in the highest tiers).
That is fair and constructive feedback! I'll make sure it's passed on to the team. We are not going to change this Node again until you guys have had time to actually experience it and we can gather data on it. But if we find it's still too punishing, we will change it again.
Messed up the quote feature above, don’t know how to fix. My comment below:
Its not too late to reconsider. We have experienced the node plenty and all the data in this thread clearly shows no one in the player base likes this! It is and will continue to be punishing (a.k.a. NOT fun) with the proposed changes. Please not another season of this.
To be clear, there is no data in this thread, but there are a lot of opinions and feedback, which we take in conjunction with Data and Playtests to make decisions.
We are going to see how this new version affects War, collect Data and more feedback, and then make more decisions on the future of Flow.
But you HAVE all the data don't you? the number of stacks and the power rate, which is what flow does, are not changing and the way to stop flow is basically unchanged in almost all interactions.
To be the Geico guy, I think people are upset because they wanted it taken out completely, for the most part. Some had suggested limiting it to one Stack. On the other side, they've said it's still meant to provide a challenge, and they were open to changing it again if need be, so I think it's fair to wait and see how things go next Season. You can always come back and register more feedback, but I tend to agree with what I stated earlier. It's meant to provide a certain degree of challenge by limiting what you can use.
This is disappointing to find out we have at least another season to deal with this node. It always take you longer to find issues that the community have or even predict much in advanced. I guess we are going to tank also the next season
To be the Geico guy, I think people are upset because they wanted it taken out completely, for the most part. Some had suggested limiting it to one Stack. On the other side, they've said it's still meant to provide a challenge, and they were open to changing it again if need be, so I think it's fair to wait and see how things go next Season. You can always come back and register more feedback, but I tend to agree with what I stated earlier. It's meant to provide a certain degree of challenge by limiting what you can use.
To make it clear what the tons of players are telling, there is NO challenge. It's just rubbish. The change made is minuscule and just gives you a chance to stop the power gain at the chance of taking nice block damage. It doesn't address the fact that the power gain itself is ridiculous, or that we all know that AI does act very defensive, especially so with this node. Going to repeat what we've all said, but we're not the testers. That's not our job. To keep running through broken nodes to find more faults for the developers. And please stop replying on the thread about challenges. You haven't faced the node, aren't facing the node and spending items, so at this point, your opinion doesn't matter when we're the people suffering. Just stop.
To be the Geico guy, I think people are upset because they wanted it taken out completely, for the most part. Some had suggested limiting it to one Stack. On the other side, they've said it's still meant to provide a challenge, and they were open to changing it again if need be, so I think it's fair to wait and see how things go next Season. You can always come back and register more feedback, but I tend to agree with what I stated earlier. It's meant to provide a certain degree of challenge by limiting what you can use.
To make it clear what the tons of players are telling, there is NO challenge. It's just rubbish. The change made is minuscule and just gives you a chance to stop the power gain at the chance of taking nice block damage. It doesn't address the fact that the power gain itself is ridiculous, or that we all know that AI does act very defensive, especially so with this node. Going to repeat what we've all said, but we're not the testers. That's not our job. To keep running through broken nodes to find more faults for the developers. And please stop replying on the thread about challenges. You haven't faced the node, aren't facing the node and spending items, so at this point, your opinion doesn't matter when we're the people suffering. Just stop.
If it wasn't providing some sort of challenge, it wouldn't be the most used DT. It does provide a challenge because your options are narrower. As for testers, the game is developed and improved based on game play. We've been testers since we picked the game up. I can and will participate in any discussion I choose, but thanks for the feedback nonetheless.
To be the Geico guy, I think people are upset because they wanted it taken out completely, for the most part. Some had suggested limiting it to one Stack. On the other side, they've said it's still meant to provide a challenge, and they were open to changing it again if need be, so I think it's fair to wait and see how things go next Season. You can always come back and register more feedback, but I tend to agree with what I stated earlier. It's meant to provide a certain degree of challenge by limiting what you can use.
To make it clear what the tons of players are telling, there is NO challenge. It's just rubbish. The change made is minuscule and just gives you a chance to stop the power gain at the chance of taking nice block damage. It doesn't address the fact that the power gain itself is ridiculous, or that we all know that AI does act very defensive, especially so with this node. Going to repeat what we've all said, but we're not the testers. That's not our job. To keep running through broken nodes to find more faults for the developers. And please stop replying on the thread about challenges. You haven't faced the node, aren't facing the node and spending items, so at this point, your opinion doesn't matter when we're the people suffering. Just stop.
If it wasn't providing some sort of challenge, it wouldn't be the most used DT. It does provide a challenge because your options are narrower. As for testers, the game is developed and improved based on game play. We've been testers since we picked the game up. I can and will participate in any discussion I choose, but thanks for the feedback nonetheless.
Have you faced the flow node at tier 5 and above? If you haven't then you have not 'tested' it and thus your opinion stems from nothing but speculation.
To be the Geico guy, I think people are upset because they wanted it taken out completely, for the most part. Some had suggested limiting it to one Stack. On the other side, they've said it's still meant to provide a challenge, and they were open to changing it again if need be, so I think it's fair to wait and see how things go next Season. You can always come back and register more feedback, but I tend to agree with what I stated earlier. It's meant to provide a certain degree of challenge by limiting what you can use.
To make it clear what the tons of players are telling, there is NO challenge. It's just rubbish. The change made is minuscule and just gives you a chance to stop the power gain at the chance of taking nice block damage. It doesn't address the fact that the power gain itself is ridiculous, or that we all know that AI does act very defensive, especially so with this node. Going to repeat what we've all said, but we're not the testers. That's not our job. To keep running through broken nodes to find more faults for the developers. And please stop replying on the thread about challenges. You haven't faced the node, aren't facing the node and spending items, so at this point, your opinion doesn't matter when we're the people suffering. Just stop.
If it wasn't providing some sort of challenge, it wouldn't be the most used DT. It does provide a challenge because your options are narrower. As for testers, the game is developed and improved based on game play. We've been testers since we picked the game up. I can and will participate in any discussion I choose, but thanks for the feedback nonetheless.
When only one DT is used, then what's the point of having others? Just remove them all. The game is improved based on gameplay. If we're the testers, then our opinions should be taken more than the way it is currently. But the nodes are supposed to be tested before putting it out. Seeing the widespread response, I doubt it was.
To be the Geico guy, I think people are upset because they wanted it taken out completely, for the most part. Some had suggested limiting it to one Stack. On the other side, they've said it's still meant to provide a challenge, and they were open to changing it again if need be, so I think it's fair to wait and see how things go next Season. You can always come back and register more feedback, but I tend to agree with what I stated earlier. It's meant to provide a certain degree of challenge by limiting what you can use.
To make it clear what the tons of players are telling, there is NO challenge. It's just rubbish. The change made is minuscule and just gives you a chance to stop the power gain at the chance of taking nice block damage. It doesn't address the fact that the power gain itself is ridiculous, or that we all know that AI does act very defensive, especially so with this node. Going to repeat what we've all said, but we're not the testers. That's not our job. To keep running through broken nodes to find more faults for the developers. And please stop replying on the thread about challenges. You haven't faced the node, aren't facing the node and spending items, so at this point, your opinion doesn't matter when we're the people suffering. Just stop.
If it wasn't providing some sort of challenge, it wouldn't be the most used DT. It does provide a challenge because your options are narrower. As for testers, the game is developed and improved based on game play. We've been testers since we picked the game up. I can and will participate in any discussion I choose, but thanks for the feedback nonetheless.
When only one DT is used, then what's the point of having others? Just remove them all. The game is improved based on gameplay. If we're the testers, then our opinions should be taken more than the way it is currently. But the nodes are supposed to be tested before putting it out. Seeing the widespread response, I doubt it was.
What I mean is we're all testers because it's a combination of data and feedback. No data, nothing to go on. However, there's also their own goals to consider as well. It's a give and take. They take feedback into account, look at the data, consider what outcome they're going for, and adjust accordingly. That's not the same as us calling the shots. It's evident they want to keep it as a Defense Tactic. They've been open-minded enough to make some adjustments and said they were open to making more after more data and feedback is collected. Sorry, but that's fair.
This about sums you up. You agree with yourself and you disagree with everyone else. In every thread. Ad infinitum and ad nauseam.
Lol. Yeah I'm done arguing with him lol. We know what use the adjustments are, and how the node is still broken. Guess it's just suffer until people quit in order to bring about a change. Which technically is a bad precedent to set.
It's not Rocket Science. In fact, it's common when it comes to things like this. The response indicates that they're not aiming for a total nerf of it, they are willing to adjust it. It's supposed to be tough. Is it still too tough? I can't say. Won't argue it. I think their response is fair regardless of whether they're right or the feedback is right. There's a difference between compromise and an ultimatum.
I like the idea of reducing potency if used more than once per week, and I also really like the idea of each BG required to use separate tactics. That would encourage more diversity and keep wars fresh. No more facing flow every war every bg.
Make it max 3 stacks first war of week used, then each subsequent war drop a stack and have a 5-10% drop in power gain. Same could happen with the other tactics; use the same one more than once a week and have them become 20-25% less effective.
At the same time maybe buff some of the lesser used ones to make them more attractive as well. I would even accept letting all 3 groups use the same tactic if each subsequent use made them weaker. That would force teams to find a good rotation between 3-4 different tactics, maybe even give bonus points for each unique tactic used per week.
Give an extra 10k+ points per different tactic used per war to reward those who mix it up.
To be the Geico guy, I think people are upset because they wanted it taken out completely, for the most part. Some had suggested limiting it to one Stack. On the other side, they've said it's still meant to provide a challenge, and they were open to changing it again if need be, so I think it's fair to wait and see how things go next Season. You can always come back and register more feedback, but I tend to agree with what I stated earlier. It's meant to provide a certain degree of challenge by limiting what you can use.
To be the Geico guy, I think people are upset because they wanted it taken out completely, for the most part. Some had suggested limiting it to one Stack. On the other side, they've said it's still meant to provide a challenge, and they were open to changing it again if need be, so I think it's fair to wait and see how things go next Season. You can always come back and register more feedback, but I tend to agree with what I stated earlier. It's meant to provide a certain degree of challenge by limiting what you can use.
I hate to be the bearer of bad news here but Kabam's decision makers honestly don't care at all about any of us. There is only thing they care about and that is money coming in (revenue). When Kabam Miike says "i'll bring this to the team", you should read that as "I'm going to go ask my bosses if they can make less money". The answer is always no lol. The decision makers at Kabam don't give two $hites about the players. Don't get mad at Kabam Miike, he's not a decision maker, I honestly do think he's trying to help the players. But only so much he can do.
Look at war matchmaking. Completely unfair and broken for 8 going on 9 seasons. But makes them the most money. No changes.
Act 6. Restrictions on 4*, horrible gates, insane attack values. Completely unfair and terribly designed. But makes them the most money. No changes.
Act 7 coming. Same as Act 6. But will make them the most money. We'll see about changes but my guess is no changes.
AW was pitched to us as a fair way to see who's the best of the best. Kabam got crazy amounts of revenue for a bunch of early seasons then it died off with shelling and people just quitting the game. Kabam had to come up with some way to get that revenue back. Hence prestige wars and defensive tactics.
Strictly because of revenue for Kabam, this will never again be a fair game. For any of you that work in a corporate environment, you understand what I'm saying. Kabam decision makers do not care about a fair or fun game, it's only about revenue. I'm very sorry to report, your posts mean nothing to anyone actually making decisions at Kabam. Greed always wins in the corporate world.
The decisions were made on a number of factors, including the feedback in this thread and other areas of the Community. We agreed that it's too hard to work around, and more punishing in higher tiers (the stack limit was 5 and 4 in the highest tiers).
That is fair and constructive feedback! I'll make sure it's passed on to the team. We are not going to change this Node again until you guys have had time to actually experience it and we can gather data on it. But if we find it's still too punishing, we will change it again.
Messed up the quote feature above, don’t know how to fix. My comment below:
Its not too late to reconsider. We have experienced the node plenty and all the data in this thread clearly shows no one in the player base likes this! It is and will continue to be punishing (a.k.a. NOT fun) with the proposed changes. Please not another season of this.
To be clear, there is no data in this thread, but there are a lot of opinions and feedback, which we take in conjunction with Data and Playtests to make decisions.
We are going to see how this new version affects War, collect Data and more feedback, and then make more decisions on the future of Flow.
"To be clear, there is NO data in this thread,.." sounds very patronizing imo. Our opinions/feedback posted during & now immediately after this S17 isn't enough to warrant changing? Shouldn't we be the biggest factor in making decisions plus Data & Playtests since it effects us the most? We actively play, compete in AWs (or not after S17 Flow Wars) & are most in touch w/what allies think, feel & say in our BG chats we use internally. I don't think allies sharing their pov in this "merged" thread is solely for themselves. We have 30 allies in our alliance & only 1-3 share in forums. So summoners sharing here represent multitudes more in our MCOCommunity.
Not sure how "WE" could provide Hard Data, that's YOUR jobs that u get paid to do. Although sometimes feels like a job to be up to date on accurate info. Would suggest in the spirit of more disclosure please share this S17 AW Data w/us,...similar when explaining Re-Balances. We saw u have defense kill %s per Defender for each D.Tactic as well as Attacker win %s, etc. Then maybe we will have better insight into why Flow/#Control isn't changing much. Sure many would be interested & love to see that info, know I would.
Idea: Create Offense Tactics we can pick before each AW, that may balance out the severity of D.Tactics,..or Rotate D.Tactic per AW in same order for every alliance. That might switche up attackers & defenders more. 12 AWs ÷ 4 D.Tactics = 3 rotations. or At minimum remove or weaken the Bonuses defenders receive if boosted by specific Tactic. Appears that something's gotta give,...but it can be a Win-Win for all.
To be the Geico guy, I think people are upset because they wanted it taken out completely, for the most part. Some had suggested limiting it to one Stack. On the other side, they've said it's still meant to provide a challenge, and they were open to changing it again if need be, so I think it's fair to wait and see how things go next Season. You can always come back and register more feedback, but I tend to agree with what I stated earlier. It's meant to provide a certain degree of challenge by limiting what you can use.
@Kabam Miike can we ask who you (meaning the decision maker) spoke to in restructuring this node and what feedback you used to come to this decision? Wondering if you all understood the overwhelming response to this node made many either stop or want to stop AW? I believe Kabam’s intent is to make things fun and challenging and want to make sure you all are truly understanding the taste this is leaving. Can we get clarity into your decision and why?
The decisions were made on a number of factors, including the feedback in this thread and other areas of the Community. We agreed that it's too hard to work around, and more punishing in higher tiers (the stack limit was 5 and 4 in the highest tiers).
This is still meant to be a challenge and change up what Champions you choose to bring into War, as Defense Tactics have always meant to do. Alliance War is competitive and is not meant to be easy.
Are you sure we play the same game? In this universe it only stacked up to 3.
So that wont help. While well timed blocks will help why not add them on top of it. Some champs like CCM and Doom have other abilities to stun champs. So that is a big nerf to them in war.
Im really dissapointed in your decision making and overall knowlegde of the game.
Man I even posted a screenshot at the TOP of the post to make sure everyone understands what Im talking about.
Why take away the function of stunning champs to remove the power gain? So any champ that stuns with a special now is pretty useless especially CMM as her stun is pretty long, feel bad for people who have r3’d her, it should be well timed blocks AND stuns. Still wouldn’t be entirely fair with the disgusting power gain but would be something.
that fix is doing nothing the true problem is that when a defender decides to get crazy defencive and hold on on power he will sp3 you since the introducing of taunt debuff they twiked the AI to become more and more defencive so that it has a meaning baiting become more and more a pain with champions holding on power tightly ..after which they nerfed mystique despertion now we are getting this ! with all the above it's too much
First of they write its a powergain BUFF with every crit. You can disable it while stunned.
So I thought okay 2 counterplays for that doesnt sound too bad. You can stun them (ofc not on stunimmune nodes which are 7 or 8 and its tricky vs IMIW)
2nd counter play: nullify them right? Since its a buff? Wrong they are passives.
And when we open a bug post about it. Oh lets change the description. It stays passive. Like what?
That global node is too strong. You have like 5 counters in the game vs that:
Ghost/hood (tank SP3, GL if they play passive tho/ like waiting your phase and use SP3 after/ happend to me 3 times)
Quake
Crossbones (debatable if he is good enough vs R5s in Tier 3 or higher)
Gulli2099
Cap IW with parry heavy and hope not too many crits
Some more champs can work but it depends a lot on RNG:
magik (hope you got to SP2 before they SP3 so hope you dont crit and they throw their SPs)
Iceman can work to some point with RNG as well (hope you dont crit)
Void hope for petrifies
Luke Cage hope for exhaustions
Please change this node. It sucks the fun out of high tier wars.
Totally agree with you mate.. it's sometimes makes me feel like it's a money making tactics by Kabam. Buy potions from glory and if not then buy units.. This flow has been a pain, especially on node 36 sometimes. It turns out to be CheckMate situation
in season 17
I had fought duped
5* 153 sig HT 6* Yondu Duped 5* 200 sig Hyperion 5* Nick fury duped on this node with this flow.
and it was hell to wipe out opponents..
I really don't get it when you guys say you discuss.. then pls keep the discussion on the forum with all veterans to avg summoners and not just few veterans having youtube channel...
I would urge you guys to keep an open forum and allow every summoners who wants to give feedback to make this game interesting. This will help in long-run.
First of they write its a powergain BUFF with every crit. You can disable it while stunned.
So I thought okay 2 counterplays for that doesnt sound too bad. You can stun them (ofc not on stunimmune nodes which are 7 or 8 and its tricky vs IMIW)
2nd counter play: nullify them right? Since its a buff? Wrong they are passives.
And when we open a bug post about it. Oh lets change the description. It stays passive. Like what?
That global node is too strong. You have like 5 counters in the game vs that:
Ghost/hood (tank SP3, GL if they play passive tho/ like waiting your phase and use SP3 after/ happend to me 3 times)
Quake
Crossbones (debatable if he is good enough vs R5s in Tier 3 or higher)
Gulli2099
Cap IW with parry heavy and hope not too many crits
Some more champs can work but it depends a lot on RNG:
magik (hope you got to SP2 before they SP3 so hope you dont crit and they throw their SPs)
Iceman can work to some point with RNG as well (hope you dont crit)
Void hope for petrifies
Luke Cage hope for exhaustions
Please change this node. It sucks the fun out of high tier wars.
Totally agree with you mate.. it's sometimes makes me feel like it's a money making tactics by Kabam. Buy potions from glory and if not then buy units.. This flow has been a pain, especially on node 36 sometimes. It turns out to be CheckMate situation
in season 17
I had fought duped
5* 153 sig HT 6* Yondu Duped 5* 200 sig Hyperion 5* Nick fury duped on this node with this flow.
and it was hell to wipe out opponents..
I really don't get it when you guys say you discuss.. then pls keep the discussion on the forum with all veterans to avg summoners and not just few veterans having youtube channel...
I would urge you guys to keep an open forum and allow every summoners who wants to give feedback to make this game interesting. This will help in long-run.
Cheers happy gaming
I’m confused by this post flow tactic doesn’t effect any of the champs you listed.
To be the Geico guy, I think people are upset because they wanted it taken out completely, for the most part. Some had suggested limiting it to one Stack. On the other side, they've said it's still meant to provide a challenge, and they were open to changing it again if need be, so I think it's fair to wait and see how things go next Season. You can always come back and register more feedback, but I tend to agree with what I stated earlier. It's meant to provide a certain degree of challenge by limiting what you can use.
To make it clear what the tons of players are telling, there is NO challenge. It's just rubbish. The change made is minuscule and just gives you a chance to stop the power gain at the chance of taking nice block damage. It doesn't address the fact that the power gain itself is ridiculous, or that we all know that AI does act very defensive, especially so with this node. Going to repeat what we've all said, but we're not the testers. That's not our job. To keep running through broken nodes to find more faults for the developers. And please stop replying on the thread about challenges. You haven't faced the node, aren't facing the node and spending items, so at this point, your opinion doesn't matter when we're the people suffering. Just stop.
If it wasn't providing some sort of challenge, it wouldn't be the most used DT. It does provide a challenge because your options are narrower. As for testers, the game is developed and improved based on game play. We've been testers since we picked the game up. I can and will participate in any discussion I choose, but thanks for the feedback nonetheless.
Eh, but as was previously stated by the Kabam team, DTs were introduced to provide both a challenge AND make wars a more dynamic and variable experience.
The fact that it’s the most used DT contradicts its primary intended function, which is something not even you can deny. Facing the same defenders, using the same attackers, and adopting the same playstyle for 11/12 wars a season isn’t exactly upholding those values.
To be the Geico guy, I think people are upset because they wanted it taken out completely, for the most part. Some had suggested limiting it to one Stack. On the other side, they've said it's still meant to provide a challenge, and they were open to changing it again if need be, so I think it's fair to wait and see how things go next Season. You can always come back and register more feedback, but I tend to agree with what I stated earlier. It's meant to provide a certain degree of challenge by limiting what you can use.
To make it clear what the tons of players are telling, there is NO challenge. It's just rubbish. The change made is minuscule and just gives you a chance to stop the power gain at the chance of taking nice block damage. It doesn't address the fact that the power gain itself is ridiculous, or that we all know that AI does act very defensive, especially so with this node. Going to repeat what we've all said, but we're not the testers. That's not our job. To keep running through broken nodes to find more faults for the developers. And please stop replying on the thread about challenges. You haven't faced the node, aren't facing the node and spending items, so at this point, your opinion doesn't matter when we're the people suffering. Just stop.
If it wasn't providing some sort of challenge, it wouldn't be the most used DT. It does provide a challenge because your options are narrower. As for testers, the game is developed and improved based on game play. We've been testers since we picked the game up. I can and will participate in any discussion I choose, but thanks for the feedback nonetheless.
it isn't the most used DT it is the ONLY used DT and not because its challenging its because those who have fought it know that's its f impossible to deal with and I can just pace a ghost rider on the debuff immune nodes and even he will start getting kills on most days. I dont know why you can't grasp the fact that you have no idea and no place commenting on whats going on here. You say very easily that oh we should be the testers while you yourself don't know how much and don't spend what we spend everyday on war. Could you stop? Well doesn't seems like you will.
I didn't say we should be the testers. I said we're all testers in the sense that the poster of the comment to which I replied was referring to. The data they use comes from the result of us playing. The game itself is shaped in part by that data. It's used because it IS challenging. Not a hard concept to grasp. If it didn't provide a challenge for the Map, people wouldn't be using. Equally as obvious.
People might not like the challenge it adds. That's a separate debate. If someone says it's not challenging, that's not something that can be logically debated. We wouldn't even be discussing it if it was easy to get past.
Your opinions are so far off the mark it’s hilarious. What’s the point in all other defense tactics if one is just primarily used? Because the others provide some sort of challenge too but this one is just freakishly hard, that’s why
Comments
I guess we are going to tank also the next season
Going to repeat what we've all said, but we're not the testers. That's not our job. To keep running through broken nodes to find more faults for the developers. And please stop replying on the thread about challenges. You haven't faced the node, aren't facing the node and spending items, so at this point, your opinion doesn't matter when we're the people suffering. Just stop.
The game is improved based on gameplay. If we're the testers, then our opinions should be taken more than the way it is currently. But the nodes are supposed to be tested before putting it out. Seeing the widespread response, I doubt it was.
Make it max 3 stacks first war of week used, then each subsequent war drop a stack and have a 5-10% drop in power gain. Same could happen with the other tactics; use the same one more than once a week and have them become 20-25% less effective.
At the same time maybe buff some of the lesser used ones to make them more attractive as well. I would even accept letting all 3 groups use the same tactic if each subsequent use made them weaker. That would force teams to find a good rotation between 3-4 different tactics, maybe even give bonus points for each unique tactic used per week.
Give an extra 10k+ points per different tactic used per war to reward those who mix it up.
Look at war matchmaking. Completely unfair and broken for 8 going on 9 seasons. But makes them the most money. No changes.
Act 6. Restrictions on 4*, horrible gates, insane attack values. Completely unfair and terribly designed. But makes them the most money. No changes.
Act 7 coming. Same as Act 6. But will make them the most money. We'll see about changes but my guess is no changes.
AW was pitched to us as a fair way to see who's the best of the best. Kabam got crazy amounts of revenue for a bunch of early seasons then it died off with shelling and people just quitting the game. Kabam had to come up with some way to get that revenue back. Hence prestige wars and defensive tactics.
Strictly because of revenue for Kabam, this will never again be a fair game. For any of you that work in a corporate environment, you understand what I'm saying. Kabam decision makers do not care about a fair or fun game, it's only about revenue. I'm very sorry to report, your posts mean nothing to anyone actually making decisions at Kabam. Greed always wins in the corporate world.
Not sure how "WE" could provide Hard Data, that's YOUR jobs that u get paid to do. Although sometimes feels like a job to be up to date on accurate info. Would suggest in the spirit of more disclosure please share this S17 AW Data w/us,...similar when explaining Re-Balances. We saw u have defense kill %s per Defender for each D.Tactic as well as Attacker win %s, etc. Then maybe we will have better insight into why Flow/#Control isn't changing much. Sure many would be interested & love to see that info, know I would.
Idea: Create Offense Tactics we can pick before each AW, that may balance out the severity of D.Tactics,..or Rotate D.Tactic per AW in same order for every alliance. That might switche up attackers & defenders more. 12 AWs ÷ 4 D.Tactics = 3 rotations. or At minimum remove or weaken the Bonuses defenders receive if boosted by specific Tactic. Appears that something's gotta give,...but it can be a Win-Win for all.
In this universe it only stacked up to 3.
So that wont help. While well timed blocks will help why not add them on top of it. Some champs like CCM and Doom have other abilities to stun champs. So that is a big nerf to them in war.
Im really dissapointed in your decision making and overall knowlegde of the game.
Man I even posted a screenshot at the TOP of the post to make sure everyone understands what Im talking about.
I didnt thought the YOU need that info.
Just wow.
baiting become more and more a pain with champions holding on power tightly ..after which they nerfed mystique despertion now we are getting this ! with all the above it's too much
in season 17
I had fought duped
5* 153 sig HT
6* Yondu Duped
5* 200 sig Hyperion
5* Nick fury duped on this node with this flow.
and it was hell to wipe out opponents..
I really don't get it when you guys say you discuss.. then pls keep the discussion on the forum with all veterans to avg summoners and not just few veterans having youtube channel...
I would urge you guys to keep an open forum and allow every summoners who wants to give feedback to make this game interesting. This will help in long-run.
Cheers happy gaming
The fact that it’s the most used DT contradicts its primary intended function, which is something not even you can deny. Facing the same defenders, using the same attackers, and adopting the same playstyle for 11/12 wars a season isn’t exactly upholding those values. I don’t think that word means what you think it means
It's used because it IS challenging. Not a hard concept to grasp. If it didn't provide a challenge for the Map, people wouldn't be using. Equally as obvious.