CG_Leviathan wrote: »Hey Holotable Heroes!
Below are the updates in today’s hotfix, 3/28/2018.
TERRITORY WARS
In a recent update, we made a change to Territory Wars in which high powered guilds could use an increased amount of defensive squads.
After reviewing player feedback, this change has not benefited the players as it was intended. We are reverting the Territory War defensive squad logic to the original behavior, where the number of defensive squads on a territory is based exclusively on the lower number of participants between the two guilds.
The maximum number of squads on a territory for all guilds is 25.
DAILY LOGIN CALENDAR
In addition, we have reworked of the contents of the Daily Login Calendar to include more valuable incentives such as omegas and zetas!
Contents of the new Daily Login Calendar can be found here:
Dev Blog - Daily Login Changes - 3/28/18
FIXES
- [Raid] In the Sith Triumvirate Raid, Unbreakable Will no longer counts as a debuff.
See you on the Holotable!
CG_Leviathan
3/29/18 9:55am - Edited to include maximum number of squads for Territory War.
Replies
Excellent plant changes and look forward to reading the increased communication.
Great work, devs!
PS: OP has a point, lol! Where's the blue dude events?
thanks for the good will!
Yes, assume both guilds have full participation
Now its all about efficiency on offence
25 will now be the maximum number of squads on a territory for all guilds.
The number will scale based on participants, but not exceed 25.
I have 140 characters unlocked (as does almost everyone in top guilds) and based on our current scoring we are currently disincentivized from using 100 of them. Each player has to field (on average) 4 teams and if you use more than 4 teams on offense you are hurting your guild. So, the one game mode where we used to be able to mess around with all 140 characters if we wanted already got reduced from your "tie breaker" change and now we are capped at 40. Why don't you want us to star, level, gear and enjoy all the characters you develop? I used to be able to even use CUP and ugnaught in TW. Now nobody worse than Phoenix and FO will be useful.
I can deal with spending my almost-daily 15 minutes auto-farming rancor, Squad Arena being a chore to juggle getting everyone into assigned positions every day and even new content like the Sith Raid going from a challenge to pure farming right off the bat (we've beaten heroic 6 times already) because there's no escalating reward structure once you beat raids. It's all been worth it because TW was the end game content where the entirety of our roster could be used creatively and competitively and most of our guild would watch close wars like they are the super bowl.
Turning this mode into a cookie cutter where some combination of JTR/CLS/Palpatine/Thrawn/FO/Phoenix/GKZarriss/Nightsisters are used for offense and defense by almost every player in almost every top guild would be so tired that it sounds like its probably time to move on.
I was just telling friends today that as much as I love Marvel I wouldn't play MSF because it doesn't have territory wars which is far and away the most fun part of the game for those of us who have been around since opening. Now territory wars are going to be more predictable and boring. Guess I might as well give MSF a try.
I can deal with spending my almost-daily 15 minutes auto-farming rancor, Squad Arena being a chore to juggle getting everyone into assigned positions every day and even new content like the Sith Raid going from a challenge to pure farming right off the bat (we've beaten heroic 6 times already) because there's no escalating reward structure once you beat raids. It's all been worth it because TW was the end game content where the entirety of our roster could be used creatively and competitively and most of our guild would watch close wars like they are the super bowl.
Turning this mode into a cookie cutter where some combination of JTR/CLS/Palpatine/Thrawn/FO/Phoenix/GKZarriss/Nightsisters are used for offense and defense by almost every player in almost every top guild would be so tired that it sounds like its probably time to move on.
That would have probably been ideal. But it seems they don't want to use gp in the match making calculation
That's the issue. if your only considering the top of peoples rosters then pretty much everyone above 2.x million GP looks the same since they all have EP, CLS, JTR, etc, etc.
I think they should have waited for more data on this, it's only been, what 2 TW's since they fixed matchmaking?(that totally needed fixing). That's not really enough data honestly.
Just putting a GP requirement for the higher defence values would fix it.
IMHO, TW is much more fun and interesting when you win by clearing more of your opponents defense than they did, rather than just by being more "efficient"(esp since a large part of efficient is RNG).
I think people got used to full clears and the complained when they couldn't anymore without realizing it was actually a good thing since their opponent couldn't clear them either.
This situation reminds me of the initial TW release when a took a while for the player base to realize that full def was the way to go. I think people would have adapted to 30 & 35 teams. The problem was the matchmaking bug overwrote the adaption period. Possibly some was need to restrict the higher requirements to higher GP guilds, but in general, it was a positive change that supported a wider variety of strategies and made it much more interesting.
@CG_Leviathan I hope they reconsider this one esp given that's only a few TW of data.
At least now we have a chance to fight properly.
this. tw is the worst
Everytime you change something I am asking me who is the guy you are asking if this game is fun or not?
In a guild with 135M GP
You, sir, have hit the womp rat.