Was really disappointed first war. played hard for weeks saving potions,allies and mythril. Clan chat made us strategize, thus bringing the whole clan together. 'war' what i found was a battle not war. Tirelesly doing epic battles i had hoped wars would be worth the weeks of preperation and worth hiding in the toilet at work to 'unload troops
the list platform of attack is too slow , go in as a clan but not enough "clan attack", every other suggestion in that post motivated me to write twice and look forward to epic wars .
Fully agree with pummellor on his comments I do like some of the other suggestions too. Mainly addressing DTW. DTW is not a tactic despite what some say. This is a war game not a self pinning game. Friendly fire, outside hits, need to be addressed otherwise any alliance can take it in turns to abuse this system and win the wars very easily. As far as 50% regen DTW killing the whole clan is easy ish with outside hits and keeping them their with war clan repeatably hitting the 50% down then regen to full rinse and repeat. So the question must be how to address that issue? Though I do like the idea of temp killing an opponent. Locked from outside hits would solve alliance hits. The regen could be speeded up for warring clans Though I assume the idea is to xtal out of DTW and hit back fast. More $ for devs cynical maybe.
I believe the loss of self-pin will undermine the pleasure of warring. And the particular approach of pinning at zero troops has disaster written all over it: first bc if one clan has any advantage in strength they will rapidly farm their way to an insurmountable lead... And bc it's going to make war terrible for the relatively smaller build. (I hope the devs will figure out another way to accomplish their goals in this area) My point is that it will now be logical to find a smaller enemy - reduce him or her to between 10-50% troop strength without going to 0% - and sit on them without pinning them and perma farm them till the end of the war. Without self-pin they have no defense or control. If their friends pin them - the larger build knows they have 1/2 hr and then exactly when to resume farming. Xtals cancel out and would just provide more plunder to the opposition as they'd get to reduce the smaller build again leading to more plunder. If the clans were exactly even this might not happen- but how often does that happen? And think about how devastating a single leak is... Let's say one side has enough of an advantage to maintain 3 farms through the war? However active the other clan is they are not going to be able to out plunder that advantage. I see quick disparities in plunder and demoralization for the smaller builds who get farmed and lose the control provided by active use of self-pin ... Devs u can do better!
I love all of the ideas besides 3 of them: 1. Outside players are allowed to hit. That basically allows alliances to team up on smaller clans, negating the reason why these wars are being modified, to measure the true strength of the clan. How is strength measured if they win because of other people? 2. The Defender Too Weak Thing It should just stay like it is. Pinning is a strategy, and a smart one. We've learned to war like that and we shouldn't change it. 3. The clan bonuses will only last for 1 week. The clan bonuses should last for 2 weeks. I assume these wars will be on the weekends. If a clan has to war every weekend, to keep its bonus, it can't take advantage of the drop rate and other things because most clans do harder epic battles on weekends. Therefore it should be for 2 weeks so the clan can go: war, big eb, war, big eb. Great job on everything else though, I really like it.
Well said willowroot. The way I see it, the devs are trying to screw over the spies and try to gain more money while they're at it. However, what they don't realise is that they will be making the game bad for the smaller players (don't know, or don't care, I can't tell which) But I think the devs aren't the only people at fault. And I can't blame them for trying to get some cash either. But right now, it seems that spies and hansels are the only ones complaining (the majority at least) but I think if these are implemented, the smaller players (of any build) will start to complain too. Now, I personally don't want the forums to be filled with even more crap, so I don't think that's a good idea. I think everybody is just too blind to see the consequences because they are fed up of the spy build being superior (if used correctly). including the devs But let's imagine the tables are turned. Let's say you have one strategy, to make you better at warring... Would you use it? Or would you go down without a fight when other people try to take it away? Just some food for thought. But I know one thing. I, for one, certainly would not
Pls make 2 types of wars - 1 where allies can be bought and 1 where allies are locked / cannot be bought
My suggestion for this to prevent this to happen? For osf players there is a limit to these players say they have no troops which they won't they can't be able to attack? And for the hansles great way for the 0 troop feature? Cause with this pwars won't able to happen and this will prevent clans for abusing this feature, well when I see more feedback about it I will get ideas on how to prevent pwars.
This looks great. I especially like the idea of adding in wars for lower level clans. Everyone goes on about how war is/was one of the best parts of KaW, but I player at my skill level doesn't really get to experience that, so its nice to see that not only are you adding in the ability for less powerful clans to war, but also giving them a chance at rewards, otherwise it begins to feel like the big guns are the only people who get rewarded in this game, which isn't how it should be
The devs don't read all of our posts they are too busy finding ways to make more money and don't give a **** about us
Bacon they do read they are closely reading this thread, if you don't believe me, here's what one of the devs said to me via email: We recommend you post your ideas to the forums, and get other players to help develop and validate the ideas- we're watching the forums closely about this topic!
Oh really? They're actually watching VERYY closely? That's actually a surprise. I watched the upcoming war changes VERYY closely and I skimmed over it.
Love love love the no questing rule and no more 20% dtw. I'm so tired of turtle wars. I'm not sure about the 0-50% no hitting part so I'll reserve judgement on that. I did like the comment Pummellor made about the war tax. That's a great suggestion...if mithril is based on successful actions then why keep withholding the tax. Let us have that money back to make war more profitable.
I've seen a lot of posts about people saying hansel's are getting screwed by the potential changes and I'm not so sure that's true. It says once your troops hit zero you can't 'attack' or be attacked until 50% regen. It doesn't say you can't do spy actions during that time. It also says you lose war plunder if you are pinned by others, not if you pin yourself. If that's true this could be great for hansels. You could pin yourself against your opponent and have 30 minutes to spy without being hit at all.
Why the heck are you having us regen to 50% before we can attack? But all that time the other side can hit you and you can't do anything about it! So basically whoever pins the other side first in the first few minutes of the war would most likely come out victorious without some serious thinking and planing by the side that is pinned from the start. What I am proposing is this, 1.) Quests disable for the war 2.) If you are active the only people you can hit is the other side of the war (NOT allowed to hit outside and people are not allowed to hit active members of the war) 3.) No auto join but the only way for you to attack your own side of the war would be for you not to be active in the war. If you are not active in the war you can not hit the opposing side. 4.) You get DTW when you get to 0% troops but not allowed to hit the other side until you are at 20% troops instead of 50% Hopefully this all makes sense, tried my best to make it clear but things might be a little unclear in spots
0.o no forum ban this time. On topic, I fully support the developers on this proposed update. The only thing I take issue with is the limit on clan changing. For example, if a clan had a sub clan that was in trouble on an a Eb, they could not flood that clan without loosing their "edge".