Alewx
Splitscreen Studios
- Joined
- Oct 22, 2013
- Messages
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Unchanged, it is only about the changing drainrate.00 minutes
00 mins , -20 hp , how much hp the tower have?
Unchanged, it is only about the changing drainrate.00 minutes
00 mins , -20 hp , how much hp the tower have?
Would be also randomic even for 2,400 hp , 4.800 like -50 or -100 hp drain rate?Unchanged, it is only about the changing drainrate.
It would be smoothed randomness no matter the yield and hp of the building.Would be also randomic even for 2,400 hp , 4.800 like -50 or -100 hp drain rate?
Is your armor pure HP extension?If the idea of different healing rates depending on the no. of gates hold + Higher yield = low HP gates in place i think it's too punishing on the defender/map holder.
The low heal rate is already the risk for their big clan and big rewards in the tower.....
Using manual DD to upgrade yield will be better so if allies wanna trade they will think about the DD they invested in the building before blindly trading with no penalty.....
Idea: HP armor
Upgrading yield also increases armor hp on the tower.
Basic: no armor
Good: +700 armor (vanish after 15 mins)
Very good: +1000 armor (vanish after 30 mins) ---> 1 HR CONFLICT , x2 of duration for 2 hrs conflict
Excellent: +1300 armor (vanish after 45 mins)
With these hopefully people will upgrade their yield... and not see upgrading yield as that punishing......
The bulding HP would be a constant value regardless of the yield if we introduce a dynamic drain rate/repair rate based on the owned buildings of the clan. Its already an effort get the building to a higher yield by defending a building (sure only when you have attackers).If the idea of different healing rates depending on the no. of gates hold + Higher yield = low HP gates in place i think it's too punishing on the defender/map holder.
what do you mean by extension?Is your armor pure HP extension?
its like a decaying hp barIs your armor pure HP extension?
i got the idea from league of legend cuz after like 10 mins its tower plating drop yeBro borrowed my idea..
But maybe there could be a way? The update is still a work in progress, the Devs are actively listening to the feedback. If players like you provide enough feedback about not being able to defend a couple sites that they took, things may change.There is no way for smaller clan like us to defend the buildings from 100 players. Instead we focus on exchanging buildings so we lose the one we already have but get the other one by this it makes balance.
Balance how? Defenders have lot many PPL to help while attackers are less.
Next go for peace talks and clans which are having good power always deserves camps to hold. Why not give them back and go to peace. Defenders don't want to give the camps back that's the only point I can see here.
Nice ideasSome additional rough ideas to throw in to reduce the impact of ally side clans:
Adrenaline rush
Declare War
- Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
- “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
- Will not deplete the regular max power bar
- Heal task is not affected as it does not have a target
- This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
- Once a clan attacks a building (or even just a player) it will be marked to be in war with the owner clan for 24 hours
- Being in war with a clan means that the clan can not use buildings from the clan in protected state (outside of conflict)
- Having a clear war list should make it better to handle side clans to think before they attack their ally of the to explit the system
- Effects of clan in war can be extended if needed with other elements
This is really just a draft and might help to find better alternatives
when you say building radius you refer to that circle around building right?Some additional rough ideas to throw in to reduce the impact of ally side clans:
Adrenaline rush
- Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
- “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
- Will not deplete the regular max power bar
- Heal task is not affected as it does not have a target
- This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
I would also suggest a drain speed buff for all the attackers , according to the "adrenaline buff"Some additional rough ideas to throw in to reduce the impact of ally side clans:
Adrenaline rush
Declare War
- Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
- “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
- Will not deplete the regular max power bar
- Heal task is not affected as it does not have a target
- This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
- Once a clan attacks a building (or even just a player) it will be marked to be in war with the owner clan for 24 hours
- Being in war with a clan means that the clan can not use buildings from the clan in protected state (outside of conflict)
- Having a clear war list should make it better to handle side clans to think before they attack their ally of the to explit the system
- Effects of clan in war can be extended if needed with other elements
This is really just a draft and might help to find better alternatives
Interesting idea, but due to the increased cooldown of skills used with the Extra power, often times it is more beneficial to use skills without it. In some cases it might not be as much of a buff as you are expecting. But it could be helpful against players that aren't fighting back (if the Extra power bar got filled automatically without being attacked with this effect).Adrenaline rush
- Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
- “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
- Will not deplete the regular max power bar
- Heal task is not affected as it does not have a target
- This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
Drain speed according to classes.I would also suggest a drain speed buff for all the attackers , according to the "adrenaline buff"
Ngl, i think this idea was is too.... Idk man... Was it cause of yesterday eu 1 people storming the forum chat that's why all these "buffs" are createdSome additional rough ideas to throw in to reduce the impact of ally side clans:
Adrenaline rush
Declare War
- Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
- “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
- Will not deplete the regular max power bar
- Heal task is not affected as it does not have a target
- This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
- Once a clan attacks a building (or even just a player) it will be marked to be in war with the owner clan for 24 hours
- Being in war with a clan means that the clan can not use buildings from the clan in protected state (outside of conflict)
- Having a clear war list should make it better to handle side clans to think before they attack their ally of the to explit the system
- Effects of clan in war can be extended if needed with other elements
This is really just a draft and might help to find better alternatives
And how would that "mark" be seen by clan whose building was attacked other than seeing their building become red?Declare War
- Once a clan attacks a building (or even just a player) it will be marked to be in war with the owner clan for 24 hours
- Being in war with a clan means that the clan can not use buildings from the clan in protected state (outside of conflict)
- Having a clear war list should make it better to handle side clans to think before they attack their ally of the to explit the system
- Effects of clan in war can be extended if needed with other elements
@AlewxA 400% gate would take less than a minute to drain, that's physically impossible to defend EVEN if you had literal BOTS running on this game like it's some tf2 cheater match.
If you make it easier for attackers to drain, you will have defenders complaining that a Site are getting drained too quickly without being able to react or defend against Tank class, which is a fair point. Sites are being taken without a fight.
This will lead to the Site holders to not upgrade their Sites to yields that are drained too fast.
Now you will have attackers complaining that they are unable to take Sites because there are too much defenders and Sites are taking too long to be drained.
In the end, constantly changing the drain and repair rate will lead to an endless loop of complaints from both sides, with goals unmet.
Matter of a fact, all I see in here is some bunch of people spending their entire day in here trying to convince devlopers about giving an actual advantage to the attackers and forgetting the defenders side.yeah 24 seconds to drain 1 gate, let's just make it -500 at this point
Back to starting point again.
Ahh valid point that the longer cooldown on max power skills can be an issue. Generally the idea with the buff is to make both, the attacker and defender stronger when they fight each other and all bystanders will be easier targets.Interesting idea, but due to the increased cooldown of skills used with the Extra power, often times it is more beneficial to use skills without it. In some cases it might not be as much of a buff as you are expecting. But it could be helpful against players that aren't fighting back (if the Extra power bar got filled automatically without being attacked with this effect).
There could be an icon in the clan profile window that shows with how many clans the clan is at war with and the tooltip shows which clans and how long until the wartimer ends for the particular clan.And how would that "mark" be seen by clan whose building was attacked other than seeing their building become red?
Its planned to remove the yield based HP and make it static if we introduce a new dynamic drain/repairIf said scenario is true, then defenders will not upgrade their site anymore.
since there are specific times for attacks and defenses, developers are forced to fill the game with "buffs" and "nerfs" to try to balance the fight.@Alewx
If said scenario is true, then defenders will not upgrade their site anymore.
Now attackers will complain of being outnumbered while trying to get a Basic site. Then what's next?
I literally keep bringing up this point at every constant post and you Devs keep missing it for some reason.
I don't like your proposed idea either. Because we are reaching a point where you do not know what to implement to satisfy both sides and you are taking ideas hastily that doesn't make sense to the gameplay.
I am personally losing track of all these ideas that are being thrown around, they are at the same time difficult to keep up with while playing.
But maybe there could be a way? The update is still a work in progress, the Devs are actively listening to the feedback. If players like you provide enough feedback about not being able to defend a couple sites that they took, things may change.
But instead you are asking for ways to make draining sites easier and quicker. I don't find that to be particularly fun. I would much rather see many battles for the sites with players engaged in combat everywhere than sites being lost quickly, often without a single proper battle. I feel much better each time my clan wins a site after a long battle than at times when I'm taking sites without any response from the defender. For me it's not about the result, it's about having as much fun combat as possible.
I don't think any big alliances would seriously complain if they felt like they deserved a loss (either because they played badly or the attacker was well prepared and strong). The massive wave of complaints came at the time when draining an excellent yield site took 2 minutes, while the drain rate was -20 and repair rate only +5. How was it supposed to be fun to defend at such a huge disadvantage?