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Rage of Bahamut Guide

What can I say about Holy Wars?
So, I was going to do a Holy War post before the war, but Honestly...what can I say that I haven't already said during previous Holy Wars?

By now most people know that defense leaders are pretty much useless against the power of chains and shingeki. Obviously you should try to gain points in every battle for medals. You should coordinate for maybe one mammoth war a day rather than burn your members out on constant wars.

There just is really only so much I can say about Holy Wars. They have blatantly become who can spend the most HP. And before people say they always have been...they didn't always feel like that.

They felt more like you had to pick the right player to attack (because some you could beat and some you couldn't). They felt like having everybody use the same card confused the enemy. It felt like defense/attack leaders served a purpose.

I can tell you right now there are orders out there considering doing away with def/atk leaders because they only serve to offer a point bonus.

Overall, I just don't really have a lot to say about current HW, so I'm sorry.

So, instead, I'll post how I would fix HW in Rage of Bahamut:
The idea of players having a sort of super saiyan mode (shingeki) is good. But I think that it should be accounted for each player and possibly tied to realm. Demons would get Attack Power Bonus, Gods could get a Defense Power Bonus, and Man could get a mixed bonus. When activated the player has five minutes of it. Move the ability from 'leader hits button, we zerg' to more of a 'player won 20 times, they got their limit break' type feel. The player would get a 50% bonus to HW points while in their 'Limit Break' mode. The potency of the ability could be increased every time you activated it. This moves away from those group buffs.

Return Defense leaders to their previous position. They are defenders and should act as such. Or if you want other players to remain attackable. Give all players a 50% boost to defense while a defense leader is active. This will make people think again about who they attack and bring some glory back to the defense leader.

Increase wall health. Lets be honest, walls are too easy and meaningless in their current form. If that had about 5-6x the health though, they would serve more of a purpose and breaking them down would seem more of an accomplishment.

Remove the ability to burn tons of HP in a single attack. It makes it fell like war is about spending HP and it should feel about which team is better built. I understand that HP should be apart of it, but the main reasons HW don't seem worth the trouble is because of the heavy HP expenditures.

Finally, stop trying to design an event on how you can make more money. You may make more money from some players, but you lose players. And although you may not value those players who don't spend money, if one of your paying players is friends with them, you're likely to lose them.

Lets simplify that thought that for you:

Payer - Non Payer - Non Payer - Payer - Non Payer - Non Payer - Non Payer - Non Payer
 
So, non payers 2, 3, and four leave. They find a new non Rage/Mobage game. They are still good friends in LINE with the two Payers and say 'hey, we're having a blast with this new game'. Payer tries it and says, damn, screw mobage, I'm playing this.

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