Which would only work in Palace then, like it already does anyway with Chrys and Dag0 but no Tak since not “green card”. Since the Kingdom-building restrictions would still forbid something like that in Temple, Apothecary, Portal, etc.
The original GW penalized your score for duplicate defensive troops. I feel, they should implement the an across the board penalty, not just a Tak penalty. My suggestion for a penalty is as follows. 2 of the same troops results in a 1/3 deduction in Magic and attack as well as the loss of instant kill effects if applicable. 3 or more troops 1/2 reduction in Magic and attack, and 4 identical troops would be 2/3 reduction.
Instant kill troops would do 100 true dame with 2, 75 true damage with 3 and 50 true damage with 4. The true damage would also be negated by rock solid shield.
Further this penalties will remain in place even if troops die off.
Guild Wars defences should be changed so that they consist of unique troops.
Dumping 3 Taks in not one, but TWO lanes is a stale meta and not fun.
The main problem is that we face the same META defenses..All the time. And our attacking teams are changing constantly, so there is always a clear advantage or disadvantage for us. In the old guild war system, their were only minor adjustments–teams were mostly left unchanged on each side, and we made slight adjustments.
From a Sports perspective, it’s like you are facing the previous champions over and over again with new recruits who keep changing year after year. After awhile, you just want to give up and say, “Can’t we just keep the same team?”
But you also set six teams, not one. So any penalty would need to be a bit heavier.
I think the issue is two-folded. One as you wrote, is more than 1 copy of meta troops can be stacked on the same team which makes the defense very powerful. I think only allowing 1 copy of a troop is a sensible approach. This would open up more defense possibilites too. The new GW defense was designed with variety in mind: 6 colors of keeps, many locations. However, all guilds that kind of take GW seriously have all migrated to the Green keep for the obvious reasons that many have mentioned above.
I think the other side of the issue is that offense is sometimes too restricted especially when the restriction is only one kingdom. This is also when the complaints of “3 taks are too powerful” normally arise. Many have suggested single-kingdom attack restriction should be expanded. I would agree. I have a few suggestions.
What about expanding 1 kingdom to 2 random kingdoms? That would allow even 2 kingdoms with the worst troop and weapon selection to be able to field a more capable attack team. That could be a fun team building experience too because we have never had 2-kingdom restriction in the game before.
We can also bring back those troop role restriction from world events back in the days. For example, this old WE only allows brown warmaster and generator. It would put some limits on the single color restriction but still leave plenty of options.
All I am trying to say is that devs can utilize the current in-game troop filers and create many “and” and “or” troop restrictions to expand the 1-kingdom restriction. This can not only reduce complaints of GW meta defense are too powerful but also introduce fun team building opportunities.
Our guild averaged over 40k points per day with Urskaya restrictions.. Looking at our stats, we had won almost every battle vs. tak defences. Our biggest loss was the green palace. We were around 21 palace wins out of 28 players that made it to the palace. Tak defences aren’t difficult to beat, especially 3 of them
One method of solving “every one defend green” problem, is to remove the option of choosing keep. Just like attack restriction is pre-determined, defense keep can and should be, too. Of course, who defend which site is still responsiblility of each and every guild member.
I think having attack restrictions to 2 kingdoms would be cool. Feels like Kingdoms are more restrictive in general than Troop Types or, obviously, troop colors.
Color restrictions are the easiest. Kingdom restrictions are the hardest. Troop types are somewhere in the middle. GWs will always cycle around this and people will complain if the fights are more difficult.
One easy solution would be to just let EVERYONE get rewards with gems if they have lost more than 2 battles. I think that is where a lot of the dislike is coming from. You don’t learn anything from losing tough fights and you get nothing for your efforts.
What is your Guild generally running?
This is how I feel as well. I’m betting almost all of the top tier players who had a problem with takshaka defenses had that problem on silverglade, wild plains, or urskaya attack weeks. The obvious correlation there being bad kingdom attack restrictions that nobody at the company bothered to even do a troop or weapon search on first to see if there was anything cohesive in that kingdom at all.
Otherwise those defenses aren’t really a problem. Surely not on the same level of problem as 2 or 3 converters and a doomed book where the starting board determined whether you got rolled without being able to play the game. Sure you can lose to them if the RNG puts the multipliers from his 3rd trait in exactly the right spot every time, but the real problem is when you do have your chance to fight back most kingdom attack restrictions leave you with nothing. Troop type restrictions and color restrictions give you much more to work with, and no i’m not talking about just wand of stars. I’m perfectly fine with that crutch being removed from Guild Wars completely.
Kingdom restrictions are the #1 problem that impacts “fun”, because it limits and pretty much removes all creativity in team building. Right behind that are the bad restrictions for defending and obviously imbalanced maps. Removing kingdom restrictions from the mix and having a wildcard spot in each lane that has more than 1 type of restriction for defending would make Guild Wars instantaneously better.
This is a great answer - because this is how it was in the old version. Red day, you didn’t have a good troop, pick something off color and you can still do fine.
I just want to see attack and defense have the same restrictions, whatever they may be.
You already get that via PVP.
I don’t think the problem is Takshaka. It might be “A” problem but it’s not “THE” problem.
I believe the problem is the restriction system. If you are going to have a mode like this, with one restriction versus another restriction (in this case, one restriction versus many others), those restrictions need to be thought out. They need to be chosen for reasons that make sense. We don’t have that. We have arbitrary.
Having all of these various restrictions is not inherently bad. If done right, it could be very interesting. But to do it right, it would require actively designing each GW event with care and intent. That would require a lot of work, as it’s akin to designing a small game each GW. So it’s arguably too much to ask for.
But without that careful, purposeful design, the restriction system is just bad.
Guys, could you explain the following:
There are two guilds playing, and the attack limits are the same. So, who’s better stat-wise, who’ll set up a harder defense (well, there are other locations besides Takshak), who’ll monitor the hero’s current skills (deluge or rock solid, stun or freeze), and who’ll plan which locations to attack with the guild? Maybe they’ll just attack gates and second-tier locations, or risk it and go for random Takshak, possibly missing out on the reward for 18 wins… that’s the risk. Let me remind you again—the goal is to outscore your opponent, not for the entire guild to win 20 battles each.
So, you lost twice - well, don’t go for the Takshak next day or today, but coordinate and go for the Goblins and Tauros (it’s not necessarily easier). If you don’t want to take risks - well, okay, hit the weaker locations again. I understand the strategy and back and forth, showing off your skill… Well, the first move gives a huge advantage and, let’s say, the computer opponent has certain patterns. This isn’t chess, there are more randomness with the Takshaks, Zargs… How much can you whine… Should you take a skill that counters the enemy and he paints into nowhere, or should you expose skulls? It’s ridiculous.
we haven’t had any problems with any of the kingdom restrictions. We averaged 45k with almost every restriction. We came up with a counter on Wild Plains restrictions that melted the defense, sometimes in 1 move depending on set up. Silverglade was the easiest, in which I came up with a creative loop hole that blew everyone’s expectations. We faced our rivals for the first time in almost 3 years, Unforgiven. They were ranked 2 and we took first from them. So, this was the battle to determine who will keep first. We scored 42k vs. 28k. Their highest scorer tied our highest. They had 29 players do their battles with one of them doing 5 gate. We had 29 as well and 1 did 5 gate battles as well and our 30th player just did 2 battles and quit. We got the building bonus 9 times. We have 0 issues with any of the requirements. Our secret to our success is that we have 2-3 players dedicated on working on guild wars teams. I usually work on offense and another player does defence. I sacrificed 2 easy weeks of pvp in which I could have easily been on top 3 in our bracket, but in exchange, we get 120 gold marks per win and we are still undefeated. After we came up with a viable team that wins more than 50% vs. 3 taks defense and EOE, we scored 35k against the first guild. One of our players tweaked it by sub a troop and he scored 1390. So our next 3 scores were 45k, 46k, and then when we faced our rivals, 42k.
I sacrifice 2 weeks of play time in order to get our teams ready for guild wars. I could have easily taken the top 3 in my bracket those 2 weeks. So unless you are in our guild, I wont be sharing any of our teams. When we beat our rivals on the last day 42k to 28k, some of our players wanted to brag or talk trash. We had to remind them the reason we are still undefeated is because of the sacrifice of other players. It took a tremendous effort just to come up with a team that can beat tak defenses more than 50%. And as I replied to another player, we scored 35k with our first team. And then one of our players tweaked the team by replacing 1 troop and our scores jumped up to 45k. To be able to get the building bonus 9x is amazing. One of our players did go 3/2 and I was forced to fight tak teams 2x in order to maintain the bonus. And when we compared stats, we saw that our rivals had 5/9 against our palace and we were 18/22. We are proof that it doesn’t matter what the restrictions are, we take the effort to come up with teams for the guild to use. What makes it difficult is that half of our guild don’t care about guild wars. But since we have been undefeated and we make guild wars as effortless and easy as possible, they have the motivation to play. We have been attracting a lot of good pvp players recently. Our guild name is Dragon Army and we have a good amount of talent to come up with great team combinations. But I will always pay respects to my former guild, which was the Guild of Thieves. I ran into some of the best players and learned from them. I don’t know if I can take screen shots from my Xbox and post them in the forums. I like kingdom restrictions, because many players struggle and I find our victories easy. Next guild wars is red and if we face a guild that has 30 players and we have our usual 28 or 29 play instead of all 30, we could potentially get our first loss
Fair enough. Breaking Takshasa’s teams in PVP generally is one thing, but in GW (for leaderboard points) is another.
