While I too find them rather frustrating at times, you can’t really fault people using them in Guild Wars. This is the most competitive mode in the game and a good defense team that can prevent another guild getting max score is crucial to helping your guild succeed. So while I too would like to see less of them, it’s not likely, just got to find a way to counter them.
I’m level 650, played for over thousand hours in an active guild that finished 4 tasks and hits 40k, and I have 1 mythic.
Everytime I get put against these teams with 2/3/4 real mythics, it hurts a little more.
The whole thing is turning into the haves vs the dont haves, with unlucky people getting the sh!t end of the stick over and over again.
Might be fun for the haves, but it will end with only the haves still playing, because people will move on when they keep getting screwed all the time.
i hope devs decide to add positive incentives to increase variety in gw defense then maybe your issue is solved
(like one i suggested to give small gw invade color bonus % for using certain dev-selefcted troops in the gw defense during that selected day)
until then the gw rewards seem too important
either that or hope for the gw troops to become fairly “easy” craftable in the incoming crafting system…
I really really wish they would incentivize variety for normal PvP, but I wouldn’t hold my breath for guild wars.
GW is supposed to be “true competition”. This is what “true competition” in a game like Gems of War looks like. Instakills and mana drain will be abused. Games take a long time. A bad board will cost you a game eventually, no matter how well prepared you came or how “skilled” you are at the game. It won’t be fun for a lot of people. I’m hoping that, in time, it will become less relevant for that people it isn’t fun for than trying to make it fun for people that aren’t going to find this kind of thing fun anyways, because nobody will be happy like that.
Possible at the very least. See above statement about “relevance” being the problem since an exclusive is offered. As I’ve said in other threads, I’m fine with long term goals, but anything with a wait of six months plus might as well be “never”, and nothing that you are putting actual concerted effort toward should ever roll past a month.
Eh, I don’t completely agree here. One-time milestones could give a bit more, but it doesn’t solve the heart of the problem. Right now, not only is personal effort poorly represented, effort in general gives hugely diminishing returns on any given week, the same amount of effort week to week gets you less and less as you go along, AND you have to fight RNG on top of that. And they do have questline rewards in the form of questline epics… but most of them are terrible.
The way releases happen makes frontloading with resources the only viable strategy, and if you don’t have enough, you miss out on a drop for months (in mythics, possibly forever). Crafting needs to fix this by bringing a personal effort factor back to the table, but they still have to have some kind of gating mechanism. A non-rng gating mechanism, hopefully. If there is RNG to it, you need to be able to overcome it with effort, not waiting, thats part of the problem with the current drop system. Eg., an effort component that would involves RNG to a reasonable degree would be having to farm traitstones. Traitstone drops are random, but through time and effort alone you can traverse a large enough sample size where the randomness is largely irrelevant (hundreds of battles vs a 1 in 17 arcane drop).
But nothing is going to happen so long as they keep having to put guild wars as the priority week after week.
its not impossible to keep the “competition” aspect and incentivise defense variety
if you get more color bonus % to your guild atttack team for having a “weaker” defense then guilds simply need to choose between:
" possibility of earning more points" vs “possibility to make other guilds earn less points” - with such choices either way its still as competitive
ppl would try to find the balance between the two, you would start to see more variety without excluding the meta troops, and so the “true competition” would go on
Especially since there is NOTHING that stops that. There is no trait, skill or spell that stops Famine from basically making it very very difficult to survive. Then add a second one on the team… Even invisible doesn’t stop this.
And the worse team so far has been a Deathmark Knight, Death Mark Troop and two Famine.
So far I don’t like guild wars, it is very one sided and is not worth the high blood pressure it gives you! Forget about using the color of the day, they wont drop. Every fight is 2 famines. Needs Much work!
I appreciate the sentiment but loosing every single round or so - especially the folks who don’t have OPs, mid to newbies it is NOT fun . In fact we’re seeing folks apologize, start guilt tripping themselves for failure. - or worse feeling bad because they were sick, had work related issues, had a death in the family…and could not play. That’s unhealthy.
I like a good challenge. I like a good time. - Game - have fun - but this every day same set of troops because there is no real Guild wars here. Guilld wars would be the defense team and offense team both have skin in the game. And are awarded points.
Make the Defense play by the same rules.
Yes - you will see OPs but they won’t be getting that many points now for a win…and the offense teams that don’t play by color…they too aren’t going to get many points.
I absolutely agree. RL issues always come first. My guild employs a “just participate and do your best” mentality and we never fault someone for having RL issues that keep them from the game as long as they let me know and dont just ghost us.
Example of this: one of my guildys just returned after a 75 day absence and nobody im the guild got mad because she let us know she would be gone and a timeframe for her return.
Not throwing shade here but i dont think i would want to be a part of a guild that penalizes members for RL issues such as work, death, school, ect.