Battlefield conditions for wars

Tournaments are a success in the sense that players use a larger variety of heroes than they would otherwise. And because of tournaments, there is a much larger variety in heroes that have talents. This is because of the themes of each tournament as well as restricted colors and rarity.

Wars could be more interesting if there were buffs, debuffs, or restrictions, and these modifiers were more flavorful. Modifiers to battle would force players to use a larger variety of characters and would make battles more interesting and challenging.

I think it would be interesting to strengthen or weaken heroes based on CLASSES! This would lead to an even bigger variety in heroes used to tank or attack.

You could even have a set of conditions that buff or debuff certain families of the Atlantis family! Or the new families based on events!

Here is an example of some fantasy conditions:

  • The King is Dead: Raid attacks have only 4 attackers and raid defense has 4 defenders and no tank
  • The Last Survivors: Raid defense has only three defenders but they start the battle with +50% attack, +50% defense, +50% health, +10% mana generation
  • You’re On Your Own: A war with no field support for the defense
  • Undead Plague: Clerics and Paladins get +20% attack/defense and +5% mana generation
  • Anarchy: Barbarians and Rogues get +20% attack/defense and +5% mana generation
  • Mystic Surge: Sorcerers and Wizards get +20% attack/defense and +5% mana generation
  • Natural Disaster: Druids and Rangers get +20% attack/defense and +5% mana generation
  • Martial Law: Fighters and Monks get +20% attack/defense and +5% mana generation

Here are other examples mostly based on weather conditions:

  • Snow Storm: Blues heroes get +20% attack/defense and +5% mana generation, red heroes get -20% attack/defense and -5% mana generation
  • Heat Wave: Red heroes get +20% attack/defense and +5% mana generation, blue heroes get -20% attack/defense and -5% mana generation
  • Pestilence: Purple heroes get +20% attack/defense and +5% mana generation, yellow heroes get -20% attack/defense and -5% mana generation
  • Witch Hunt: Yellow heroes get +20% attack/defense and +5% mana generation, purple heroes get -20% attack/defense and -5% mana generation
  • Floods: Green heroes get +20% attack/defense and +5% mana generation
  • Fire: Green heroes get -20% attack/defense and -5% mana generation
  • Famine: Mana speed decreases by one step
  • Drought: All heroes health decreases by 20%

These are just some quick examples, with classes and colors, SG could get really creative!! (PS. I’d like to do freelance work for you).

It’s possible there could be multiple battlefield conditions in play as well.

It’s better to buff or debuff heroes instead of restricting heroes because of the following reasons:

  • Some players just don’t want to change their defensive lineup, no matter what.
  • Some players have developed a certain tank or defensive lineup and don’t want to change it, no matter what.
  • Some players forget or don’t have time to change their defensive lineup and wars happen regardless of a player’s attentiveness

For these reasons, buffing or debuffing is a better solution than restrictions.

At the very least I’d like to see wars have the same parameters as the raid tournament (with the exception of rarity). So color restrictions and buff booster, etc.

Thank you for taking the time to read and consider this.

A post was merged into an existing topic: Suggest & Discuss New Alliance War Enemy Supports/Aids/Effects & Raid Tournament Special Rules Other than Existing Field Aid, Attack Boost, Arrow Barrage; and Buff Booster, Bloody Battle, and Rush Attack