NOTE: Please do not, under any circumstances, share IMAGES OR VIDEOS from Beta in this or any public Forum thread. Violations can cause players to lose their Beta accounts, or threads to be closed down.
This thread is to provide early insights and discussion on some new WAR RULES being TESTED
Don’t get too attached
Details from Beta, especially brand-new Beta content, don’t tend to be very reliable for actual release.
It’s incredibly common that features are changed during Beta testing, or sometimes even after testing but before release. That is, after all, the purpose of Beta testing.
So I wouldn’t get too attached to any of this — it’s not unheard of for entire portions of features to be removed or reworked, or for radical changes to functionality to be made.
Request Threads
Start off by linking some pre-existing forum request threads which these new rules seem to be drawing from:
- Will come back and do later if I get time.
A general summary of the various war improvement request threads (think of it like an index) can be found here: War 2.0: Summary of Improvements
Existing Rules/ Battle Aids
There are three existing War Rules in play currently: Arrow Attack, Field Aid & Attack Boost.
Arrow Attack
When the bar fills, all the attacking team’s heroes take 25% of their current Health as damage.
Field Aid
When the bar fills, all surviving defending heroes receive +20% healing.
Attack Boost
When the bar fills, all surviving defending heroes recieve a +10% attack buff which cannot be dispelled or removed. This buff stacks with itself and with other similar attack buffs.
Current Order
IT IS NOT KNOWN IF / HOW THE NEW RULES WILL SLOT INTO/ REPLACE EXISTING WAR RULE ROTATION
NEW Rules
This section details information about the NEW Rules being tested in Beta.
NOTE: There is NO Guarantee that one, some or ANY of these will be eventually added to the Live Game so please keep that in mind with your discussions.
Elemental Charge
All elements will rotate so only 1 element is “charged” per war.
Essentially heroes of the nominated element get “stronger” for that war. Both on offence & defence.
The Tool-Tip reads:
All {xxx} Heroes are supported by Elemental Charge in this Alliance War. Elemental Charge gives the following status effects
- Heroes on BOTH sides reduce all received damage by -20%
- Defending Heroes get +8% attack
- Defending Heroes get +2% Mana Generation.
- Attacking Heroes get +8% attack
- Attacking Heroes get +2% Mana Generation
This War Support activates at the start of the battle and each turn. Most effects get stronger on each activation.
So the translation of what this actually means is that ANY hero of the specified Element gets:
-
-20% to any damage taken for the entire war. Applied at the start of the fight & stays active throughout.
So instead of taking 100 damage, they take 80 damage. -
All ATTACKING heroes get +8% attack & +2% Mana Generation from the get go.
This then INCREASES by +1% Mana Generation & +2% Attack EVERY turn. -
All DEFENDING heroes get +8% attack & +2% Mana Generation from the get go.
This then INCREASES by +2% Mana Generation & +4% Attack EVERY turn.
A tabulated outline of this is shown below (credit @Dorkus for the graphic):
Again, these effects cannot be dispelled or removed.
Version 1 of Elemental Charge War Rule (From Beta V32
So if FIRE was the nominated element:
-
Defending FIRE heroes would get:
- +10% defence when the elemental charge is activated
- +50 HP Per turn when elemental charge is activated
-
Attacking FIRE heroes would get:
- +10% attack when elemental charge is activated
- 25% chance to bypass defensive buffs
All effects get stronger with multiple activations. See below for the progression:
Effect | Party Affected | 1st Activation | 2nd Activation | 3rd Activation | 4th Activation | 5th Activation | Rule |
---|---|---|---|---|---|---|---|
Defence Buff | Defending | 10% | 15% | 20% | 25% | 30% | +5% |
HP Regen | Defending | 50 HP | 60 HP | 70 HP | 80 HP | 90 HP | +10 HP |
Attack Buff | Attacking | 10% | 20% | 30% | 40% | 50% | +10% |
Bypass (pierce) | Attacking | 25% | 40% | 55% | 70% | 85% | +15% |
Essentially, after the initial activation, the progress is +5% Defence & +10 HP for the defending team and +10% attack & +15% bypass for the attacking team
Undead Horde
All heroes recieve a skeleton minion. Skeleton Minion inherits 10% HP & 10% Attack from their owner
Notes/ Explanation:
- Not sure if is ALL heroes or just all DEFENDING heroes.
- Unlike most minions, the Skeleton minion inherits stats from their Owner. Not the caster.
Updates:
- October 6:
- now takes 5 turns to trigger (when all enemies present).
- Rule is now “n” turns to trigger not “n+1”, where “n” is the number of defence heroes.
War Cleanse Equalizer
Removes all status effects & stacks from all heroes
Notes/ Explanation:
- Confirmed: this affects ALL heroes. Both attack and defending.
- It specifically uses the word “remove” which indicates that Undispellable effects will also be removed
- It is specific about ALL status effects. Not just ailments but all buffs too.
See this thread for a list of all the “stacks” and “status effects”: 📑 Status Effects (Buffs and Ailments) and Stacks - Dead topic see link in post #190
Updates:
- 6 October:
- Now takes 3 turns to trigger (not “n+1” where “n” is the defending heroes alive)
- Stonecleave and Ammeona “Ghost Mode” now also removed.
Fast Mana
Just like the Raid Tournament Rule:
Mana speed for all heroes is set to Very Fast in this alliance war
Beta Testing Rotation
One thing to note is that wars are obviously tricky to test in Beta. Devs have put wars on a shortened timeline with each war rotating through the new buffs.
Beta Testing Wars are starting every 4 hours.
Other Beta Content
For a full list of items currently in beta testing, as well as their related threads, please see: