Reveal the war variable before matching starts- skip Field Aid or adjust flanks and corners


I am not not alone in being a player that completely hates field aid wars. It would be fair (and smart) of SG to reveal what war variable will be present before matching so that anyone that can’t stand field aid can just opt out of those wars. It’s like I’m being forced to participate in this one small part that I really hate so I can continue to play.


Did not need that nose

Your logic here seems to be War Chest has the best loot in the entire game, let me cut off my nose and ears to spite my face.

Knowledge is Power

:smiling_imp: Absolute power corrupts,
Knowledge is power,
Study hard,
Be evil :smiling_imp:

However, this is actually a good idea. We already can see requirements for titans, map, raid, teased “weekly group raid” challenge events, etc.

While players who misunderstand war rules would make poor defense team choices, many starting players are locked into limited choices already.

Players with a deep bench could adjust their flanks and corners based on this info similar to Mercs rejoining there alliance.

Unfortunately these are the exact reasons Devs May choose to stay with current model.


Field Aid is flawed.

At the end of wars, Field Aid is so strong that the skirmishes become stalemates, or even wind up strengthening the enemy.

Therefore, I suggest that Field Aid be modified.

As war progresses and flags get used and heroes get eliminated, the field aid to the enemy should diminish. This should be a fair reduction, not a “standard deduction”.

The concept should be that field aid is a direct help to the enemy in proportion to the battle fatigue of the attacker.

At the beginning of each skirmish, the field aid for that skirmish should be assigned by the following formula:

[Remaining attacker heroes] / [Total attacker heroes] x [Baseline Field Aid] = [Battle Fatigue Field Aid].


Or to keep it even more life-like, perhaps THIS formula:

[Current five attacking heroes] / [Top five attacker’s heroes, dead or alive] * [Field Aid Factor] = [Field Aid for the current skirmish]

That way, if a player uses weak heroes first, saving his strongest for the last, his enemy would be receiving STRONGER Field Aid instead of weaker to combat his strong end-game.


Field aid to me is the only one that requires some strategy, and for our alliance, allows us to organize and take out alliances stronger (sometimes much stronger) than ours that may be lazy. So, I kind of like it.

That said - your suggestion is a good one and should be easy to offer.