Emblems and costumes have caused war to be more stressful than nessisary, and they will only get worse as time goes on as emblems/ costumes reach their full potential. The problem stems from people using an overpowered defence team with emblems/costumes that give huge stat boosts, making it difficult and frusturating to attack. Sure, you also can use YOUR stat boosted heroes to counter them, but you can only use those heroes once, and then you’re back to facing the same overpowered defence team once they respawn. Heres my solution to fix that:
During the setup phase of war, instead of choosing 1 defence team that keeps respawning upon each defeat, you choose 5. After your first team is defeated, it moves on to your second defence team you created, either with less respawn time or none at all. And after the 2nd team is defeated, it moves on to your 3rd choice and so on until the final 5th team is defeated, upon which you have no more defence teams.
This would mean youd only have to deal with each overpowered team once. Maybe you’d get a point bonus after finishing off someone’s final team too.
This would open up more possibilities for strategy:
-Do you put your strong defending heroes up first, or do you put them in the middle somewhere to leave a surprise for the enemy later on?
-Does your alliance focus on destroying strongest players to make them easier for your weaker teamates, or do you try focus to eliminate players completely for the point bonus?
-Do you make your defences go from strong to weak, or do you even them out a bit?
Such an aspect would also make tank color coordination fall apart since it’s unlikely that individual players would have enough good tanks of one color to hold up through 5 teams, let alone a whole alliance. That means if alliance dont use color coordinated tanks, you’ll have more options to attack them with, making it more enjoyable.
Another benefit is It would also make use of the heroes that would otherwise never be on your defensive team again, while making you think which heroes would benefit from what team the most.
This would also eliminate alot of weaker players feeling bad because keep hitting for insignificant points. Because by the end there should be alot more feasible targets for them to hit.
One unfair aspect of the game is that some alliances have a tactical advantage against another if their timezone lines up correctly, leading one alliance to attack straight away, while the other one scrambles for points once they wake up.
The 5 teams would eliminate that, since there wouldnt be a focus on attacking right away to take advantage of respawn times, and is more about how you attack rather than when you attack.
And perhaps most importantly, it will lead to a satisfying sense of progression, since you dont only just get points by defeating enemies anymore, you also get to see the team you attack progressively get weaker until they are outright eliminated. Every enemy you kill affects the rest of the war.
So in short, the benefits of this system would be:
• More strategy/teamwork options.
• Eliminate tank color coordination.
• Make use of more heroes.
• Weaker players feel less alienated.
• Eliminate timezone advantage.
• Satisfying sense of progression.
-“what if you dont have 5 teams?”
-Then you probably shouldnt be opting into war anyways.
-“So you’re telling me I built this strong defence team and now I cant use it for the whole war?”
-It will still play a big part in the war, and so would your other heroes that you spent time leveling that you otherwise wouldnt use.
-“If theres 5 defense teams, but everybody has 6 flags, wouldnt it be possible to completely eliminate an alliance with flags left over?”
-while unlikely, yes, maybe 6 defence teams is the answer.
-“You’re an idiot for suggesting change.”