War..... Why revenge should be removed

Oh well if they want to keep their little arrows then I refuse to give the other team any one to attack. As of now my alliance will not have any one on the battlefield. Let that sink in.

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Because they implement a feature that means you might have to think and do something different than you do when you raid… I don’t know why some people still amaze me after all this time.

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I enjoy the arrows… in all reality, once one or two heroes are gone on defense, I can build most if not all of my team’s specials to knock out the rest of their team. At least this makes it a little more difficult. I have a deep bench though, so I like the challenge.

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I enjoy the arrows, too. But I don’t like dying from them - the defending team should be the one knocking off the attacking heroes.

My suggestion is the revenge strike should be 25-33% of the heroes’ current health, not 25% of their starting health.

That way the attacking heroes have a chance to recover or take one last shot before they are killed by the defending heroes

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Thats the way buddy,.
If you sit crossing your arms and staring at them with a sulky face they sure change something.

I mean, all of us million people want you to fight.

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The only way I can consider removing the revenge arrows is if mana generated from previous fights is kept just like damage…

But no one wants to start a fight against 3 to 5 heroes already at 40%+ mana bar. This is why the arrows are added in - to make up for the fact that defenders loose all mana between fights.

I much prefer the easier to deal with consequence.

Not following the logic.
I can think of a horrible alternative they could do instead of revenge arrows… and assume that is the only viabe alternative to revenge arrows, then I can be happy that they keep revenge arrows in its stead?

Nah. Not a good reason for revenge arrows to remain.

So far we have the reasons they should remain as:

  • “Balance different power teams”. Not necessary. It’s A way, but not the only way, and certainly not the most effective way (considering they DISADVANTAGE weaker teams on attack).
  • “Because Otherwise it would be just like raids.” No… the dynamic of having to pick multiple teams from a limited pool of them and team up to take down stronger opponents, etc is what makes AW different from raids. A repeating kick in the nads in the form of arrows is not the differentiator here.
  • “Because they could come up with something much worse.” Not an argument. Moving on.
  • “Because your defence has it and think of the pain it’s causing your attackers.” The fun in the game is your participation during attack… you don’t experience it in defence. So I’ll take more fun in attack over the rather academic interest that my (passive) defense is causing someone else frustration. So, nah. This point doesn’t fly.
  • “Because of the added challange in attack”. Pah. Unless you are heads and shoulders above any of the enemy (which is unlikely unless you’re one of the top players in the game) there is plenty of challenge to be had in just picking a worthy opponent for your awesome skills. You don’t need to be arbitrarily reduced on a periodic basis to find a challenge. All that does is lower the bar of where you are competitive - Whoopie ding. (Unless of course you’re just in to masochism… in which case that’s your bag baby, and I don’t share it).

The only argument I feel is vaguely worthwhile is that “it is something different”. Even so… something unpleasant that is different is not worth having just because it’s different.

I repeat my earlier statement from a post above: Keep these things for the right reasons… but I’ve not read many that count as such.

(Edit)
I buy the ‘something different’ reason a bit more because they preclude you being able to arbitrarily ghost until your mana is full. They force a certain pace to the attack, which is indeed a different dynamic.
But… I don’t like that they are so arbitrarily brutal. If they took % of remaining health (instead of % of full health) they will still be different, and still level the playing field, and still add a challenge, and still be better than worse alternatives and still be different from raids… but will be all these things without getting too much in the way of the enjoyment of the battle… because then it will at least be the enemy heroes that kill your guys rather than some silly deus ex machina construct.

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