Yeah, the war burnout is real. We have long term guildies saying the game mode is ruining the game's enjoyment for them. The mode needs better rewards, auto enlisting, maximum of three 'wars' rather than 6, and possibly shared rewards rather than individual - though not sure on that last one. As an aside: The 5th nid also needs a ranged attack that supresses to synergise with the rest of the bugs. #makeithappen
Apologies, the impulse is to always talk about the negative. So good things: The mode is loads of fun, and encourages use of different characters and compositions. Encourages better guild communication, another way to gain char shards (for much needed healer to boot) so generally I think its a fantastic addition, its just this first iteration is too much. (Also the medicae buff needs to be lower.)
Officers should be able to see who has Tokens left available. It is difficult to manage guild wars when you don’t know who has or hasn’t used their tokens.
What i liked the most is that guild wars values a wider number of characters instead of just the top 10 or so, unlike every other mod. I found myself using characters that were collecting dust for over six months and now am upgrading most to bronze 1.
Hey all, "That Maladus Guy" from the Tacticus Discord here. I completely agree with, and have suggested multiple times now, that breaking wars down across the season would be great for player stamina. If you're the "Warmaster" of a guild, it's a LOT of time and energy spent keeping track of who's signed up, where they are vs. where they should be, accounting for people who'll be unable to play much during a war's timer, sudden absences changing your layouts, etc... Doing it for over 2 full weeks, without a break, is going to have a lot of people completely drained and ready to never step foot on the battlefield again. I'm really happy with how the mode plays, but there needs to be a primer somewhere for people so they can fully grasp the critical nuances of the mode. I've had four different guild members, who I KNOW have played TA, try to bulldoze a silver team with their diamonds (don't do this - even if it did work, it's dumb and a waste of powerful characters). Naturally, they get steamrolled and come to the discord, complaining and self-reporting in a way I can't hide or sugar coat lol Ideally there'd be a little FAQ button you could press that makes it clear that: -ALL your units (every single one, for both attack and defense) have their gear, abilities, and upgrades locked in exactly how they exist once the prep phase ends, and that's how they'll exist for the next 36 hours of war. I've had to correct a lot of people, including a close friend of mine who's over level 50 now, on how this works. Please make it clear, in BOLD, SIZE 72 FONT - I don't want anyone able to miss that shit. -Equipment is scaled down. Communicate the findings of Sir Eldric, he's a bloody gem and we love him for the work he does. -Not every unit scales in a linear way as they upgrade. A bronze Ra is basically shit if you don't have Thad and friends propping him up, whereas someone like Archie will be a monster at lower rarity caps without any support.
@@Zfff360 you're wrong. I tested it myself, by waiting for a war to start, then upgrading a stone unit's abilities from 1->17 and in-match the ability was using the lv.1 numbers
24 hour prep isn't long enough for my for my guild. I agree with the opt out system that you suggest. Just automatically load players into the last position they were in. I also agree that 6 wars in 2 weeks is too much. 4 across 2 weeks, or 1 per weekend, with Thursday and Friday for prep.
I agree with most of the pros and cons you listed. I also think that the default fill in teams when a player doesnt enlist, should be better, and be more diverse. There are so many NPCs from the campaigns, and it could be a fun little surprise to have different NPC teams to deal with. This is especially important to improve the participation of guilds that might be missing members or have busier IRL schedules.
The level my guild is at, nearly half the zones are bots. Which we have used greatly to out advantage on assualt, players with only 25 characters can use up all their tokens but its definitely boring. At minimum it would be cool to personalise your bots, even if it was a war shop purchase or part of the end of season prize. Like the option have an ork line up or something to give your base some more flavour.
Great idea! It seems like it shouldn't be too difficult to have a few different default teams from each campaign, and have them randomly assigned to the NPC slots, or maybe have the Guild leader choose Imperial, Chaos or Xenos defaults.
This is something I have suggested in other videos about Guild war, I really want guild war to be total war, like, because of the 60% HP buff now we have a mode where "Steam roll asap" isn't the main strategy (I will count in Guild raids as that as it is basically just showing the boss you have the bigger stick or better movement lol) I feel like "summon pressure" is an aspect of the game that has merit, and has been tested and proven with infested arena, and SP seems to agree, next patch aparently we are getting "Garrisons" which spawn guardsmen on the map. I feel like this scratches my itch, but I really hope one day we get a special or alternate version of guild war, you know? let me sell you on it, what about players being able to "purchase" with a certain amount of tokens AI troops to also spawn on the map? imagine the type of synergy and strategy that would arise from allowing players to spawn in troops that no character can summon. Lineups of Yarrik + Creed + spawned in guardsmen, Abbadon with traitor guardsmen and other summon troop spam, Thaddeus + Havoks and Marine snipers. Idk, it does sound grating to some extend, and there's a fine line between making it feel like a giant war where even what summons you bring can make a difference and an absolute slog, but I truly feel like it is a experiment worth making.
Need: to not have to opt in to every war. Every round less people sign up. With today being Easter I think many are busy, which I get but auto sign up would mean they don’t need to fuss with their phone just to be a participant Would like: leaders/ co leader and maybe even officers to be able to highlight an enemy zone, make it glow or have an arrow so people know there is a heavy suggestion to attack it specifically. Wouldn’t get in the way of current communications More character options from the war shop? It is good it gave ways to get a couple unfarmable characters, but I would like more
I agree about it being split up maybe 2 battles break 2 battles break and so on real time stats and info on who enlists and who doesn't would also be helpful
That info shall cime to the War status (if i rememver right). The little round button at the top left. With the 3 bars. Atm not active. But its planned it seems
The 60% HP buff makes it harder to clear teams, even on 2 runs. Even though it's a good mechanic so as not to steam roll like in Arena, it's also a little too highly placed. Also, the Medical station is the first main objective because of that. Afterwards, it's just a matter of who got the most token saved. I'd suggest either toning down from 60 to 40 or 50% HP, or spreading the HP amongst other structures such as supply depot, or even better, make a mix : drop HP buff to 40% and add other team bonus like extra hit or extra damage, or start with a shield lasting 2 turns... Edit : also, a very lacking feature is the replays, or at least show the tries on defensive position to know how well your team defended. Not everyone has Calgar / Rotbone / Celestine, and it's always interesting to get that feedback. Attack replays would be nice, same as for GR, to get advice from guild mates on attacks.
Great video and strong points made Nandi! Our Guild would particularly appreciate a D1 cap - our top members have rosters up around there, and at the moment if we run into a D3 that's basically just an immovable tile for the war. I think a 'Legendary' cap of D1, then an Uncapped above that would be a useful change for sure.
I enjoy the idea, I enjoy the communication and coordination with my guild, and the overall use for a wider roster. But, here are my thoughts overall: 1. Guild Raids promote a tall roster (few characters, high rarity), while Wars require mostly a WIDE roster (one gold team, one or two silver, TONS of Bronze characters). These two are mutually exclusive and feel like they force me to choose one or the other. 1. Suggested improvement - Given that both game modes have merit and require completely different types of roster build, I think that either reducing the load on wars (making them less frequent), or drastically increasing the reward is necessary. Also - potentially making an option that is half the size, where 15 people can fill out the field, could help. That way guilds aren't pressured into playing, unless they miss out on rewards, and only the people with wide rosters can participate. 2. The rewards for time investment are SUPER low. Reiterating my previous point, but I feel like apart from having fun - the time I have to spend fighting, checking whether now is the moment to join, planning, positioning etc. just gives me almost nothing in return. 2. Suggested improvement - add rewards that require less tokens to purchase, and make them a bit bigger in size. Guild Raids honestly seem quite rewarding - I contribute every day, I can buy rewards almost every day, fair and square. 3. I am very happy that Snowprint have thought about remembering your last defensive roster and setup. I would really love to have something similar for offense too - where I can prepare 5 man teams and just deploy them in a battle, instead of having to choose every time. Like in campaign battles or GRs - but instead of remembering a composition for a mission or boss, just give me the ability to create and choose a team. All in all - I am happy that we have guild wars, and I think they can only get better from here on!
"Suggested improvement - add rewards that require less tokens to purchase, and make them a bit bigger in size. Guild Raids honestly seem quite rewarding - I contribute every day, I can buy rewards almost every day, fair and square."
As someone who primarily enjoys and focused on Live Tournament Arena, I really appreciate that Guild Wars is likewise focused on a wider range of characters and team builds. It is a nice change of phase from the few uber-characters that other game modes, like Guild Raids, incentivised. Now all the characters and team builds I got to max Uncommon for LTA get a chance to shine. ^^
Great points on the comps. It's tough to relay the highlights like healers and summons to guildmates even with a Discord. This is great info for guilds fighting at the lower ranks especially. Excited to see what you come up with for the macro metagane such as rank selection and map tips, as long a you don't showcase our super awesome layout!
Great vid as always. I don’t agree with your proposal of making guild war a weekend thing. A lot of players just don’t play much during weekends cause family, trips and so on, bur I agree that it’s too long of a period and rewards should definitely be better (more things in war shop and more currency - after 3 that we won I can’t afford the 20 shard characters). Thanks for your hard work!
Agreed with everything. What I enjoy most is opportunity to use many characters that I usually never use. What I dislike most- event is too long. It's should be: 3 wars, break. 3 wars divided in leagues based on first week result, break, 3 wars in leagues based on results from week 2. Bur all and all- superfun, well thought, well designed part of game. Good work devs!😊
I like the idea of wars being on weekends spanning 72h. With a prep period starting 2-3 days before that. It allows all memebers to participate and opt in before a war starts while not having to be in everyday! It’s more inclusive of casuals guilds and gives more time for competitive guilds to strategize and upgrade their rosters if needed.
Yeah I enjoy war a lot and I think it's great that some Fringe characters are going to get a boost in utility because of this mode But I also think it is too many wars in a row Other than that this video had a lot of fun information and you presented in an clean concise way As always buddy keep being awesome and I'll keep watching ❤❤❤ -Puntyer
Overall very fun mode but it have it's minuses. One of them is that players are punished for saving tokens to help team when 2nd wipeout starts. My guild is currently 5th on leaderboard, we won 3 games and in every game we cleared 3-4 sectors in 2nd cycle. Some players who were saving tokens and strong teams for playing vs medicae buff up again completly stayed without reward we get from kills which is around 50%(maybe more) of total currency we get during 1 war. That is one thing that is in same "out of logic" basket as uncommon and rare forge tokens or tokens we use for campaign raids. Another thing that is pretty bad is very weak rewards and expensive war shop. Rewards should motivate players to play this mode. At this state many players will stop care about guild wars when beggining enthusiasm dissapears bcs it will become repeatetive and not profitable. And that will happen really fast. I love this game and i want for it to become major success so SP, please listen to Nandi's advice about "weekend" wars and raise rewards asap. Or you will risk serious burnout which is proportional with repeatetivness / low happyness(rewards).
1. Auto opt in 2. Be able to see number of tokens spent per player 3. Officers can share the burden of war management 4. Less frequent wars 5. Bigger rewards for wars
I enjoyed the GW first fight. Second was still ok, but third I find really annoying. Fighting the similar teams over and over. While the medicae buff is strong, when it combines with a map that vastly favors the defenders that's the “best” of both worlds. I like the medicae buff, but certain maps are real pain for attacker. But my biggest issue is that I feel to be pressured into playing a mode which I find hardly rewarding. But if I don't play, the guildmates who put the hard work in will get even less rewards…so it is a loss/loss scenario for me.
Cracking vid as ever. Thought re: Guild War, a lot of the members in our guild haven't got a large enough roster to use all their tokens, it'd be cool if they could still help in someway. Drop an airstrike on attackers or heal defenders at the cost of a token, maybe that's something the guild could contribute towards in a guild project?
Good idea about weekend wars, as it gives players a bit of space to invest in developing characters between wars. I, too, would like to see an increase in the size guild shop and guild war shop with at least options for orbs, badges, xp tombs and characters. At least 12 random options would be sweet and let players get that last badge or orbs they need for that character to get to the next level.
here are some ideas for guild wars: reduce from 2 weeks to 1, maybe modify a bit how the AI uses characters with deep strike (on defense), last i was thinking about a building that could give a shield, anyway great job Nandi's team as usual!
Overall, I'm enjoying the new game mode. It's nice to use the whole team. I'd like to see more variety in the guild war shop. Other ungrindable characters and especially healers like Isabella, would be great.
I agree with the critiques at the end. The two biggest ones for me being: The massive gulf between G1 and D3 is absurd. As someone with 8-10 G1s, I am choosing to deploy them either into a legendary slot (so those ascended to lego or with abilities above 35-- this basically means they're naked to someone with actual D2s and D3s) or into Epic slots where they lose power -which feels really bad. This is generally a problem with the other caps as well: people do not want to deploy for caps, they want to deploy for power. This isn't as bad for the lower caps where small differences in stats are more negligible. It is however a massive problem for the G1-D3 power disparity. It also definitely does not help that the map levels themselves- rather than adding more gold slots- just exponentially add legendary slots. This sucks for everyone and just rewards whale guilds stomping otherwise decent rosters trying to play for points. 6 wars is too many battles, having it be a weekend event might be better. Needing to think about and optimize for six of them, especially if you're the guild leader shuffling people around to maximize defense is a lot. Also, please auto enroll all guild members into the war. Some people forget, some people go on vacation, some people don't care-- having a full 30 people on roster should count for something. A lot of the work of preparing has mostly to do with who actually remembered to sign up-- problem solves itself if I can work with everyone enrolled right off. I also think choosing to deploy for overall defensive power versus maximizing caps is too ambiguous and a choice players naturally do incorrectly without guidance from the game. What I see most of my guild doing is deploy their best units at the top rather than use them to fill out lower caps. This has pros and cons- The Pro is their overall roster power is not being reduced and invites attackers with more powerful rosters or the attackers available to over-commit into a cap. Cons are obviously that more battles are not fought at a cap risk the war being overrun by an opponent with a fully stronger roster if most of their attackers are just overall stronger. This is where as the guild leader I have to be careful to choose a map level that keeps enough battles on some tiles capped while not risking getting overrun on tiles with uncapped legendary slots / maximizing roster power. The balance that I have to think about in choosing a War map is three sided: Maximizing your guild's defensive potential --usually means higher map levels and more uncapped roster slots to allow a range of ranks 'Protecting' more tiles with more capped battles -- usually means lower map levels Overall attack power and maximizing an outcome of overall points. This one is very hard - does the guild stand to gain more points going up a map level by virtue of a bigger multiplier? Attacking a tougher defense probably means weaker rosters running out of gas, especially for people who don't have 50 unit rosters. Very hard to know how much of a wash this is all things considered except that success or failure can still come down to luck in the end.
Our guild is top 200 on GR, yet we only play Battle level 2. our range of members goes from level 22 to 50 or something, so we have a hard time even filling the slots on bronze decently. agree with a lot you said.
100% agree with your positives, as a suggestion for thr negative of being overloaded, can we just get rid of arena mode and roll the rewards over to GW? GW is far more interactive, fun and it encorouges combos and a deep roster, where arena feels like a chore
It does need to stay opt-in though as the matchmaking is based off the enlisted players, not off the whole guild. You'll end up with players that have no intention of helping out on assualt doing nothing but boosting the power level of the guild you are matched with.
Agree on the overload/burnout. I like the idea of GW as a weekend only event, and agree on the rewards. They need to be better value for time invested.
Love the auto enlist Idea, as we are a small guild and it would be better than having to remind every constantly so that we make the minimum number of players! xD
I would LOVE if guild leadership had tools to help coordinate where to attack. Like markers or targets that can be placed on tiles, so the guild members can see where leaders would recommend attacking, since thats what I've seen helped give the edge on close battles.
Thanks for the vid! Agree with the feedback regarding; Enlist auto/once Better rewards and please more variation (badges & books) A new level cap at D1 Six wars in two weeks is to much with everything else going on, weekend battles / les wars would be a great change Some other things; Enable Leaders to place attack orders on the map Lessen the Medic buff so it isn’t the only way to win / provide other means to sucess Regardless GW is a great new part of Tacticus.
Agreed with everything that was said, thanks for a great video! I think the every weekend solution would be great, definitely need less fights in this new GW also, please snowprint reduce the 95/95 for arena, that's waaaay to many fights a week, maybe 50 or 75 but not 95.. I would finish them a while ago on a regular basis but its tedious and boring so been neglecting this most lately
Hello Nandi! I‘ve putted a lot of time into strategy and it runs great so far, but collected a lot of experience. Some good some bad. Starting with the immense pressure on more casual oriented guilds. The punishment for not enlisting is actually 5 tickets doable with 1 character. That is brutal, as lot of battles end up not too far in points. We (co-leaders) made clear in how serious we are about GW and had some movement in guild, but adjusting templars per rarity or maybe putting other enemies in higher slots makes it less punishing and more interesting for both sides. To characters….Celestine is a bloody mess of a character. She with Isabell can turn the tides. Ok, a legendary character, but destroying any balancing in PvP and now Guild wars. And with rewards. The legendary upgrades in shop are worth about 25 energy each. Or 760 credits. That is ridiculously low and besides, those upgrades are interesting for D3, but after a year and a half of playing and some money in it I have 2 D2 chars and not even thinking about bringing a single char to lvl 50 anyhow soon, because alone 47 to 50 is about 70 legend exp books. Of course, the game needs chokepoints in leveling to subtile manipulate players to spending more money, but in case of Guild Wars it makes fast clear this is the pinnacle of pay to win in this game.
Maybe a d1-d3 distinguished in one of the stations like HQ. Most guilds only have 1 or 2 players with enough diamond level toons to even support the team. I also believe the match system needs to be reworked. We ended up losing big time to a guild that easily outgunned us on two occasions. A guild that places on average 100s of spots ahead of us in guild raids.
And yes a 1 time enlistment would work except that's the point of guild wars I believe. If guild members are not participating, then you will end up losing the war. Which sadly our guild did not have 100 percent participation. Maybe if guild wars were broke down into 1 week seasons, I still believe the guild wars has added the much needed content this game needed and another fun facet to the game.
Thanks for video. Fully agree it becomes to intensive and guild interest is going down, at third war we remain almost hundred tokens. And very hard to collect people. Also useless war shop not motivate at all. And definatly need ingame tool to target people to one building not spreading across map
I just think there should be more flexibility with attacks, in one day i exhausted all my toons and was out of units to fight with. I do like that you gain tokens even if you lose a battle though, it’ll help me get shards that i would usually never have a chance at getting
Rewards for this much tactical thinking and play is very low. People are excited because it is new and fun, but already hearing grumblings of it’s not worth it. Hope they see this and drastically increase compensation.
Thank you for your informative video, Nandi! As a midfield player (lvl 36), I am curious what teams you could suggest that are slightly less 'legendary heavy'. Regarding your suggestion to make it a weekend event, I agree on the 2 week/six war is intense, but for ppl who have duties in the weekend (RL is a bugger), a 6 or 8 day delay might be preferable. Downside of that would be a lack of predictability ofc ('oh, did GW start on thursday this week!?'). This downside could be negated by making preptime long enough (e.g. 48h)
The ideal would be to have an ability when preparing to disable deepstrike so that your team is forced to auto play the way that you want it to. Forcing angrax/wrask to join the deathguard ball would be ideal, so would making aethena forced to move at a similar pace to celestine/jain zar/ragnar. On top of this people who want to make an exclusively deepstrike team can still turn it on if they choose to. I agree the rewards should better reflect the time inout and coordination required, i also think all unlocked characters should default to maxed-out b1 when deploying for attack or defense so that lower ranked guilds are incentivised to play, interact with their guilds, and invest in silver and gold characters.
Two other points I mentioned on the official discord, and would like to hear counterpoints: 1.) Line up the start time of the GW season with the GR season. It's hard enough to plan without the additional difficulty of player movement. 2.) In conjunction with the point you made about planning/battle density, player availability in a 60-hour cycle per match up is difficult. If 24 hours per phase could be added or each phase time could be doubled, it would help planning from guild leaders a great deal of the number of matchups were not to change. Alternatively, if following the first point, each GR season could be 3 matchups, still resulting in 6 per month but spreading the load a bit. The second point is from the perspective of a guild's planning team which should get easier with time, especially if the automatic enrollment takes effect. I enjoy the mode, I like that it encourages stratification through caps, while still discouraging steamrolling. Guilds will get better over time at Rank selection and preparation, but I think QoL features will add to both the player experience and SP's retention.
Would add to the defensive teams: Rotbone, maladus, sho, toth, corro. As toths synergy and ranged attack swaps in well for snotflogga. Aleph, anuphet, tan gida, revas, vitruvius, actus, makhotep, thutmose all go well together for a mechanical team
I really like the two week war, but wish it wasn't coincident with a week of the HRE. I really agree with the G1 to D3 gap that's enormous especially at lower levels where there's often just a couple people in each guild with some diamond characters.
I have to say, my biggest issue with War is the rarity cap. It's much more work, especially as a "newer" player like myself, to try and maximize who benefits most from which slot. The characters should be as powerful as they are, and work like arena. The more you win, you move up leagues and end up having a much better SBMM experience.
Awesome video. I agree with my biggest criticism that wars are too frequent and 24 hour prep time is too little. We have a casual guild with active players, but some people just are not available on a preparation day. I would love to see 4 or 5 wars in a season with a 36 hour prep time. Edit: Also an auto re-enlist would solve a lot of this.
I would really like a way to set 5x teams when attacking so that I don't have to scroll through my entire list of characters when choosing to attack. Additionally, having a better description of what characters will be downgraded would also be helpful to note rarity and equipment levels. Right now, when choosing characters you may have a bit of scrolling to do.
I agree that it is a little too intense. I would say place reduce to 4 or 5 wars per two weeks. This would allow enough time for actual guild coordination
I love the system so far, not that it can not be upgraded, but it is fun. I just love, that I am using characters I never thought I will lvl up, until they get their campaign, as I need resources for other characters, taht are much more usable for me. Now everyone is. :) I agree, taht 6 wars are too much. I would be happy if third was the last for now, with some time to rest.
Okay, I think the game mode is a lot of fun and makes me think really hard about lay out and composition of forces. I like how it turns a lot of lower tier characters into low tier heros (Snotflogga being one of them, Inicusus being another for lower level players). And I like how it makes the guild invested in something. Gives them another goal outside of guild raid. The mode itself is great. Negatives, the seasons are tooooo long. I am a coleader of my guild and I'm lucky enough to have a lot of spare time to really think about how I want to position my buildings and characters. But like you said, 6 wars over 2 weeks is a lot! I like the weekend idea, with maybe a season spanning a month? Or maybe space out seasons? I would really like the opt out rather than opt in too, because having to remind my guild mates to reenlist is starting to wear on them. And yeah, the rewards are a bit meager? I appreciate the gold and the badges being a close to mid game player, but we've won 3 wars in battlefield 1 and I can almost afford a 20 shard purchase. Deep investment of time. I would like to see another row, or even two; of options in the shop. I think I would like to see the supply buildings do something? And the vox building do something too? That would be cool. I don't want to come across as negative, I REALLY enjoy the new mode. Going into war 4, I have a lot of good ideas of how to defend and attack! Well, more defend; attacking seems a bit easy. Especially when the opponents guild can't fill in all their slots? Maybe make the base defenders stronger? They are kind of free. But not like, too much stronger? Less wars over a larger period of time. I am already starting to feel a bit of "ad fatigue", where playing the game mode a lot starts to take a bit way from how fun it is! I think less is more in terms of number of wars and more is more in terms of better rewards! We all like the scroll at the end of the way. It might be cool to like... have rewards also scale not only to points but number of wars that a guild wins? I want to emphasize, I REALLY like this new mode. A bit of fatigue over having to invest and learn a lot over a somewhat longer period of time, and coordination is a bit taxing. I think adjusting the scale of the event length is one way to address that. Opt in/opt out and retaining troop position would also help a lot! So far I think it is a great test of the Guild war though, and if I had to rate it as a mode I would say 8 or 9 out of 10.
Thanks for the vid, some very useful info in there. Understanding the AI seems very important. On the positives I would say that the mode has made the guild more active and engaged and it is an interesting if frustrating mode. On the negatives it is certainty too long and the incentive to play is not high. Matchmaking needs to be much better than whatever is used to pick arena opponents but hopefully tha will improve as levels settle. Assuming guilds want to go through 2 weeks of hell again... for suggestions, at the very least auto enlist for defence. How about some varied NPCs in defence as well? Maybe a gravis, a pyro, a recruit and a couple of the melee guys? Or some variety at least. How about a HQ selection of faction? Give the universal army buff and use that factions NPCs as fill in defenders? Perhaps the medicae boost could be a flat value buff based on the building tier? Or maybe have the medicae buff build with each of your destroyed buildings, so that it builds resistance as you push through? Also some simple communication tools like the guild leader can tag which building to clear next, maybe an attack route or a target prority list so they don't have to be there all the time. Oh and Nandi, can we get some team suggestions without the RNG/6 month grind characters? Particularly as many teams will be capped below legendary. Who really shines at Rare and Epic? Thanks again for the vid!
About the first team... I think Anuphet is good for attacking but suffer from bad AI when it comes to defending. He summons only 1 at the beginning just like Abraxes instead of waiting.
Fantastic video, Nandi. One of your best. Strongly agree with all of your recommendations but one: I do not favor making War a weekend only event. I think 3 wars every week is the right frequency. The Guild War rewards are a major disappointment. There is literally nothing I am excited about purchasing in the War Store (I already have Rotbone and the other rewards do not entice). There are so few badges provided as rewards and at such low rarity (why does a win only give me one common badge, example? Give me at least 7) that the badge rewards don’t match the time investment and effort required for GW; same is true of XP books and war store items. There are other war fixes we need you didn’t mention, chief among them being a comprehensive overhaul of the War UI.
The Typhus/Toth combo is so annoying too. Toth auto heal + revive is a nightmare with 60%HP buff. We definitely need a dedicated communication tool ingame, either DM or officers being able to tag/forbid zones because everyone doesn't use discord. Supply zones should reward an additional map reveal to help find medic and give an interest to shoot them besides points. Vox could reveal all map. And finally, I don't understand why the war stats are not available from start
Think communication has been a tricky aspect not all guilds have a discord etc I think a simple fix to this would be a message board for officers+ just enough for a simple "attack left or hq"
The War Status needs to work. Marking priority targets (areas) would be nice. Also it would be nice if Officers got some "power" too. So that the whole prep and coordination can be spread out abit. Timezones are a problem for international guilds in that regard. So simple markings and officers doing that too would be huge.
I like the mode, and yeah, for people who doesn't play the game a lot, it's tough. It's definitely too intensive right now. At least for the start of the war the enlistment period should be like 2-3 days and yeah enlistment should stay between wars, than that problem is solved. If people stay enlisted than the rest preparation time being 24 hours should be fine. The attacking period is too short, cus we are all over the world in the guild and waiting for a second wave of attack is nerve wrecking. For rewards I suggest giving the whole guild reward for each destroyed position. Like the way it's done for guild raid. As for defense, I would like to see more info, mainly how many tries did it took the enemy to take down a squad, that would give a good info on which squad works and which doesn't. As for attack I think It would be good to know how many attack remain for guild mates and which characters left for them, so I could do better attacks, based on those information.
I think that it's a good game mode, but it's way too frequent. By itself it's not too bad, but when you factor in other events it gets a bit overwhelming. However, I like the collaboration of the whole guild!
- i want the opt out option, so after the first war your auto put into the same place once deployment starts again. - we need more clear scaling on my attackers, a little green arrow does nothing, i constantly have my gold 2 characters 1 shot by bronze 1 because i was scaled down but that isnt shown properly, just show me what theyll be when i select them. - as a guild leader please let me see who hasnt used their tokens, unless your in a talkative guild you cant find who is slacking off. - i agree with more shop item choices. in other options id like to see to help. - please add an option to post your roster to guild chat like the guild war replays for people to see. - can we get an option in onslaught to pick shards for characters we dont own? 5 shards out of 500 (or even make it a max 3?) for maugan ra isnt going to accelerate people much but it helps.
1) Medicae station buff is WAAY over the top. 2) Rewards need to be spelled out, OR, they are guild wide. (I've read reports where people will pick off easy teams so they get the reward, however, they ignore the harder teams). 3) Explanations of what each station does other than grant points upon defeating it. 4) Like many things Tacticus, the payoff doesn't equal the time spent. 5) Battles are too frequent. My guild (top-200 raiding) was all-in the first battle, used nearly every token. Second Guild War? 25% less participation. Third guild war? Guild leadership was imploring people to opt-in.
I feel like the 60% health buff is pretty crazy. Maybe change the med station to like a global heal of some sort. That would give you a better chance to punch through, but if you don't the defenders get a chance to recover. I also feel like the schedule is too much. I'm not sure what the best would be though. They should def rotate more things into the shop. non-farmable meta units in Guild Wards would be good. kas as well as orbs and badges
Adding to the rewards part, I PLEASE beg for upgrade materials in some way, either as a reward by clearing a team, destroying a position, or even obtaining the winning chest, if its crafted materials EVEN BETTER, I just want an easier progression from a game mode that encourages us to level up the whole roaster
They definitely shouldn't change enlistment to an opt-out system. Match making is based off enlisted players, not your whole guild. I don't want inactive players sticking around even if they're only inactive for 2 days. Opt-in works because you only pick up members keen to participate.
I make your words mine: 6 wars within 2 weeks is a bit too intense for me • Run as a weekend event only - 5 per season Rewards don't equate to time invested • Increase, more variety Gap between G1 and D3 is too big • Intermediate cap? D1? • Having to re-enlist every war • Opt out rather than opt in
I’d like to add anuphet to the list of bad ai characters. 90% of times I play against an ai anuphet he will summon a single necron warrior turn one instead of waiting for more summons
The pairings for this mode could use some improvement. In Guild Raid, my guild is around the top 65-70. We paired into one of the Bloody Roses on the second Guild War. It seems like Guild Raid ranking has some implication for Guild War rankings just because of the power level overlap. Given the number of attacks and coordination required, the rewards for a single Guild War battle are underwhelming. As one of the stronger members of my guild, I don't even need to "just" make ten attacks; I need to wait and coordinate attacks at specific times. Getting 1.5 legendary upgrades for ten attacks is very "meh." The end-of-season chest looks more promising, but it requires much more effort than other modes. The meta shifts for this mode also seem exhausting. Getting characters new characters leveled and geared to the point they are helpful is resource-intensive. I am bottlenecked on legendary XP books and coins (for badges). The meta has moved on by the time I get a character to mid-diamond.
We have an influx of team mates at the start of guild war, however a vast majority aren't using their tokens, but I can't see who. We've lost a lot of our battles some that would have been easy wins
I would refer the opposite of having the game mode span over the week have the weekend off, I usually play the game during breaks at work and on the train, and I don’t want to spend weekends glued to my phone
My guild only has about 12 players who are even eligible for the War, so if enough forget to sign up we miss out on that round. Just make it a one-time opt-in or an opt out so I can assign everyone!
the Death guard ball is close to what a use, a have revas,shosyl and tangida in it for try optimize may D1+ characters in teams that works best. if a had Toth/thyphus D1+ a would put them in the rotbone/maladus team for tanky team with toth self heal . bad thing a feel is game mode is mostly.. Find the *medic* station make pretty boring focus point, they can reduce buff to 30-40% instead of 60% or make it only effect tiles beside it sow its not the only thing you luck for find in the 3 back tiles.
I love GWs, although the rewards are underwhelming. It's every time different, depending on the enemy lineup, map orientation, how your team operates and my own progress. Largely agree with the pros and cons besides I don't think it's "too much". I even think it could be more XD. I also think Legendary needs another layer. G1 leg. vs. D3 leg is just pointless. I like how you really have to think which of the limeted resources you have to use to be most effective. I don't even have 50 characters (only 49) to fully use the 10 token and 20 or so Chars are below B1.
As a casual player in a casual guild, that 60% hp buff feels insanely demoralizing to attack into. Ill have a team of my best units get obliterated by some uncommon level comps and it kills so much motivation for us casual and f2p players to even participate.
Toth is great. very tough, revive, self healing. He can go with a lot of comps, especially Psi teams he will waste the enemy with his active. Together with Maladus and Rotbone is really a great comp if you don't have corrodius for ex.
Two whole weeks of war is too much
Ps ladybugs is a very clever heading 👀
One week seems right.
Yeah, the war burnout is real. We have long term guildies saying the game mode is ruining the game's enjoyment for them. The mode needs better rewards, auto enlisting, maximum of three 'wars' rather than 6, and possibly shared rewards rather than individual - though not sure on that last one.
As an aside: The 5th nid also needs a ranged attack that supresses to synergise with the rest of the bugs. #makeithappen
Apologies, the impulse is to always talk about the negative. So good things: The mode is loads of fun, and encourages use of different characters and compositions. Encourages better guild communication, another way to gain char shards (for much needed healer to boot) so generally I think its a fantastic addition, its just this first iteration is too much. (Also the medicae buff needs to be lower.)
Du du Dee
We are having a great time in the guild war and wish there were more of them, not less. The down time between seasons is far too long.
Officers should be able to see who has Tokens left available. It is difficult to manage guild wars when you don’t know who has or hasn’t used their tokens.
What i liked the most is that guild wars values a wider number of characters instead of just the top 10 or so, unlike every other mod. I found myself using characters that were collecting dust for over six months and now am upgrading most to bronze 1.
me too
That's exactly my gripe with this mode lol
I just started a couple of months ago, how is my fault I don't have a dozen characters built
Hey all, "That Maladus Guy" from the Tacticus Discord here. I completely agree with, and have suggested multiple times now, that breaking wars down across the season would be great for player stamina. If you're the "Warmaster" of a guild, it's a LOT of time and energy spent keeping track of who's signed up, where they are vs. where they should be, accounting for people who'll be unable to play much during a war's timer, sudden absences changing your layouts, etc... Doing it for over 2 full weeks, without a break, is going to have a lot of people completely drained and ready to never step foot on the battlefield again.
I'm really happy with how the mode plays, but there needs to be a primer somewhere for people so they can fully grasp the critical nuances of the mode. I've had four different guild members, who I KNOW have played TA, try to bulldoze a silver team with their diamonds (don't do this - even if it did work, it's dumb and a waste of powerful characters). Naturally, they get steamrolled and come to the discord, complaining and self-reporting in a way I can't hide or sugar coat lol
Ideally there'd be a little FAQ button you could press that makes it clear that:
-ALL your units (every single one, for both attack and defense) have their gear, abilities, and upgrades locked in exactly how they exist once the prep phase ends, and that's how they'll exist for the next 36 hours of war. I've had to correct a lot of people, including a close friend of mine who's over level 50 now, on how this works. Please make it clear, in BOLD, SIZE 72 FONT - I don't want anyone able to miss that shit.
-Equipment is scaled down. Communicate the findings of Sir Eldric, he's a bloody gem and we love him for the work he does.
-Not every unit scales in a linear way as they upgrade. A bronze Ra is basically shit if you don't have Thad and friends propping him up, whereas someone like Archie will be a monster at lower rarity caps without any support.
Attackers are not locked in any way (rank, abilities, items)
@@Zfff360 you're wrong. I tested it myself, by waiting for a war to start, then upgrading a stone unit's abilities from 1->17 and in-match the ability was using the lv.1 numbers
@@firedrake110 might be true for abilities, ill check.
But im 100% positive that you're incorrect for items and rank
More team names please Mrs. Nandi
24 hour prep isn't long enough for my for my guild. I agree with the opt out system that you suggest. Just automatically load players into the last position they were in.
I also agree that 6 wars in 2 weeks is too much. 4 across 2 weeks, or 1 per weekend, with Thursday and Friday for prep.
I agree with most of the pros and cons you listed. I also think that the default fill in teams when a player doesnt enlist, should be better, and be more diverse.
There are so many NPCs from the campaigns, and it could be a fun little surprise to have different NPC teams to deal with.
This is especially important to improve the participation of guilds that might be missing members or have busier IRL schedules.
The level my guild is at, nearly half the zones are bots. Which we have used greatly to out advantage on assualt, players with only 25 characters can use up all their tokens but its definitely boring.
At minimum it would be cool to personalise your bots, even if it was a war shop purchase or part of the end of season prize. Like the option have an ork line up or something to give your base some more flavour.
Great idea! It seems like it shouldn't be too difficult to have a few different default teams from each campaign, and have them randomly assigned to the NPC slots, or maybe have the Guild leader choose Imperial, Chaos or Xenos defaults.
This is something I have suggested in other videos about Guild war, I really want guild war to be total war, like, because of the 60% HP buff now we have a mode where "Steam roll asap" isn't the main strategy (I will count in Guild raids as that as it is basically just showing the boss you have the bigger stick or better movement lol)
I feel like "summon pressure" is an aspect of the game that has merit, and has been tested and proven with infested arena, and SP seems to agree, next patch aparently we are getting "Garrisons" which spawn guardsmen on the map.
I feel like this scratches my itch, but I really hope one day we get a special or alternate version of guild war, you know? let me sell you on it, what about players being able to "purchase" with a certain amount of tokens AI troops to also spawn on the map? imagine the type of synergy and strategy that would arise from allowing players to spawn in troops that no character can summon.
Lineups of Yarrik + Creed + spawned in guardsmen, Abbadon with traitor guardsmen and other summon troop spam, Thaddeus + Havoks and Marine snipers.
Idk, it does sound grating to some extend, and there's a fine line between making it feel like a giant war where even what summons you bring can make a difference and an absolute slog, but I truly feel like it is a experiment worth making.
Need:
to not have to opt in to every war. Every round less people sign up. With today being Easter I think many are busy, which I get but auto sign up would mean they don’t need to fuss with their phone just to be a participant
Would like:
leaders/ co leader and maybe even officers to be able to highlight an enemy zone, make it glow or have an arrow so people know there is a heavy suggestion to attack it specifically. Wouldn’t get in the way of current communications
More character options from the war shop? It is good it gave ways to get a couple unfarmable characters, but I would like more
I agree about it being split up maybe 2 battles break 2 battles break and so on real time stats and info on who enlists and who doesn't would also be helpful
That info shall cime to the War status (if i rememver right). The little round button at the top left. With the 3 bars.
Atm not active. But its planned it seems
Great feedback, I heartily agree with adding the Gold I tier, perhaps on the lower battlefield levels.
The 60% HP buff makes it harder to clear teams, even on 2 runs. Even though it's a good mechanic so as not to steam roll like in Arena, it's also a little too highly placed.
Also, the Medical station is the first main objective because of that. Afterwards, it's just a matter of who got the most token saved.
I'd suggest either toning down from 60 to 40 or 50% HP, or spreading the HP amongst other structures such as supply depot, or even better, make a mix : drop HP buff to 40% and add other team bonus like extra hit or extra damage, or start with a shield lasting 2 turns...
Edit : also, a very lacking feature is the replays, or at least show the tries on defensive position to know how well your team defended. Not everyone has Calgar / Rotbone / Celestine, and it's always interesting to get that feedback.
Attack replays would be nice, same as for GR, to get advice from guild mates on attacks.
Replays!!! That is a good idea
Great video and strong points made Nandi! Our Guild would particularly appreciate a D1 cap - our top members have rosters up around there, and at the moment if we run into a D3 that's basically just an immovable tile for the war. I think a 'Legendary' cap of D1, then an Uncapped above that would be a useful change for sure.
I enjoy the idea, I enjoy the communication and coordination with my guild, and the overall use for a wider roster. But, here are my thoughts overall:
1. Guild Raids promote a tall roster (few characters, high rarity), while Wars require mostly a WIDE roster (one gold team, one or two silver, TONS of Bronze characters). These two are mutually exclusive and feel like they force me to choose one or the other.
1. Suggested improvement - Given that both game modes have merit and require completely different types of roster build, I think that either reducing the load on wars (making them less frequent), or drastically increasing the reward is necessary. Also - potentially making an option that is half the size, where 15 people can fill out the field, could help. That way guilds aren't pressured into playing, unless they miss out on rewards, and only the people with wide rosters can participate.
2. The rewards for time investment are SUPER low. Reiterating my previous point, but I feel like apart from having fun - the time I have to spend fighting, checking whether now is the moment to join, planning, positioning etc. just gives me almost nothing in return.
2. Suggested improvement - add rewards that require less tokens to purchase, and make them a bit bigger in size. Guild Raids honestly seem quite rewarding - I contribute every day, I can buy rewards almost every day, fair and square.
3. I am very happy that Snowprint have thought about remembering your last defensive roster and setup. I would really love to have something similar for offense too - where I can prepare 5 man teams and just deploy them in a battle, instead of having to choose every time. Like in campaign battles or GRs - but instead of remembering a composition for a mission or boss, just give me the ability to create and choose a team.
All in all - I am happy that we have guild wars, and I think they can only get better from here on!
Totally agree on the ratio time invested versus rewards offered.
"Suggested improvement - add rewards that require less tokens to purchase, and make them a bit bigger in size. Guild Raids honestly seem quite rewarding - I contribute every day, I can buy rewards almost every day, fair and square."
As someone who primarily enjoys and focused on Live Tournament Arena, I really appreciate that Guild Wars is likewise focused on a wider range of characters and team builds.
It is a nice change of phase from the few uber-characters that other game modes, like Guild Raids, incentivised.
Now all the characters and team builds I got to max Uncommon for LTA get a chance to shine. ^^
Great points on the comps. It's tough to relay the highlights like healers and summons to guildmates even with a Discord. This is great info for guilds fighting at the lower ranks especially.
Excited to see what you come up with for the macro metagane such as rank selection and map tips, as long a you don't showcase our super awesome layout!
Great video. I was shocked when I tried a Gold 1 team against a silver 1 defense and didn’t steam roll them the first time. This has been fun.
Great vid as always. I don’t agree with your proposal of making guild war a weekend thing. A lot of players just don’t play much during weekends cause family, trips and so on, bur I agree that it’s too long of a period and rewards should definitely be better (more things in war shop and more currency - after 3 that we won I can’t afford the 20 shard characters). Thanks for your hard work!
Oh a great future addition would be a possibility of upgrading your buildings and have more different ones so you can make your own strategies
Agreed with everything. What I enjoy most is opportunity to use many characters that I usually never use. What I dislike most- event is too long. It's should be: 3 wars, break. 3 wars divided in leagues based on first week result, break, 3 wars in leagues based on results from week 2. Bur all and all- superfun, well thought, well designed part of game. Good work devs!😊
Saving base layouts and member positions would be a lifesaver!
As I put work into him, I am loving Abraxas comps more and more. Yaz, Typhus, Toth, and someone situational have made me a happy player.
I like the idea of wars being on weekends spanning 72h. With a prep period starting 2-3 days before that. It allows all memebers to participate and opt in before a war starts while not having to be in everyday! It’s more inclusive of casuals guilds and gives more time for competitive guilds to strategize and upgrade their rosters if needed.
Yeah I enjoy war a lot and I think it's great that some Fringe characters are going to get a boost in utility because of this mode
But I also think it is too many wars in a row
Other than that this video had a lot of fun information and you presented in an clean concise way
As always buddy keep being awesome and I'll keep watching ❤❤❤
-Puntyer
Overall very fun mode but it have it's minuses.
One of them is that players are punished for saving tokens to help team when 2nd wipeout starts. My guild is currently 5th on leaderboard, we won 3 games and in every game we cleared 3-4 sectors in 2nd cycle. Some players who were saving tokens and strong teams for playing vs medicae buff up again completly stayed without reward we get from kills which is around 50%(maybe more) of total currency we get during 1 war.
That is one thing that is in same "out of logic" basket as uncommon and rare forge tokens or tokens we use for campaign raids.
Another thing that is pretty bad is very weak rewards and expensive war shop. Rewards should motivate players to play this mode. At this state many players will stop care about guild wars when beggining enthusiasm dissapears bcs it will become repeatetive and not profitable.
And that will happen really fast. I love this game and i want for it to become major success so SP, please listen to Nandi's advice about "weekend" wars and raise rewards asap. Or you will risk serious burnout which is proportional with repeatetivness / low happyness(rewards).
"Or you will risk serious burnout which is proportional with repeatetivness / low happyness(rewards)."
Great video! Thanks for sharing the info with us.
I was just exploring reddit for the best defence teams that you droped this video.
Thanks nandi
You sumarize very well all the mecanics and best defens teams
1. Auto opt in
2. Be able to see number of tokens spent per player
3. Officers can share the burden of war management
4. Less frequent wars
5. Bigger rewards for wars
I enjoyed the GW first fight. Second was still ok, but third I find really annoying. Fighting the similar teams over and over.
While the medicae buff is strong, when it combines with a map that vastly favors the defenders that's the “best” of both worlds. I like the medicae buff, but certain maps are real pain for attacker.
But my biggest issue is that I feel to be pressured into playing a mode which I find hardly rewarding. But if I don't play, the guildmates who put the hard work in will get even less rewards…so it is a loss/loss scenario for me.
True
And on another point, if the opposing guild is too easy to beat it doesn't feel like a great win
Great info as usual mate! Thanks for the highlight of Dark Angels! We are looking for some new recruits!:)
If you haven’t already, definitely check out Toth in this mode! He has been extremely valuable, especially in rarity capped fights.
Cracking vid as ever.
Thought re: Guild War, a lot of the members in our guild haven't got a large enough roster to use all their tokens, it'd be cool if they could still help in someway. Drop an airstrike on attackers or heal defenders at the cost of a token, maybe that's something the guild could contribute towards in a guild project?
Definitely the biggest con for me atm is having to opt back in every single war, wish you stayed in
Good idea about weekend wars, as it gives players a bit of space to invest in developing characters between wars.
I, too, would like to see an increase in the size guild shop and guild war shop with at least options for orbs, badges, xp tombs and characters. At least 12 random options would be sweet and let players get that last badge or orbs they need for that character to get to the next level.
here are some ideas for guild wars: reduce from 2 weeks to 1, maybe modify a bit how the AI uses characters with deep strike (on defense), last i was thinking about a building that could give a shield, anyway great job Nandi's team as usual!
Overall, I'm enjoying the new game mode. It's nice to use the whole team. I'd like to see more variety in the guild war shop. Other ungrindable characters and especially healers like Isabella, would be great.
I agree with the critiques at the end. The two biggest ones for me being:
The massive gulf between G1 and D3 is absurd. As someone with 8-10 G1s, I am choosing to deploy them either into a legendary slot (so those ascended to lego or with abilities above 35-- this basically means they're naked to someone with actual D2s and D3s) or into Epic slots where they lose power -which feels really bad. This is generally a problem with the other caps as well: people do not want to deploy for caps, they want to deploy for power. This isn't as bad for the lower caps where small differences in stats are more negligible. It is however a massive problem for the G1-D3 power disparity. It also definitely does not help that the map levels themselves- rather than adding more gold slots- just exponentially add legendary slots. This sucks for everyone and just rewards whale guilds stomping otherwise decent rosters trying to play for points.
6 wars is too many battles, having it be a weekend event might be better. Needing to think about and optimize for six of them, especially if you're the guild leader shuffling people around to maximize defense is a lot. Also, please auto enroll all guild members into the war. Some people forget, some people go on vacation, some people don't care-- having a full 30 people on roster should count for something. A lot of the work of preparing has mostly to do with who actually remembered to sign up-- problem solves itself if I can work with everyone enrolled right off.
I also think choosing to deploy for overall defensive power versus maximizing caps is too ambiguous and a choice players naturally do incorrectly without guidance from the game. What I see most of my guild doing is deploy their best units at the top rather than use them to fill out lower caps. This has pros and cons- The Pro is their overall roster power is not being reduced and invites attackers with more powerful rosters or the attackers available to over-commit into a cap. Cons are obviously that more battles are not fought at a cap risk the war being overrun by an opponent with a fully stronger roster if most of their attackers are just overall stronger. This is where as the guild leader I have to be careful to choose a map level that keeps enough battles on some tiles capped while not risking getting overrun on tiles with uncapped legendary slots / maximizing roster power.
The balance that I have to think about in choosing a War map is three sided:
Maximizing your guild's defensive potential --usually means higher map levels and more uncapped roster slots to allow a range of ranks
'Protecting' more tiles with more capped battles -- usually means lower map levels
Overall attack power and maximizing an outcome of overall points. This one is very hard - does the guild stand to gain more points going up a map level by virtue of a bigger multiplier? Attacking a tougher defense probably means weaker rosters running out of gas, especially for people who don't have 50 unit rosters. Very hard to know how much of a wash this is all things considered except that success or failure can still come down to luck in the end.
Our guild is top 200 on GR, yet we only play Battle level 2. our range of members goes from level 22 to 50 or something, so we have a hard time even filling the slots on bronze decently. agree with a lot you said.
100% agree with your positives, as a suggestion for thr negative of being overloaded, can we just get rid of arena mode and roll the rewards over to GW? GW is far more interactive, fun and it encorouges combos and a deep roster, where arena feels like a chore
Great critique, agree with the approach to adjusting the war. It's too much right now, especially the opt in
It does need to stay opt-in though as the matchmaking is based off the enlisted players, not off the whole guild. You'll end up with players that have no intention of helping out on assualt doing nothing but boosting the power level of the guild you are matched with.
A small bonus for running a complete faction would be nice, say +10% hp.
Agree on the overload/burnout. I like the idea of GW as a weekend only event, and agree on the rewards. They need to be better value for time invested.
Love the auto enlist Idea, as we are a small guild and it would be better than having to remind every constantly so that we make the minimum number of players! xD
I would LOVE if guild leadership had tools to help coordinate where to attack. Like markers or targets that can be placed on tiles, so the guild members can see where leaders would recommend attacking, since thats what I've seen helped give the edge on close battles.
Thanks for the vid!
Agree with the feedback regarding;
Enlist auto/once
Better rewards and please more variation (badges & books)
A new level cap at D1
Six wars in two weeks is to much with everything else going on, weekend battles / les wars would be a great change
Some other things;
Enable Leaders to place attack orders on the map
Lessen the Medic buff so it isn’t the only way to win / provide other means to sucess
Regardless GW is a great new part of Tacticus.
I think auto opt in and remember previous location would both be good things to add
Agreed with everything that was said, thanks for a great video!
I think the every weekend solution would be great, definitely need less fights in this new GW
also, please snowprint reduce the 95/95 for arena, that's waaaay to many fights a week, maybe 50 or 75 but not 95.. I would finish them a while ago on a regular basis but its tedious and boring so been neglecting this most lately
Hello Nandi!
I‘ve putted a lot of time into strategy and it runs great so far, but collected a lot of experience. Some good some bad.
Starting with the immense pressure on more casual oriented guilds. The punishment for not enlisting is actually 5 tickets doable with 1 character. That is brutal, as lot of battles end up not too far in points.
We (co-leaders) made clear in how serious we are about GW and had some movement in guild, but adjusting templars per rarity or maybe putting other enemies in higher slots makes it less punishing and more interesting for both sides.
To characters….Celestine is a bloody mess of a character. She with Isabell can turn the tides. Ok, a legendary character, but destroying any balancing in PvP and now Guild wars.
And with rewards. The legendary upgrades in shop are worth about 25 energy each. Or 760 credits. That is ridiculously low and besides, those upgrades are interesting for D3, but after a year and a half of playing and some money in it I have 2 D2 chars and not even thinking about bringing a single char to lvl 50 anyhow soon, because alone 47 to 50 is about 70 legend exp books. Of course, the game needs chokepoints in leveling to subtile manipulate players to spending more money, but in case of Guild Wars it makes fast clear this is the pinnacle of pay to win in this game.
Maybe a d1-d3 distinguished in one of the stations like HQ. Most guilds only have 1 or 2 players with enough diamond level toons to even support the team.
I also believe the match system needs to be reworked. We ended up losing big time to a guild that easily outgunned us on two occasions. A guild that places on average 100s of spots ahead of us in guild raids.
And yes a 1 time enlistment would work except that's the point of guild wars I believe.
If guild members are not participating, then you will end up losing the war. Which sadly our guild did not have 100 percent participation.
Maybe if guild wars were broke down into 1 week seasons, I still believe the guild wars has added the much needed content this game needed and another fun facet to the game.
Thanks for video. Fully agree it becomes to intensive and guild interest is going down, at third war we remain almost hundred tokens. And very hard to collect people. Also useless war shop not motivate at all.
And definatly need ingame tool to target people to one building not spreading across map
I just think there should be more flexibility with attacks, in one day i exhausted all my toons and was out of units to fight with. I do like that you gain tokens even if you lose a battle though, it’ll help me get shards that i would usually never have a chance at getting
Rewards for this much tactical thinking and play is very low. People are excited because it is new and fun, but already hearing grumblings of it’s not worth it. Hope they see this and drastically increase compensation.
I like this new thing with guild wars it adds a new thing to focus on, i will probably focus on being a guild battler more than raider etc.
Thank you for your informative video, Nandi!
As a midfield player (lvl 36), I am curious what teams you could suggest that are slightly less 'legendary heavy'.
Regarding your suggestion to make it a weekend event, I agree on the 2 week/six war is intense, but for ppl who have duties in the weekend (RL is a bugger), a 6 or 8 day delay might be preferable. Downside of that would be a lack of predictability ofc ('oh, did GW start on thursday this week!?'). This downside could be negated by making preptime long enough (e.g. 48h)
Sadly i haven't been able to play one yet, but i think this new form of combat will encourage having alot of character vs a few powerful ones
The ideal would be to have an ability when preparing to disable deepstrike so that your team is forced to auto play the way that you want it to. Forcing angrax/wrask to join the deathguard ball would be ideal, so would making aethena forced to move at a similar pace to celestine/jain zar/ragnar.
On top of this people who want to make an exclusively deepstrike team can still turn it on if they choose to.
I agree the rewards should better reflect the time inout and coordination required, i also think all unlocked characters should default to maxed-out b1 when deploying for attack or defense so that lower ranked guilds are incentivised to play, interact with their guilds, and invest in silver and gold characters.
Two other points I mentioned on the official discord, and would like to hear counterpoints:
1.) Line up the start time of the GW season with the GR season. It's hard enough to plan without the additional difficulty of player movement.
2.) In conjunction with the point you made about planning/battle density, player availability in a 60-hour cycle per match up is difficult. If 24 hours per phase could be added or each phase time could be doubled, it would help planning from guild leaders a great deal of the number of matchups were not to change. Alternatively, if following the first point, each GR season could be 3 matchups, still resulting in 6 per month but spreading the load a bit.
The second point is from the perspective of a guild's planning team which should get easier with time, especially if the automatic enrollment takes effect.
I enjoy the mode, I like that it encourages stratification through caps, while still discouraging steamrolling. Guilds will get better over time at Rank selection and preparation, but I think QoL features will add to both the player experience and SP's retention.
Would add to the defensive teams:
Rotbone, maladus, sho, toth, corro. As toths synergy and ranged attack swaps in well for snotflogga.
Aleph, anuphet, tan gida, revas, vitruvius, actus, makhotep, thutmose all go well together for a mechanical team
I really like the two week war, but wish it wasn't coincident with a week of the HRE. I really agree with the G1 to D3 gap that's enormous especially at lower levels where there's often just a couple people in each guild with some diamond characters.
I have to say, my biggest issue with War is the rarity cap. It's much more work, especially as a "newer" player like myself, to try and maximize who benefits most from which slot. The characters should be as powerful as they are, and work like arena. The more you win, you move up leagues and end up having a much better SBMM experience.
Awesome video. I agree with my biggest criticism that wars are too frequent and 24 hour prep time is too little. We have a casual guild with active players, but some people just are not available on a preparation day. I would love to see 4 or 5 wars in a season with a 36 hour prep time.
Edit: Also an auto re-enlist would solve a lot of this.
I would really like a way to set 5x teams when attacking so that I don't have to scroll through my entire list of characters when choosing to attack.
Additionally, having a better description of what characters will be downgraded would also be helpful to note rarity and equipment levels. Right now, when choosing characters you may have a bit of scrolling to do.
Attack teams next. Looking forward to it
I agree that it is a little too intense. I would say place reduce to 4 or 5 wars per two weeks. This would allow enough time for actual guild coordination
Fantastic Video
I love the system so far, not that it can not be upgraded, but it is fun.
I just love, that I am using characters I never thought I will lvl up, until they get their campaign, as I need resources for other characters, taht are much more usable for me. Now everyone is. :)
I agree, taht 6 wars are too much. I would be happy if third was the last for now, with some time to rest.
Okay, I think the game mode is a lot of fun and makes me think really hard about lay out and composition of forces. I like how it turns a lot of lower tier characters into low tier heros (Snotflogga being one of them, Inicusus being another for lower level players). And I like how it makes the guild invested in something. Gives them another goal outside of guild raid. The mode itself is great.
Negatives, the seasons are tooooo long. I am a coleader of my guild and I'm lucky enough to have a lot of spare time to really think about how I want to position my buildings and characters. But like you said, 6 wars over 2 weeks is a lot! I like the weekend idea, with maybe a season spanning a month? Or maybe space out seasons? I would really like the opt out rather than opt in too, because having to remind my guild mates to reenlist is starting to wear on them. And yeah, the rewards are a bit meager? I appreciate the gold and the badges being a close to mid game player, but we've won 3 wars in battlefield 1 and I can almost afford a 20 shard purchase. Deep investment of time. I would like to see another row, or even two; of options in the shop.
I think I would like to see the supply buildings do something? And the vox building do something too? That would be cool. I don't want to come across as negative, I REALLY enjoy the new mode. Going into war 4, I have a lot of good ideas of how to defend and attack! Well, more defend; attacking seems a bit easy. Especially when the opponents guild can't fill in all their slots? Maybe make the base defenders stronger? They are kind of free. But not like, too much stronger?
Less wars over a larger period of time. I am already starting to feel a bit of "ad fatigue", where playing the game mode a lot starts to take a bit way from how fun it is! I think less is more in terms of number of wars and more is more in terms of better rewards! We all like the scroll at the end of the way. It might be cool to like... have rewards also scale not only to points but number of wars that a guild wins?
I want to emphasize, I REALLY like this new mode. A bit of fatigue over having to invest and learn a lot over a somewhat longer period of time, and coordination is a bit taxing. I think adjusting the scale of the event length is one way to address that. Opt in/opt out and retaining troop position would also help a lot! So far I think it is a great test of the Guild war though, and if I had to rate it as a mode I would say 8 or 9 out of 10.
Thanks for the vid, some very useful info in there. Understanding the AI seems very important. On the positives I would say that the mode has made the guild more active and engaged and it is an interesting if frustrating mode. On the negatives it is certainty too long and the incentive to play is not high. Matchmaking needs to be much better than whatever is used to pick arena opponents but hopefully tha will improve as levels settle. Assuming guilds want to go through 2 weeks of hell again... for suggestions, at the very least auto enlist for defence. How about some varied NPCs in defence as well? Maybe a gravis, a pyro, a recruit and a couple of the melee guys? Or some variety at least. How about a HQ selection of faction? Give the universal army buff and use that factions NPCs as fill in defenders? Perhaps the medicae boost could be a flat value buff based on the building tier? Or maybe have the medicae buff build with each of your destroyed buildings, so that it builds resistance as you push through? Also some simple communication tools like the guild leader can tag which building to clear next, maybe an attack route or a target prority list so they don't have to be there all the time. Oh and Nandi, can we get some team suggestions without the RNG/6 month grind characters? Particularly as many teams will be capped below legendary. Who really shines at Rare and Epic? Thanks again for the vid!
If you don't have Celestine then the Neuro pairs well with the rest of that team as it will summon Termas at a distance.
G1 to D3 is a HUGE gap. Personally im happy that i finally have a way to get rotbone.
About the first team... I think Anuphet is good for attacking but suffer from bad AI when it comes to defending. He summons only 1 at the beginning just like Abraxes instead of waiting.
Great guide! I'd love if you could do a video on offense teams!
Fantastic video, Nandi. One of your best.
Strongly agree with all of your recommendations but one: I do not favor making War a weekend only event. I think 3 wars every week is the right frequency.
The Guild War rewards are a major disappointment. There is literally nothing I am excited about purchasing in the War Store (I already have Rotbone and the other rewards do not entice). There are so few badges provided as rewards and at such low rarity (why does a win only give me one common badge, example? Give me at least 7) that the badge rewards don’t match the time investment and effort required for GW; same is true of XP books and war store items.
There are other war fixes we need you didn’t mention, chief among them being a comprehensive overhaul of the War UI.
The Typhus/Toth combo is so annoying too. Toth auto heal + revive is a nightmare with 60%HP buff.
We definitely need a dedicated communication tool ingame, either DM or officers being able to tag/forbid zones because everyone doesn't use discord. Supply zones should reward an additional map reveal to help find medic and give an interest to shoot them besides points. Vox could reveal all map.
And finally, I don't understand why the war stats are not available from start
Think communication has been a tricky aspect not all guilds have a discord etc
I think a simple fix to this would be a message board for officers+ just enough for a simple "attack left or hq"
The War Status needs to work.
Marking priority targets (areas) would be nice.
Also it would be nice if Officers got some "power" too. So that the whole prep and coordination can be spread out abit. Timezones are a problem for international guilds in that regard. So simple markings and officers doing that too would be huge.
I like the mode, and yeah, for people who doesn't play the game a lot, it's tough. It's definitely too intensive right now. At least for the start of the war the enlistment period should be like 2-3 days and yeah enlistment should stay between wars, than that problem is solved. If people stay enlisted than the rest preparation time being 24 hours should be fine. The attacking period is too short, cus we are all over the world in the guild and waiting for a second wave of attack is nerve wrecking.
For rewards I suggest giving the whole guild reward for each destroyed position. Like the way it's done for guild raid.
As for defense, I would like to see more info, mainly how many tries did it took the enemy to take down a squad, that would give a good info on which squad works and which doesn't.
As for attack I think It would be good to know how many attack remain for guild mates and which characters left for them, so I could do better attacks, based on those information.
Let's wait for Gibba rewOrk to totally annihilate GW!!
I think that it's a good game mode, but it's way too frequent. By itself it's not too bad, but when you factor in other events it gets a bit overwhelming. However, I like the collaboration of the whole guild!
- i want the opt out option, so after the first war your auto put into the same place once deployment starts again.
- we need more clear scaling on my attackers, a little green arrow does nothing, i constantly have my gold 2 characters 1 shot by bronze 1 because i was scaled down but that isnt shown properly, just show me what theyll be when i select them.
- as a guild leader please let me see who hasnt used their tokens, unless your in a talkative guild you cant find who is slacking off.
- i agree with more shop item choices.
in other options id like to see to help.
- please add an option to post your roster to guild chat like the guild war replays for people to see.
- can we get an option in onslaught to pick shards for characters we dont own? 5 shards out of 500 (or even make it a max 3?) for maugan ra isnt going to accelerate people much but it helps.
1) Medicae station buff is WAAY over the top. 2) Rewards need to be spelled out, OR, they are guild wide. (I've read reports where people will pick off easy teams so they get the reward, however, they ignore the harder teams). 3) Explanations of what each station does other than grant points upon defeating it. 4) Like many things Tacticus, the payoff doesn't equal the time spent. 5) Battles are too frequent. My guild (top-200 raiding) was all-in the first battle, used nearly every token. Second Guild War? 25% less participation. Third guild war? Guild leadership was imploring people to opt-in.
I feel like the 60% health buff is pretty crazy. Maybe change the med station to like a global heal of some sort. That would give you a better chance to punch through, but if you don't the defenders get a chance to recover.
I also feel like the schedule is too much. I'm not sure what the best would be though.
They should def rotate more things into the shop. non-farmable meta units in Guild Wards would be good. kas as well as orbs and badges
Adding to the rewards part, I PLEASE beg for upgrade materials in some way, either as a reward by clearing a team, destroying a position, or even obtaining the winning chest, if its crafted materials EVEN BETTER, I just want an easier progression from a game mode that encourages us to level up the whole roaster
Have it auto opt in and then make it like guild raids, where if you don't do damage in the war, then you don't get a reward chest.
They definitely shouldn't change enlistment to an opt-out system. Match making is based off enlisted players, not your whole guild.
I don't want inactive players sticking around even if they're only inactive for 2 days. Opt-in works because you only pick up members keen to participate.
I make your words mine:
6 wars within 2 weeks is a bit too intense for me
• Run as a weekend event only - 5 per season
Rewards don't equate to time invested
• Increase, more variety
Gap between G1 and D3 is too big
• Intermediate cap? D1?
• Having to re-enlist every war
• Opt out rather than opt in
I’d like to add anuphet to the list of bad ai characters. 90% of times I play against an ai anuphet he will summon a single necron warrior turn one instead of waiting for more summons
The pairings for this mode could use some improvement. In Guild Raid, my guild is around the top 65-70. We paired into one of the Bloody Roses on the second Guild War. It seems like Guild Raid ranking has some implication for Guild War rankings just because of the power level overlap.
Given the number of attacks and coordination required, the rewards for a single Guild War battle are underwhelming. As one of the stronger members of my guild, I don't even need to "just" make ten attacks; I need to wait and coordinate attacks at specific times. Getting 1.5 legendary upgrades for ten attacks is very "meh." The end-of-season chest looks more promising, but it requires much more effort than other modes.
The meta shifts for this mode also seem exhausting. Getting characters new characters leveled and geared to the point they are helpful is resource-intensive. I am bottlenecked on legendary XP books and coins (for badges). The meta has moved on by the time I get a character to mid-diamond.
We have an influx of team mates at the start of guild war, however a vast majority aren't using their tokens, but I can't see who. We've lost a lot of our battles some that would have been easy wins
i agree that 2 weeks with 6 wars are too much and will drain the fun out of it pretty fast, it will become a chore
Great video, thank you for the insights!
I agree about needing a D1 tier, the drop is too much
I would refer the opposite of having the game mode span over the week have the weekend off, I usually play the game during breaks at work and on the train, and I don’t want to spend weekends glued to my phone
My guild only has about 12 players who are even eligible for the War, so if enough forget to sign up we miss out on that round. Just make it a one-time opt-in or an opt out so I can assign everyone!
the Death guard ball is close to what a use, a have revas,shosyl and tangida in it for try optimize may D1+ characters in teams that works best. if a had Toth/thyphus D1+ a would put them in the rotbone/maladus team for tanky team with toth self heal . bad thing a feel is game mode is mostly.. Find the *medic* station make pretty boring focus point, they can reduce buff to 30-40% instead of 60% or make it only effect tiles beside it sow its not the only thing you luck for find in the 3 back tiles.
I love GWs, although the rewards are underwhelming. It's every time different, depending on the enemy lineup, map orientation, how your team operates and my own progress. Largely agree with the pros and cons besides I don't think it's "too much". I even think it could be more XD.
I also think Legendary needs another layer. G1 leg. vs. D3 leg is just pointless. I like how you really have to think which of the limeted resources you have to use to be most effective. I don't even have 50 characters (only 49) to fully use the 10 token and 20 or so Chars are below B1.
As a casual player in a casual guild, that 60% hp buff feels insanely demoralizing to attack into. Ill have a team of my best units get obliterated by some uncommon level comps and it kills so much motivation for us casual and f2p players to even participate.
Yarrick + Snot immediately makes any lineup beefy in this game mode
What are your thoughts on adding Toth? I feel his passive healing could be very underrated
Toth is great. very tough, revive, self healing. He can go with a lot of comps, especially Psi teams he will waste the enemy with his active. Together with Maladus and Rotbone is really a great comp if you don't have corrodius for ex.
If I have to enlist in every war and my defense isn't saved, I'm never taking part of war.
Out of the MVPs i have one 😮
Hey Nandi,
Regarding your Black Templar Team: Ancient Thoread does not have Rapid Assault, thus no movement of 4.
I wish I could see a replay on how my defenses held.