Reflections on the Past War System
One or a few high-level individuals could have a disproportionately large and undesired influence on War outcomes by being able to back every teammate.
Most bases on a team felt unimportant because high-level backers make defending futile.
Wars were frequently ended in ties. Tiebreakers being based on total defenses is a less than fun objective.
Weekly Rotating Buffs
To help make bases more of a challenge, every base will have 10% increased Tower HP and Tower Attack while a War is active, which stacks on top of active Base Boosts and Rider Buffs. Additionally, the rotating buffs will add another level of challenge with 10% Base Resistance to Dragons of 2 different elements every two weeks. For example, week 1 and 2 may be a 10% resistance to both Ice and Fire element Dragons. During weeks 3 and 4, the resistances may be to Earth and Wind element Dragons, and so on.
Changes to War Flames
Part of making everyone feel as though they are able to make meaningful contributions without having to have the same people need to always back everyone will involve changing the War flame system.
Players score flames ONLY BY attacking through the War menu. War attack banners should only show up when attacks are launched through the War menu.
Players are limited to up to 7 lead War attack attempts per war (where the player leads the attack). This discourages endless attacking or trying to draw out defenders too many times.
Total possible Team flames in a War will move up to 350 from 250 to accommodate the addition of 6th and 7th flames, detailed below.
6th and 7th Flames
The existing 5-flame system will be retained, but the option for a 6th and 7th bonus flame are now being added onto the pool of possibility. This means high-level backers are able to retain their value and contribute just as many points to the team as before, but cannot contribute to the bonus 6th & 7th flame, putting the responsibility on the teammate that initiated the attack. Here’s how it’ll work:
- 1st - 5th Flames
- The same criteria are kept as today for obtaining these flames.
- 6th Flame
- The lead attacking Dragon (by the player who initiated the attack) must destroy 35% of the base on their own to get the 6th flame. This flame is not able to be obtained if the lead attacking Dragon does not hit 35% before being defeated.
- 7th Flame
- The lead attacking Dragon (same as above) must destroy 70% of the base to get the 7th flame. The flame is not able to be obtained if the lead attacking Dragon does not hit 70% before being defeated.
Current strategies of using high level players to follow War attacks will still get Teams up to 250 flames, and the lead attacker now has the sole responsibility to get the bonus 6th and 7th. in order to get any of the bonus flames, the final outcome of all Dragons destruction on the attack must be greater than or equal to 70%.
Adjusting the Tiebreaker System
Ties should be much more uncommon in this system, but on the rare occasion that they do occur, we will now break ties by tracking the fewest total attack attempts by the Team as a whole. In the case of a tied flame score, the Team with the fewest total attack attempts will win.
To incorporate some of the changes coming in the updated War System, the UI of the War Menu will change to reflect the introduction of these new features. Some of the changes include:
Rules and active War buffs (and their remaining duration) will now each have their own tabs.
Added in a counter to show how many attacks a player has attempted in the ongoing War.
Added a new column to the Contributions to show the number of attack attempts made by a player.
Players will now be able to sort by Player Level, Defeated By, Attack Score, and Base Status in ascending and descending order.
Players will now see a 6th and 7th flame as obtainable in the Contributions page and the Battle Results page.
Q: We'd like to clarify something in regards to the updated war system. Since it's reliant on % destruction, specifically the 6th and 7th flames, will a defender healing back the damage affect the flame outcome? e.g. If I deal 80% damage to a base on my own, but a defender heals the base back to 60% while my backer is attacking, will I get 6 flames(>35%), or 7 flames(>70%)?
A: The destruction % at the end of the turn (when dragons swap) is what matters. So healing will remove their bonus flames.