Spring guild war changes

First impression is that Spring guild war changes suck for guilds like ours. We have a core of high level players who would fit into any top guild then we have a range of newer players finding their way in the game . There is some turnover there.
Previously we were able arrange guild war teams to maximise our returns. with 25 battles the top players could rally boost our score.the only quibble was not having 27 which would have been optimal for completing sections.
This format cuts down the ability of good players to influence the battle and will ultimately cut down the choice of days people have.
as leader I was just becoming confident that I knew how to manage a campaign and a battle for the best outcomes for our guild and now the learning process will have to start from scratch.
I may be wrong but I think that the only people that will benefit from this are the hardcore guilds
Previously we were able arrange guild war teams to maximise our returns. with 25 battles the top players could rally boost our score.the only quibble was not having 27 which would have been optimal for completing sections.
This format cuts down the ability of good players to influence the battle and will ultimately cut down the choice of days people have.
as leader I was just becoming confident that I knew how to manage a campaign and a battle for the best outcomes for our guild and now the learning process will have to start from scratch.
I may be wrong but I think that the only people that will benefit from this are the hardcore guilds
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I only hope that there will be reduced healing time for GW, so it won't affect chall results too much. This idea looks more like a gold mine instead of change which will increase game play experience and fun.
Discord MrChris#3324
Edit: Yes. This is confirmed now.
> @MrChris its till only 2 battles per war.
Makes it even weirder. But maybe there's a receipt?
Discord MrChris#3324
What we've have now is probably the equivalent of a high tier guild shop reward, so I don't mind getting more of it.
By lowering the attacks and increasing the number of maps in an area, they did exactly the opposite. Now there is even more incentive to not take any chances and to only play maps which you are 95% positive you can defeat. (Which is insanely boring.)
Previously: 2 battles over a 2-week war, 25 attacks per battle, = 50 attacks per two weeks.
Now: 2 battles each 1-week war, 18 attacks per battle, = 36 attacks per week = 72 attacks per two weeks.
GW season duration reduced from 8 weeks to 4 weeks.
The number of days in a war has been reduced from 8 to 6 days.
Battles will run from Tuesday to Sunday
Registration opens on Monday morning (UTC) instead of Friday.
There will be shortcut sectors on the map that are already unlocked. Players can complete these sectors to directly unlock some of the harder sectors, allowing players to jump into harder missions earlier, instead of waiting for them to be unlocked."
Example assuming 2-week break between seasons:
- New version -
Week1: 36 attacks
Week2: 36 attacks
Week3: 36 attacks
Week4: 36 attacks
Week5-6: Between season break
Week7: 36 attacks
Week8: 36 attacks
Week9: 36 attacks
Week10: 36 attacks
===============
288 attacks in 10 weeks
- Previous version -
Week1-2: 50 attacks
Week3-4: 50 attacks
Week5-6: 50 attacks
Week7-8: 50 attacks
Week9-10: Between season break
================
200 attacks in 10 weeks
> Players are still strongly incentivized to play
> it safe and stick with maps they are certain
> they can defeat so that they don't lose VP
> for their team.
You can expect top ranked teams (edit: added word ranked) to invest piles of money in "tools" to get them through even the hardest missions with ease and getting crazy scores. Just wait and see.
I don't care about rankings; honestly, I don't really care much about winning.
I would rather lose 50% of my attacks trying to push it to higher levels than win 100% doing safe levels. But I can't play that way because it would hurt my team overall. (They do care about winning).
how it's work @Fluxxx?
"Upgraded level of equipment is also taken into account for Guild Wars missions offset calculations"
The idea behind this format is that it offers flexibility for different guilds while staying competitive. Based on data from the pre-update format, we found that the vast majority of players played GW on the earlier days and much less during the weekends (even when they had battles left), meaning that most likely, even more players would’ve wanted/been able to play on the early days, but couldn’t due to the 5 player limit.
After the update, you can go 4x10players and you’ll be done with a weekend to spare, you can also spread it out over the week depending on your time schedule. The hope here is that top guilds will still be able to coordinate well, while still being able to do guild movements on Mondays. And mid-tier guilds and early guilds that are close to 20 people can have more participants with the 10 player limit.
Keep in mind that we've also added the shortcut sectors that let high level players start from their desired difficulty much sooner, so their ability to influence the battle shouldn't be hindered. Of course, we’re don’t want to shut any doors, so we’re still collecting feedback and data, and we’re open to making changes