The Good

Hey this is a quick off shoot post from my LAW guide, going over my feelings and suggestions for Nubee in regards to the LAW (dunno if they'll ever see this).

I like the top level concept of LAWs, albiet mosty because there's no definitive negative. Nothing is really lost from LAW being implemented, and for the few gimmicks it brings to gameplay/endgame, it's therefore an overall positive change. The other thing that I really like about LAWs is that it's a seperate avenue of endgame for players who don't want to rank. Ranking Rewards aren't really anything to write home about; the exclusive URs aren't that strong anymore and ranking is a pain that requires a lot of EH Advanced grinding + lucky summons. The rewards from LAW are decently nice, and once they work out a decent encounter rate I feel like they'll be an excellent addition to lategame, and even mid game players. Any avenunes to acquire free URs is a nice addition.

tl;dr: Loot concept of LAWs is appealing.

However. However.

The Bad

That said there's one massive issue I have with LAWs: The Alliance invite function currently implemented is horrible. The speed at which at a relatively high power but poorly organized Alliance can kill a LAW. E.G the majority of VC Alliances that are enthusiast tier. Right now I'm in an Alliance with a fair share of strong members who can inflict 30-40m damage per BP, and play a lot. However the Alliance isn't that organized, so often with 1-2 minutes of finding a LAW the Alliance has already killed her. I can't camp my phone all day, and even still; if I look away for even 3-5 minutes I'lve already missed a LAW. A decent number of players in my Alliance rarely get to fight a LAW and it's incredibly fustrating. My teams are strong and I want a chance to fight and a chance at getting some good cards. Right now LAW isn't a challenge of who can build a good team and fight it, it's a challenge of who can actually GET to fight the LAW before it's instantly killed.

It's incredibly unfun and it makes me feel like I'm in a cage of starving dogs occasioanlly being tossed scraps of meat.

I propose the following settings be added to Alliance Page for Leader use:

Min number of partipicants before fight can start: Basically, until X number of people have joined, no one can fight the LAW. For smaller/weaker alliances this number can be set lower, for strong alliances this number can be set higher so more players have a chance for fighting her.

Min time delay: Until X number of minutes have passed, no one can fight the LAW. Pretty self explanatory. Leaders can set it to no delay, or up to 10-15minutes. Again this is to ensure that more players can fight LAW.

Max number of BP allowed per LAW: Basically how many times someone can fight a LAW. I've seen some people blast 5, 7 + BP into a LAW, and while I can understand the need for greed, it just rubs me poorly since that limits whether others can even have a chance to

I probably stand for a lot of the "above average" playerbase in VC: Someone who can deal decent damage to LAW but cannot camp their phone all day. I have school, work, and I move around a lot. I can't check my phone every 1 minute to see if someone found a LAW. And it's incredibly disappointing to check your phone 5 minutes later and within those 5 minutes 3 or 4 people killed a LAW in one minute. Sorry if this sounded a bit ranty, but I've missed 5 LAWs in the past few hours because I checked my phone at the wrong times, and it's getting really fustrating.





The somewhat ugly

LAW encounters consistency, along with scaling, are completely nonexistant. I suppose part of this lends to the intrinsic design of VC, which has an unusually low "end-game" ceiling due to how the battle mechanics and alliance help mechanics work. However that's not the point I want to chase here.

First: LAW scaling.

It's obvious the LAW was aimed at late game players and alliances, but its implementation is questionable and it misses the mark both for newer players and late game players. For early game players, the problem with LAWs is that there's no gating for LAWs. Anyone, anywhere, can randomly bump into one. This means that a starter with a small alliance can bump into a LAW, and, feel excited for a bit only to realize that no one can do any damage to her. Being powerless is an extremely unfun experience for any player. On the other hand, LAWs for late game players are almost trivial. Most late gamers I know can do somewhere from 20-50m per BP, which means 2-4 late gamers will instantly destroy a LAW with little to no consequence.

So, I think LAWs require a form of scaling: If your Alliance is weak/new, you can only encounter Tier 1 LAWs. These have about 20-30m HP, minions at 100k hp, and do less damage. You're also given 2 hours to kill these LAWs. The loot table will be worse, but we're targeting lower level players here. Mid level Alliances will face the currently implemented LAW (Tier 2). Strong Alliances will be able to face both Tier 2 and a rare Tier 3. Tier 3 LAWs will have 300-500m HP, the minions will have 3.5m HP each. She could also use some other skills: Ressurecting her minions would be a very intersting skill to have for example.

Second: LAW encounters

The way LAW encounters works right now is pretty bad for people who actually want to fight her more actively. It's a lot of time wasted, and a lot of resources wasted. I propose two avenunes in which LAW encounters can be improved.

1: Everytime you kill an AW/FAW you'll get a +% to LAW encounter. FAWs will give you more points obviously. This functions similarly to limited enemy. A problem with this is that newer players might feel uneasy about killing AWs since they might bump into a LAW, but with the scaling I mentioned before I think this shouldn't be that big of a problem. This method benefits all players equally more or less; though late game players might still be annoyed that they need to kill a lot of useless AWs.

OR:

2: LAW exclusive campaign zone. This method is aimed more at late game players. Basically this is an extra zone in campaign that costs a lot of vitality to advance, and has very strong "normal monster" battles. However only LAWs can be encountered here, and LAW encounter rates will be decently high. It's nothing fancy, it just speeds up and improves the rate at which LAWs can be found. This zone should only be accessed at certain times, or requires brittle keys. That way people won't just sit in this zone 24/7

The... lootable?

LAW Loot divison

Right now, LAW loot distribution is really just "The rich get richer and the poor get N/Rs." LAW rewards are calculated based on damage done, which makes sense for late gamers, but alliances tend to have both late gamers and new players. However what's ironic is that the players who really need the SR/UR cards are probably early gamers.

I say we give alliances loot settings: