Guild War Overview

So, there are no limits to how many times we can Sabotage a single enemy? Or does each perk only work once per enemy, but stacks with each unique Sabotage?

Will the cost be deducted from whoever purchases the Sabotage perk? Or will there be a guild pot where members can donate X-amount of tokens for the war (with any unused coins being re-distributed)?

How are the extra attacks managed? Given by leaders to specific players?

How are opposing guilds selected?

Each opponent Hero can be sabotaged once. The cost increases to sabotage other Heroes owned by that same player.

The cost is deducted from the individual player who does the sabotage.

Anyone can use the extra attacks, so Guild members will need to communicate to coordinate who uses the extra attacks.

The MMR section above explains how matchmaking works. For the very first war, matchmaking will be based on the Guild’s Team Power.

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Could you explain more about the rooms vs cars?

There’s one car per room, and there can be multiple players defending each car. The cars have special power ups that affect the entire war, until all the players in that room (defending that car) have been defeated.

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Can you explain with more detail? What do you mean by different? Your 15 heros defending, should be different from the 15 attacking. So, will we be using a total of 30?

Attacking and defending are separate. So, if you have Sulley in your defending lineup, you can still use him in your attacking lineup. It’s like Coliseum, where you can only use each hero in one of the three lines (when you’re setting up attacking or defending).

When you attack, you can only use each hero once per war (like Creep Surge).

Is there anyway to see if people have set defenses for war? If not can leadership of guilds get this option?

@Polaris I just want to know how many Guildmembers can Do Clanwar?

I am in A Guild with 50/50 Guildmembers, all can Fight with the other Guild?

Or its 10 vs 10 , 20 vs 20 etc?

How much will hero chips be in the War store, and how often will the currency be given out? Like with Surge, how it’s sent out everyday if you participate in it. Will it be only once a month? Just wondering because I got unlucky and Felix will now only be available in the War shop in my server.

@Polaris I don’t know if I missed it or not, but how does a guild win? Is guild wars points based or are they who clears all 9 cars first?

Hi, didnt see a feedback section yet, but 2 things with set up.

  1. A button to clear all teams off all cars would be great.

  2. If we had sort options like putting cars at the bottom of the list rather than at the top.

  3. A way to easily see if all guild members have set teams.

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I started a feedback thread over here. Thanks!

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Perfect ill repost. Thanks.

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It looks like 1 player defends each car. I understand that that likely normalizes guild sizes to some extent (and perhaps encourages new guild formations). But I’d like you to consider occasionally or permenantly having 2 or 3 cars where 1 player can post 1 team in car only. Ie boost the participants in defense from 9 to 11, 14, or 17. To allow more players to access guild defense aspect. Because that is content that is otherwise segregated to the top 9 players in the guild. There’s a lot more players with competitive 5 man teams than 15 man. Ie a 150k TL player mighylt be able to arena with me, but no way they can coliseum with me… my 15 squad is way more power than they have total. So just think about it… I see a lot of reasons why you’d set 9… but the flip side is yer locking out 82% of your most active players (assuming that top guilds have the more active players and are generally full). I’m in a casual competitive guild (30s) and am happy, but I’d like to see a set up where some of mah guildies don’t feel like they are missing out. I imagine some folks may feel that way. Either now, or as the months wear on and it is same defenders over and over.

Sorry Polaris, I talk too much.

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Less useful:
For some seasons, it’d be fun to see something game structure bending… changing the fight dynamic so we can rediscover the joys of team composition outside of the normal conventions.

Like something else other than 5 hero teams. Because there is only 5 hero team builds, the team combos are relatively stable across all types of game play. Changing the number changes the timing and skill synergies.Or reducing energy gain from damage taken by 50%. Cause that changes White Skill trigger. Just something that might change team setups, and allows the chess pieces to be reimagined. (Although easier disks seems to be doing that and thanks for that)

Posting that here because it’s to be released content… so you could mess with it without hissy fits from the client base.

Ciao bella

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A few questions.

  1. Win condition? I assume whoever clears all rooms first wins, and otherwise it’s based on score by wins and defences. Would be nice to be certain.

  2. Que for war? How long after a war finish to que for the next?

You can have multiple people defending a single car. There are guild perks that allow a guild to have more defenders per car.

Guild with the most points when the war ends wins.

Matchmaking happens for everyone at the same time. Guilds can queue for the next war while they’re in the battle phase, and then matchmaking happens at 11 AM CT the next day.

So it goes like this:
Day 1:
Matchmaking at 11 AM
Sabotage Phase Begins

Days 2:
Attacking Phase

Return to day 1 and repeat.

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Will there be set strategy and attack days? Such as Monday/Wednesday/fridays being an Match/strategy day and tuesday/Thursday/Saturday are attack days?

If you defeat all heroes on a car, you can attack the car next it, or above it?

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