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Feud perks

I have a suggestion for feud perks. I believe it would make feuding much faster, higher scoring, and basically more enjoyable for everyone, if feud perks were only active for the live players in a feud. They should be disabled while A.I. is playing defense. There can still be offensive and defensive perks, they would just be active to benefit the human side of the matchup. This way all perks would boost gameplay without being cancelled out by the opponent's perks.

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Comments

  • Eli
    Eli Moderator Moderator

    the downside of that is the same as when you now have a player with perks fighting someone without perks, it's a ridiculously one sided fight with zero difficulty to it, the opponent basically roll over and lose before getting a move off

  • 1Tom
    1Tom Member

    I believe there would be no downside. If a player thinks perks make it too easy, then there is always the option of going without perks. I think most players would like the option of using more superstars, and not having their perks cancelled out by the opponent. Not everyone has a lineup full of first turn killers.

  • MichaelW
    MichaelW Member ✭✭✭

    The perk system as it exists today effectively negates the mp trainers. The idea that you can spend coins and turnbuckles to get an mp boost, esp one as powerful as an mp trainer effectively negates the effort and resources into building up mp trainers. Esp when they can easily be negated by feud perks as well. This is a bigger issue when you face turn one hitters who have low mp requirements to begin with.

  • SicelaLuna
    SicelaLuna Member ✭✭✭

    I would say that the biggest issue with feud perks (and SD perks) is that there's no strategy. It's just "more = better." Instead of three feud perk slots, why not have just one? That way a player has to decide if they want to focus on offense, defense, or warscore/kickout. Someone like SB Miz who is way too easy to pin turn one could be great with a pure defense build and defense perks. Or, a player could focus solely on warscore bonus, which would make the matches tougher but with greater rewards.

    Another idea would be splitting up the perks into single bonuses and then letting player pick and choose a few of them. For instance, +multiply gems, +MP, +MP per match, +sub damage, etc, could all be different perks and maybe a player gets to chose four or five of them total. Much greater control over builds in general and actually brings a little more theory back into the game.

  • Stagger Lee
    Stagger Lee Moderator Moderator

    if you max feud perks its a net +1 mp so it doesn't negate mp trainers it helps them. It allows for turn 1 moves that normally wouldn't be possible.