Introducing the Guild Clash

This is the first take on a new guild versus guild feature. We designed something with no timers, something that rewarded guilds who work as a team, with prizes you can work toward whether you win or lose. Your creature army matters, but the important thing is that you try - because used strategically, every guild member’s squad can make a difference. 

We have plans for additional strategic elements in the future, but this is the start!


You are eligible to participate in the Guild Clash if you have at least three creatures of each color, are level 12, and belong to a guild. That guild must have at least four people participating in order to start the Clash.

Structure


A Clash is three days long:


  • One preparation day, where you can choose three unique defensive squads and look over your opponent. You won’t be able to see the opponent’s defensive squads until you meet them in combat. Guild members who do not join during the prep phase may not participate in the challenge. The AI will choose defensive squads for guild members who do not choose during the prep phase.


  • Two challenge days, where your guild will work together to take down the opposing guild.


There are several components when it comes to matchmaking: Total Hero Level, where we just add up the Hero Levels of everyone who has participated, and where your guild ranks on the Guild Dungeon leaderboard. The Hero Level total plays a bigger role for most guilds, and the leaderboard element plays a bigger role the further up the rankings you go. The last important factor with matchmaking is the number of opted-in players. If you can’t participate, the best thing for your guild is not to join the clash - just be a spectator.


When the challenge days begin, you survey all the people in the enemy guild and choose one to attack. (The AI will play defense for you when the other guild attacks. You control all the moves when you are attacking.) You are trying to bring that player’s Embla down to zero points. Even if you don’t succeed during your turn, the defending player’s points persist from attack to attack and do not reset (unless there’s a wipe - more on that later). As an attacker, your hit points reset after each attack.

Each guild member gets seven attacks. You may use them all at once, or over the course of the two fighting days. Your creatures become exhausted after use when you are attacking, but your defense squads never get exhausted.


Let’s say that Ratatosk starts out with 100 points. You begin the challenge with an attack on Ratatosk and do 75 points of damage with your four chosen creatures. Afterwards, those creatures are now exhausted until the end of the challenge, and you have six attacks remaining. You may now go after Ratatosk with four new creatures and attempt to finish off that crazy squirrel...or leave the 25 remaining points for someone else in your guild to attempt. No one else in your guild can attack Ratatosk while you are fighting him. Once you’ve brought Ratatosk to zero, his second defense squad will appear. Once you and your friends have killed poor Ratatosk three times, he will stay dead until his whole guild is wiped out.


The members of the most successful guilds will work closely together to decide who should attack whom, and when.


To get credit for each duel, you must complete the duel. Don’t close the game! The damage you did will not be saved. (You should still get _participation_ credit, though, so if your wifi goes out, at least you won’t miss out on that at the end of the Clash.)



Comments

  • Fortifications and Wyrms


    There are two types of fortifications, defensive, and offensive (also known as Wyrms). 


    Your guild has a starting defense tier based on your guild’s creature power. All defense tiers feature trebuchets and barrels that can be "killed" during a match, meaning stunned/ethereal for a turn before returning - you just get more/better ones as your guild’s tier grows. Behind the scenes, all damage done to them over the course of the Clash will contribute toward lowering the total defense tier points of the team who owns them. 


    Defenses are guild based, which means your enemies see the same defenses regardless of how strong an individual member may be.


    On the offense side, "Wyrm Tiers" are personal. Your starting tier is based on your total collection power.  You will lose Wyrm points as you attack other players and your wyrms take damage during the duels. (Damage is only taken to a wyrm if the baseline is hit within their colored area.)


    Wyrms each have an aura on the field, and combining creature units within those auras give you positive benefits. One Wyrm is a healer, and combining units in his aura range will restore some of Embla's hit points. The other Wyrm is an attacker. At lower tiers the attacker fires a projectile, and at higher tiers your new attacker lobs a firebomb. 




    Archers


    You know how a Wyrm comes to help in Hero mode, to prevent battles from dragging on too long? An archer eventually comes to accomplish the same thing in the Clash, but only for the team playing defense.


    Wipes


    If your guild kills everyone in the opposing guild, that’s called a “wipe.” The opposing guild will be reset and you can try to kill them again to run up the score before the challenge ends. Because the opponent will have all their creatures back and their hit points reset, you get 20% of your Wyrm Tier points back, to keep you from being too weak against their refreshed teams. Their archer will also be weakened.



  • The Score


    Score is earned for all the damage dealt, every Duel won and every Bout won. This is to directly reward:

    * Going in with up to 28 creatures from your collection and doing damage

    * Lower level players in the guild, for participating

    * Finishing off a Duel

    * Finishing off a Bout

    The total score from each guild is compared and the guild with the highest score wins the Challenge and wins a reward chest. Both guild earn points toward their Clash Chest.


    Rewards

    There are three types of rewards.

    All these rewards depend on something we call “participation”. Participation is a score you gain by using your attacks during each guild clash. You max out your participation by using all of your attacks. If you use less than all of your attacks, your participation score will decrease, and so will the reward you can obtain.


    1: You get duel rewards at the end of the Clash. For every defeated lineup (remember, each of your opponents has three), your whole guild gets a reward whether your guild ultimately wins the Clash as a whole. As long as someone in your guild wins a match at some point, all of you who participated in the Clash will earn a reward. Even if a guild falls too far behind to win the whole event, doing your best still gets you something.

    2: There is a reward chest given out to the winning guild of an individual Clash.

    3: Clash Chest (details below) is a chest given out once the guild as a whole obtains enough clash  A victorious guild gets more clash points than a losing guild. 

    The contents of each reward also depend on Hero Level.

    So to sum up, the winning guild at the end of the Clash gets duel rewards, a reward chest, and five points towards the Guild Clash Chest. The other team gets the duel rewards and one point towards the guild clash chest. 


    Clash Chests


    If a guild beats the other guild in the challenge, every guild member who participated will get three things: A small reward chest, duel rewards, and five points toward the Clash Chest.


    If a guild loses, every guild member who participated will get duel rewards, and one point toward the Clash Chest.

    What are these Clash Chest points?


    Those points belong to the guild, not the individual. If you change guilds, your points do not follow you.


    Once a guild has accumulated 20 points, the Clash Chest is unlocked. What’s in the Clash Chest? It varies based on two factors: 


    • Hero level

    • Participation


    The more you participate, the better the rewards. This has nothing to do with how much damage you did or didn’t do -- all that matters is that you attacked. 


    Your hero level determines the top possible rewards in the Clash Chest. Higher level players can earn higher level runins and Mythical gems.


    Let’s say that you, Elsa, and Ratatosk are in the same guild, one that won four Clashes in a row and you’re ready to unlock your first Clash Chest. You are at level 31, Elsa is 29th, and Ratatosk is 15th. For whatever reason, you attacked nine times in the first Clash, eight times in the second, five times in the third, and nine times in the fourth, for a total of 31 attacks. Elsa and Ratatosk both attacked the full 36 times. Of the three of you, Elsa will have a better chance at getting the best possible rewards, because her participation score is better than yours. But both of you will have access to the highest level options, and not poor Ratatosk, because Ratatosk is too low level to get Mythical goodies.



    As with all our new features, we eagerly await your feedback and your experiences, when this goes live. When’s it going live? Look, I know how you all feel about “soon,” and normally by the time I’m posting these feature writeups, we at least have a date in mind. We are living in interesting times, however, and we’ve been notified that approval times (from the app stores) are going to be uncertain for a little while. It could be this coming week, but it could be any time in the next month. Please bear with us. We hope you love this new game mode!





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