Caution: This article is a long read, and goes in many directions. For the curious mind, it's a lively mindfield
to explore and come back again and again. If you prefer poster images, never mind.
Some links occur here mostly because they're interesting, and somehow are part of a duality.
For me, duality means at least two things which are associated somehow, but considered separately are different. We don't need to count above 2, like say 'polyality' because obviously the idea of divergence
, or fork, is able to have many 'tines' or separate paths. (See Tuning Fork, below.) We don't have time to cover every possibility, so let's just stick with 2, the most simple case of multiple. (See Rhizome Philosophy
for an interesting alternative to this binary association structure. Also the paragraph titled "Association Schemes" in Exploiting the Pyramid
We aren't considering pairs of identicals, like dual wheels
, two of exactly the same thing, but maybe if there is a small difference
, or doubtful meaning between similar things (see dual internal organs under anatomy, below).
Sometimes the association between things is not obvious, in which case we better explain, but most dualities are obviously two tined
. Let it go at that. Tuning Fork, a synchronous dynamic opposition
, and also an acoustic device having a dual nature similar to both stringed eg. Piano
and other percussion devices (eg. Glockenspiel
. See also disambiguation of similar percussion instruments
. Tuning forks have the advantage of needing no containment structure because their duality counter-balances the vibrations. All the other devices have a single resonator for each tone. Dualism (disambiguation index) | wkpd
Fake Word Similarities Dual not confused with duel
Dual not confused with do all. (Obvious.)
Duality expressions flip side double edged sword Janus faced dark side
-- bright side balance equilibrium equation opposites (word list) positive-negative (photography)
) bilateral symmetry mirror
images, real vs virtual
paired symbols yin-yang (principle) yin-yang (history) Dual Obelisks, ancient Egypt
(had different inscriptions on each) duality as found on tumblr (index)
hypocrisy vs sincerity (philosophical mirror) hypocrisy sincerity sin cere means without wax, not a crackpot idea Being a Leftist Means never having to Say You’re Sorry
title of this essay inspired by a 1970s witticism dual-process theory of human intelligence
The Balance (disambiguation index) | wkpd
, in the physical, a two-sided weight comparator, in the abstract, the equation
... possibly the most significant model (3)
of reality ever conceived
Exercising Equations, For Example...
How can things fly, and boats sail upwind? Bernoulli's two-path model of lift
vs Newton's Reaction of air-inertia model of force
Previous link models a lifting surface as a flat-plane and air is deflected in a single direction. Modeling a lifting surface as an arc also works, but no simple reference explaining this is found. So I'm going to do it, very briefly...
Imagine a wing, or sail, is a simple arc
, and a small sample of air passing by it is like a stone on a string.
. Air has mass
, therefore thrust
ing it around a curve causes a reaction force opposite the center of the curve (aka lift
This is an important example because large commercial aircraft wings are complex mechanical devices that change shape depending on speed
(scroll down to Flaps). At low speed, the wing simulates an arc, and a sail is made loose to form a larger curve. (Sailing in light airs, reduce tension on halyards
, while a tight (more flat) sail configuration is called 'close-hauled'
Binary Thinking, True or False? What is it? | qra Binary opposition
WARNING: Cultural Marxism, deconstruction False dilemma
, an obstacle to effective negotiation, in which nuances and concessions should be considered, not "take it or leave it" ultimatums GOOD, BAD, UGLY? 2015 | stnfd
Example: Evolution vs Religious Tradition (Creationism) Purpose or no Purpose, that's the question: Darwinism: Survival without Purpose 2007
Another example from Mark Driscoll
Biblical Christianity requires black-and-white thinking because it is dualistic... Mainstream culture refuses to allow any categories because that would mean making distinctions, which ultimately ends in making value judgments. (which is DISCRIMINATION!) For the record, I am in favor of discrimination, not by race, but by behavior record. Discriminating Evolution from Intelligent Design (the flaws clause) 7 min Boolean Logic
technical: Bifurcation theory Binary Options
Nature Wave–particle duality | wkpd Wave–particle duality (article index) | scidly Light and Sound CGI video, wave-particle duality 25 min
position vs momentum (uncertainty principle
observer vs object observed (anthropic principle
) Energy-mass duality | wkpd
Mutual-Influence Orbital Oscillation Patterns
Mass Duality vs Time, Effects Lunacy; tidal lock
one side seen, one side hidden Orbital resonance
Example: Earth-Luna orbit each other; Luna's mass is 0.0123 of earth's. Earth oscillates due to Luna, but radius of orbit is less than Earth's radius, so it's less obvious. See Barycenter
. See also NASA
, Luna's orbit
, and Libration
Earth Mother Goddess Duo: Gaia/Medea Hypothesis
Internal Organ Duals, Why? What are paired organs? (lists) 2018 | qra Symmetry Why do we have two of some organs, but not all? 2014 | stkxchg
Respiratory-Circulatory System Overlap (dual function) Venous Blood forced by thoracic-ambient pressure differential
... Heart and lungs are together in the pulmonary cavity, experience simultaneous pressure fluctuations
(scroll down to 'Respiratory Pump'), thus fluid influx and egress (air is a fluid). Respiration includes blood circulation, the respiratory and circulatory systems are inextricably linked.
Note that previous articles omit hydrostatic pressure
which influences venous circulation (fluid pressure is higher at lower elevations, depending on density; eg. Hg (used in barometers) is 13.534g/cm3,
blood is 1.06 g/cm3
(slightly more than water)). When you experience tingling, numbness or swelling due to inactivity, raise the inactive limbs above heart, gravity will help the circulation. Also, dizziness might be due to pressure variations in brain, such as suddenly standing upright after kneeling for awhile. Move more slowly.
Notice that we have only indirect control over heart-rate. We can increase physical activity (especially respiration) voluntarily, then the autonomous nerve system
takes care of the rates. Sex
Origin of Sex Reproduction, Evolution of When Did Sex Become Fun? 2016 | spns A Brief History of Human Sex 2006 | lvsci
Chromosome Duality predicts longevity, reliably Scientists Discover Why women live longer Petrov 8 min
The sex with the reduced sex chromosome dies earlier: a comparison across the tree of life Mar.2020
polarity electrical chemical Polarization (waves)
see also Introduction to Polarized Light magnetic geomagnetic pole geographic antipodes Bi-polar Disorder (mental health) Dysphoric Mania in Bipolar Disorder
(reality IS bipolar, see previous links)
dysphoria is a profound state of unease or a general dissatisfaction with life
split personality, eg. Dr. Jekyll and Mr. Hyde Euphoria
psycho-active stimulants create euphoria 10 BEST LEGAL EUPHORIC HIGH HERBS 2017
See also 4 Most Euphoric Nootropics What are Nootropics? What Is Rejection Sensitive Dysphoria?
Society DUO - Animation Short Film (Fr) 2014 - GOBELINS (for some performance artists, life is a matter of trust) 3.5 min Dual inheritance theory
Bi-polar Disorder (social inequality), topic continues under heading "Double Standard of Morality" (scroll down)... A simple two-tier arrangement of mucked-up social "order" which originated in prehistoric times, a result of a conquering group, aka "ruling class" which maintains a dominant position (see Dominance as social construct
). The privileged class takes advantage in several ways, one of which allows THEM to commit crimes against US without consequence, but the reverse situation is dealt with harshly.
Assuming there is an ecological crisis, Culture Dysphoria 2015
The historic task of cultural change is to resolve throughout the dominant culture the distortions of rationalist human/nature dualisms that deny our ecological embodiment and membership of the global ecological community.
In Reality, trends toward the Cosmopolitan Cluster
are profoundly dissatisfying to conservative individuals. The CC issue is a case of 'the melting pot'
. see also Cosmopolitan Cluster The urban rural divide in the US and other complexities of polarization JUL.17,2019 | ToL
New idea: 'indivi', I'm going to premise means not divided, a singleton, and dual means two. That leads us to... a person is an undivided twosome, let's assume it means mind-body. What exactly is the duality of human nature? | qra
(trick question, see answer by Mike Brant, also good, Marcos Sheldon Padilla (per mind-body), see next link) More about Mind-Body UR2 CGPGrey 5 min Dual Citizenship
list of, a good place to look for spies Editorial: The problem of dual citizenship 2014... “dual citizenship can present a security issue whether to permit access to classified information which affects recruitment, employment and assignments.” -US State Dept. In some cases, dual citizenship could disqualify an applicant for a sensitive position with the CIA or the State Department. (But not so for Israelis?)... List Israeli Dual Citizens in the US. 114th Congress; Bernie Sanders is on it 2016 | SotN
Binary Competition US vs THEM
Right vs Left (politics) angels and demons 2 Class Social Hierarchy (Social Order Simplified)
Double Standard of Morality
... is a necessary adjunct to an US vs THEM ethic... because conflating US with THEM gives us cognitive dissonance; (social) equality is oblivion The Dual Code of Morality CHINA Strategy; moral dualities Double Standard of Morality A necessary adjunct to US vs THEM ethic social equality is oblivion
Bite the Hand that FED you; Ferried by kin-dness from Diaspora
, then They try to sink that "kin"ship How the Jews Destroyed Germany | rjn
Jewish Declaration of War on Nazi Germany 1933 How The Jews Destroyed America | rjn Nazi Jews- “Jew's own worst enemy!” 2007 Makow\rense Cabalist Bankers Funded Hitler Via Wehrmacht Sep.2019 | svmls Jewish Origins of Communism
For (Moses) Hess, the cardinal sin of the Judaic people was to abandon their heritage, while the cardinal objective of his Communism was to persuade all other people to abandon theirs… Israel’s New Ideology of Genocide 2018
Communism was the means for achieving Judaic supremacy over the gentiles. The gentiles were fated to be reduced to a faceless, deracinated mass. Capitalism was also capable of producing this effect, through free trade and the unfettered financialization of society, in which the management of money becomes a vast business in itself, and where the highest virtue, after obeisance to Judaism, is profit.
ve’ahavta (“love your neighbor as yourself”) admonition to Goyim for regarding their Jewish neighbors; as for the Jews themselves, haba le-horgecha, hashkem le-horgo (“he who comes to kill you, rise early and kill him first” as told in 3 Little Pigs))
(wolf) attempts to trick third pig out of his (brick) house by asking to meet him at various places, but he is outwitted each time (3rd pig rises early, does the suggested task, and saves himself from being eaten)
Juice Dualities Juice, and DNA Melting Plot 1 back pages
A take-down of religious "morality" by a "believer"
To Serve the Greater Good, a Moral Philosophy for today++
Survey of Creativity and Destruction 1 Westciv
Garrett Hardin writes: "The essential characteristic of a tribe is that it should follow a double standard of morality -- one kind of behavior for in-group relations, another for out-group." -Wild Taboo "It is a tragic irony that discrimination has produced a species (homo sapiens) that now proposes to abandon the principle responsible for its rise to greatness." Survey of Creativity and Destruction 8; Survival is Objective #1 in Evolution
Wild Taboo; Hardin/Masters
Competitive Exclusion Principle In the competition for living space and resources between two species (or two groups that occupy the same ecological niche), one will inevitably and inexorably eliminate the other. “In a finite universe – and the organisms of our world know no other – where the total number of organisms of both kinds cannot exceed a certain number… one species will necessarily replace the other species completely if the two species are “complete competitors, i.e., live the same kind of life.” Historic Walls: Segregation and Security, defensive duo Disapproval of US.MX Border Barrier Design
Musical Duets (entertainment break from difficult study)
2x(Tico) no Fubá - Duo Siqueira Lima - guitar 4 Hands 3 min (includes brief encore) otra vez... 22x (Tico) Zequinha de Abreu arr. N Kossinskaya guitar quartet 4 min Anabel Montesinos & Marco Tamayo | Mozart, Rondo Alla Turca (w/audience) 3 min
Delibes, Lakmé - Duo des fleurs, Sabine Devieilhe & Marianne Crebassa, 3.8m views since Nov2017 4.5 min
Sun Quan The Emperor (Guzheng & Drum Ver.) 9.6m views since 2015 5 min
MUSA - Chandelier（Sia) & Wrecking Ball Mash - Guzheng and Zhongruan 3.3m views since 2015 3.5 min
Irish Senior Citizen Plays London Mall Piano... Then Magic Occurs; spontaneous Irish duet, Galway and Kerry 582k views since Jun.3.2019 (today is Jun.10) 7 min
Rasputin (Boney M) (viol/cello)- The Ayoub Sisters 3.4 min
A.Montesinos & M.Tamayo-Tres canciones de The Beatles-Stagione Internazionale di Chitarra Classica 9.9 min
Fool on the Hill; She's Leaving Home; Penny Lane; Crazy - Patsy Cline Cover (Allison Young vocals, Josh Turner Guitar) 8.5k views 3.3 min
Dancing, an exercise in aesthetic, social duality
Grace on Ice Gabriella PAPADAKIS, Guillaume CIZERON, 2016 WC's music: Perfect- Ed Sheeran 4.3 min
A family exercise Derek and Julianne, music: "Unsteady" 2 min
Piano Duet, + 3 couples in traditional form Andrea & Matteo Bocelli, music: "Fall On Me" 2.6 min
Memorabilia (skips emotional intro) Jordan and Lindsay contemporary style, music: “Take Me Home” 1.3 min dance episode ends at 3:00
Hello fellow redditors,
caught quite by surprise Sub_Octavian organized a Live QnA. And judging by the number of comments ... I got some work ahead of me. As always, the "Q" provides a link to the comment chain of the adjacent question. Starting web radio.
Could we get a % damage dealt stat in the postbattle screen? Or maybe in-match as well? And the API as well of course ;)
A: It's in our backlog, and thanks for the reminder. I will refresh the discussion in the team :)
Now that IJN AA was further nerfed with the CV/AA Overhaul, can Atago finally get her missing AA, as well as an updated superstructure to match her actual hull?
A: Missing AA? Atago plane kills score is surpassed by only Baltimore, Cleveland, Kutuzov and Wichita, and only by 1-1,4 frags on average, while all other combat stats are absolutely decent. Pre-rework she was roughly in the same spot, and I don't recall her being strongest AA ship on T8. Sorry, there is no justification for buffs at the moment. As for model improvements, we normally do this for older models from time to time, if there are better references and free resources. If there is room for improvement, she will get them some day.
Will WoWs ever get the same treatment WoT did in regards to graphics, performance, and optimization?
A: I think I commented on it a few times. We do not plan to make any complete and total tech overhaul in one huge updates. We do incremental changes. Some FX improvements here, sound improvements there, x64 client there, etc, etc. For now, there is no plan to change it approach. We will update visual, tech and under the hood part from time to time. Your question is valid and good, but for the future, I want to clarify: WoT and WoWS are different teams, studios and even before WoT engine changed, our common engine versions were very different. There is almost zero point in connecting this games from this point of view.
Given the feedback from the testing, what is your opinion of the concept of the Pobeda/Slava? A lot of people don't seem to like a ship that promotes a very passive, sniping playstyle.
A: It's a WIP ship; pretty soon her testing will be stopped, then feedback and data will be studied and then GD will decide what to do with her for then next test stage. With most obvious options being: to continue with the same concept, but change it to be bettemore balanced/better perceived or to try different concept.
Speaking about my personal opinion. I've been hearing "it promotes passive playstyle" all the time, about everything, for years. Anything people don't like, they slap this "passive gameplay" marker on. In reality, it usually does not affect anything a lot. Campers continue to camp, pushers push. But this time I actually 100% agree with your evaluation. It is a true glass sniper cannon. Yamato and Montana can be very good at long range, too, but unlike Slava, they are not useless in CQC and can push.
What is the status on the gun fire bloom change?
A: Same, in dev queue. Unfortunately, it's a game logic component, so it's in the same bin with, like, Priority sector rework or CV autopilot improvements. We will get there, but we're not ready to increase the priority of this feature to emergency (aka drop everything else and do it ASAP), because, at the time all this gun bloom changes were happening, it was obvious (after several weeks) that the impact is really low. For sure, there IS impact, in some particular cases it can be a game changer, and no denying that we're bringing this back as we promised. But right now, other things are just more important and cover much more players. TLDR - Work in progress, sorry for taking so long, will be done as promised.
Are there any plans to adjust the German battleships?, there are multiple different small changes that could be implemented to make them relevant again. They are fun ships but simply not working in the current meta.
A: I cannot back the opinion that German BB are "not working". If we look at different stats, German BB are in the middle of the group on each tier in terms of WR. They may not have stellar absolute avg. damage, but they're contributing to the team success well enough. Their popularity is also very high, even with all other options which are in the game.
There are a few additional factors, though:
- Meta changes indeed, and so does feelings and gameplay experience. I am not arguing that German BB gameplay may feel different, most likely, it does (for me personally - no, but again, I appreciate other opinions).
- There are quite a few strong premium/coal/freeXP BB on almost every tier, and a lot of skilled players stick to them. E.g Missouri, Musashi and JB are very solid, very popular, and a lot of good players use them for farm regularly. When such ships are in the group, other ships can feel weaker.
All in all, we're not opposed to improve German BB experience while staying within balance. Right now RU BB are being introduced, and they occupy the same slot of CQC BB. Let's see how their stats settle, how they shake down with German BB and then we will address this question one more time. If there is room for improvements, I don't see any single reason not to give them love. Also, I'm a fan of secondary build BBs, so...you can be sure I will be the first to vouch for that :)
Is WG happy with the effect that CV has on Tier 8 matchmaking? T8 ships are helpless against T10 aircraft, and T8 aircraft are helpless against T10 AA. This is punishing for surface ships and CV alike when being bottom tier in a T8 boat is bad enough already.
A: T8 vs T10 MM situation is roughly the same regardless of the class. As stated before, some global MM improvements are being worked on, and no CV-specific changes are currently planned. We want to improve the experience for T8 in general, for all classes.
Could we ever get a soft-cap for only 1 CV per match like you did for T10 but for all tiers or was it the intention from the start to have at least 2 CVs in a match? Maybe a slightly changed cap for 1 minute or so instead of 3. Bottom tier in a double CV game feel really frustrating, not to say about the amount of spotting they can do.
A: We're not against soft cap for 1 CV on T8 in the same way it's implemented for T10. The problem is T8 CV popularity. We update the data from time to time, and overall, when it becomes viable, we will strongly consider doing this cap. Right now it's not going to work, and I actually did a long post about it here: https://www.reddit.com/WorldOfWarships/comments/b62cx7/just_a_small_clarification_on_mm_cv_limits/
What happend to Viribus Unitis, Yahagi and Leone?
A: I mean some ships are just being put aside for some time, until there is a good moment to release them. It's fine, not all WIP content is scheduled to be release immediately after testing.
Are there any plans to update the Gearing’s model? Currently, it’s proportionally wrong and quite a bit wider than it should be (it should have the same width as a Sumner like the Yueyang).
A: We will update old models from time to time, as we recently did with Yamato.
Do you think AP bomb mechanic in general (not just Graf which is already being tested) needs to be changed and explained better as well? Currently its behavior is too extreme and difficult to predict imo. It either deals 15-25k citadel damage which is super frustrating to the receiving side or deals 2-3k overpen damage which is meh from the CV player view. There is also no baseline stat to compare the penetration number of each kind of AP bombs either, unlike HE bombs which is a fixed number.
A: No. We're quite happy with the current base mechanic, and think that it has good skill / reward ratio. What we're concerned about is AP alpha strike potential on some CV, especially while the general playerbase progresses in terms of skill and learns how to use this armament properly. So there may be some, most likely minor, tweaks in future. But the base concept itself, in our opinion, works well.
Q: Is WG happy with the amount of spotting and the more and more reduced value of concealment in the game?
Same question, only longer:
In the days of old with few/no CVs/RadaHydro concealment was very very powerful and a tool that good players could use to play with for interesting and often tense results.
CV related part:
That may not be obvious, but the planned 0.8.4 changes, which, basically, affect the squadron speed WILL influence spotting. And for us, these changes are targeted at dpm and spotting equally. The takeoff delay will affect initial spotting, which we do consider a problem as well.
We cannot promise that it will be enough, but:
- I can absolutely confirm that in any case, there is new meta, where there IS more spotting overall. We do not consider it a bad thing.
- While working on this issue further, we will try hard to use tweaks, not reworking the mechanic. Which means that options like "CV only spots for itself" and "CV spotting has delay like Radar" are not viable for us at the moment, and we will consider them only if absolutely necessary (everything else won't work).
Overall spotting part:
All factors combined, we are concerned about spotting in the game. We're fine with meta changing, but would like to keep it soft, when possible. Right now we're concentrated on CV part, as obviously CV rework had big and immediate effect, when we're fully happy with it, we will look at everything else.
Can you give us a penetration value of AP bombs? It's really interesting to know. Thanks.
Hosho (Type 99 25 Mod1): 174
Ruyjo (Type 3 25 Mod1 Mk4): 228
Shokaku (Type 2 50 Mark1): 262
Hakuryu (Type 2 80 Mk5 Mod1): 351
Enterprise (M62): 244
GZ (PD 500): 334 (pre buff)
These should be the base values. Please take this into account:
- Penetration capability is always the same, it's not affected by anything.
- However, bombs interact with effective armor, so angle matters and they even can bounce.
- They have normalization. It's base value is bigger than AP shells, but it's applied non-linearly; if the angle is bad, even great normalization won't help.
- Aircraft angle and speed affect bomb speed and trajectory (but bombs do not loose penetration from speed!). Which means that for maximum penetration capabilities we must make the drop as close to 90 degrees as possible -> dropping early. For soft targets it may make sense to drop lately because, as with AP shells, for soft targets you don't want overpens and increasing effective armor turns into a benefit.
Are there any plans to add a german coal or steel ship to the armory in the near future?
A: There are always plans to add ships of all nations and all tiers to the game for all currencies. But in Q&A, we do not make such announcements, sorry. The only thing I can say there are some cool German ships planned for the foreseeable future and I look forward to them myself :-) But that's true for other game nations as well.
Has there been any thought given toward allowing 19 pt captains to further specialize in skills(picked by the player) much the same way the special coal/doubloon captains do now? To clarify I mean skills, not special traits that activate when certain conditions are met.
A: Captains "meta" is something we may want to update in the future, but from all "meta" things at the moment, we have higher priorities.
Are there any plans to address the (imho) imbalance between the volume of almost non-stop damage over time ships have to deal with since the CV rework and the very limited (few heals and repair parties with long cooldowns) possibilities a player has to counter DOT damage, given the fact that surface ships can not disengage against a CV like they could against any surface ship (stop shooting to reduce spotting range, take cover, move away) ?
A: Overall CV balancing and AA improvements will affect his anyways. Less plane speed + better AA counterplay = less strikes = less hits = less damage, including DoT. It does not make any sense to do your proposed change until 0.8.4 and further planned changes are made and do their impact.
Also, their damage structure is not so DoT-reliant as you may think. Torps have very nerfed flooding chance, rockets are not stellar either. T10 CV atm have roughly 6% of flooding and 13,5% of fires in their damage structure, and that's the highest value of the class. T10 cruisers do 21% in fires alone.
Regarding AA, would you consider the outcome of this clip to be working as intended? It’s a 20 second clip, just an Atlanta with DFAA vs Tier 6 torpedo bombers.Without giving too much away, would the future planned changes to AA change this interaction in a meaningful way?
A: We're happy with Atlanta herself. From all non CV ships in the game, Atlanta avg plane kills are surpassed only by Minotaur,Worcester and a couple of USN BB. Relatively to the game, Atlanta has an amazing AA.
However, we're not entirely happy about CV-AA interaction globally, especially in regards to priority sector. We want the combination of AA ship/build + skillful priority sector usage to have noticeably more impact on ship's AA defence, and that's what we're working on right now.
Are there any plans on making secondaries more viable as a build?
We now have a pair of US ships that show that a good build can be fun but that's about it. ManSecs is a waste of 4 points for 99% of ships. Between a T9 BB having 5km guns and the Vanguard having the wrong ones it seems to be an area that's been mostly overlooked.
A: Yes. But it is not simple. I doubt we will make significant changes with current settings, and new secondary mechanics obviously will be a long term project, given other things being worked on. I can say this: we want to do something cool with secondaries, but there is no final decision what and when yet. At the moment we do not treat " secondaries being a fun alternative for just a couple of ship lines " an emergency. It is an area of the game we will eventually revisit, along with many others.
I have a question regarding Catapult Fighter
consumables. As of now, they seem rather slow to actually attack enemy aircrafts, and also, the full squadron is depleted even when they shoot down a nearly used-up squadron consisting of, say, 2 aircrafts. Is WG happy with the current efficiency of Catapult fighters? Any tweaks to make players feel more protected when using the consumable?
A: Yes, we're happy with the efficiency of this consumable. It does what it was meant to - inflicts losses on enemy squadron or, in some cases, creates area denial. It's more efficient when launched with good timing, it's less efficient when launched late. It's more efficient if CV plays aggressively, it's less efficient if CV plays carefully. TBH, we're fine with its state right now, and our nearest efforts to improve AA protection will be targeted at priority sector mechanic, not at fighters.
What is WG's opinion on presence of skill gap between players in current reworked CVs? I have personally seen fails in current CVs worse than anything I have ever encountered in old CVs.
A: The presence of skill gap is not a problem (good players should be rewarded, bad players should be punished), the question is in the "width" of this gap, and it's effect on the game: on player's personal performance and on the team. Pre rework CV were very different in this aspect from everybody else. And in this aspect, with all data we have, we don't have any doubts that new CV are much much better than old CV.
While I understand specific changes to a module and/or system would be reserved for the Dev Blog, can you update us on the plans for the system as a whole? Approximate timing of the change?
The number of new T10 ships is continually increasing thus the inventory of ships with and without Legendary Modules grows. Would premium ships ever have a Legendary Module opportunity? What about CV’s?
A: That's not about getting in trouble :) As I've hinted a few times, we're at the design stage. It may be completely new system, or complementing system or just "keep these mods and do more of them". Right now there is truly no answer, and the decision is in the process.
Any chance for a setting to disable the in-game chat (apart from system messages like consumable use and the wheel messages)?
A: It's being discussed right now actually, as there are quite a few requests to do it from the players. We will let you know when the decision is made, of course.
Right now CVs feel very removed from the gameplayloop. A lot of the time as a surface player i feel like just a target / NPC for the damage race between the two CVs. This is made worse by there being basically no interaction between CVs. Fighters are buggy as hell and usually just cancel each other out.
- We want to add more counterplay, as stated several times in thisn QnA. Please check out my replies about Priority sector.
- Fighter cancelling each other is exactly what we want. If you have a fighter ready you can try to cancel enemy fighter. Also, we don't want them to be "press the button to wipe the enemy out immediately". For now we see that they work as they should.
- I play the same game, regularly, on various ships classes and tiers. Sorry, but I feel you are blowing this out of proportion. Some issues? Sure. NPC mode? Eh, no, and it is not backed by stats either. CV damage increase with player skill is relarively higher than on other classes, but WR increase is lower. CV as a class influence battle outcome less than other classes and much less than they used to. Also, please read about new AA mechanic. Auras deal very consistent damage. They were much more RNG pre rework.
What are the alternative ways for players to acquire the Admiral Kuznetsov captain after the Victory event? Will there be a permanent campaign for Kuznetsov similar to the campaigns for Yamamoto and Halsey? Given that Kuznetsov has abilities that give a significant advantage over a standard captain, if players who miss out on the campaign cannot get him later on, they would be significantly disadvantaged during combat.
A: It's WIP, but according to the current plan, there will be means to get this commander afterwards, however, not immediately after the event. For exactly the reasons you state: we don't want newer players to miss out good content. What it will be (a campaign? an armory item?) - I cannot confirm now.
Has there been any updates regarding linux players getting warnings and potentially banned?, I know you guys aren't officially supporting linux but the game runs perfectly under wine it's just the warning system causing issues since the last update.
A: We're looking into it, but unfortunately, as Linux is NOT officially supported, I cannot give any guarantees. Sorry :(
Is there a possibility of another captain skill rework. I feel that AA skills should be separated from secondary skills currently as both suffer from their meh performance together and their significant investment away from skills that increase survivability and/or captain skills that increase comfortability.
A: Some updates are more than possible in foreseeable future. Complete rework - highly unlikely this year or even beyond.
I know that balancing is cyclical, and that you're actively working on spotting and CV balance in general (thanks!), but my question is on the DD side of the equation: Are you seeing as significant of an affect on DD's as a class since rework as the population of DD mains is claiming?
A: DD popularity has decreased of course (what's interesting quite a few DD players have become very active with CV). It is on acceptable level, and to be honest, I don't think it's something very special. We had a lot of popularity fluctuations over the years - at some point BB were over dominating and cruisers were nearly obsolete, and even before thet DD were on top. Right now the class distribution is okay (cruisers did big comeback btw), and with a few changes to CV, most likely, DD and CV populations will bounce back a bit more (more DD less CV).
As for DD efficiency, it's definitely fine stats-wise, but we fully understand subjective, situational factor. Hence the upcoming changes to HE bombs for example, the already done nerfs to the rockets, etc, etc.
Balance is cynical, but numbers is not the only thing we care about. Sentiment has huge weight too, and the biggest challenge is to balance these things before balancing the ships :-)
Are there plans to introduce similar things for the AP shells ? Say at 5,10 and 15km where applicable ? That would be extremely useful for certain ships in deciding whether to use AP or not.
A: Not a priority, as unfortunately, AP shells loose penetration with distance non linearly, they have different trajectories, hit at different angles, and normalize. We're not fans of adding super hardcore information to the client, which the bulk of playerbase will never use. On the other hand, adding this information in interactive and digestible form so it actually helps players to make decisions, is a big task. A good one, but very costly. So it sits in back log for now.
Do you think that the binary nature of HE penetration is a problem when it comes to balancing skills like IFHE and small-caliber guns, or do you guys think that its fine and you can balance it regardless?
A: I do not comment on leaks and speculations ;) But answering the main part, we think that core mechanics of HE is fine, and with 99% probability any further improvements will be "tweaking the knobs" rather then "2020 year of HE rework".
Has the dev team considered "changing/nerfing" IFHE by buffing the consistency of small caliber AP a small amount (like lower arming threshold, OR slightly better normalization, OR slightly better bounce angles, etc.) in order to create a competitor to IFHE?
A: Yes, along with many other options, but there is no direction that we're firmly believe in just yet.
Are there any new operations in development?
A: Apart from some..interesting special events - no. Our efforts in terms of game modes will be concentrated more on enriching PvP and making cool events this year.
Is there any chance to increase the punishment for afk and bot at asia server? Since the chinese server stopped update and remained at 0.7.3. There are many players from Chinese server moved to Asia server since last year. Bots are everywhere, You can meet at least 1 bot or afk players per team per match. Situation are even worse at low Tier during morning and midnight server time. It is just not fun to play with such numbers of bot and player who fire once every 5 mins.
A: Yes. And not only for Asia. Actually, we're readdressing our system right now to better detect and better suspend the accounts which looks like "bots". Whether they are bots or just zero-effort farm accounts played by 10 ppl, is not relevant - we know they ruin the experience for fair players. So there will be improvements here in the near future.
Are there any plans to introduce a game mode without carriers anytime soon?
A: No (apart from various events, that can be "no CV", "no BB" and "no whatever class, because it's an event").
Any plans on completely rebalancing Graf Zeppelin, now that its biggest weapon --- speed --- has been nerfed 40 knots? Any plans for further AA/CV balance that you can share at the moment?
A: Question 1: no, the speed boost mechanics is being changed globally and systematically. It's not a GZ nerf, it's a global mechanics nerf affecting all CV in the game. In the meantime, GZ retains her individual quality - high speed, with DB and TB planes having 181kt of base speed while other CV at this tier have it in 130ish range. What's more, her DB are being buffed. Better accuracy, more comfortable attack and, what's IMO even more important, higher bomb speed and penetration. The numbers do not seem huge, but in game it can be a difference between penetrating or not penetrating armor deck, especially against higher tier ships. And we all know that citadel hit is very desirable when you use AP bombs. If GZ will be weak after the changes for some reason, she will be improved in some other way - that's a standard workflow.
Question 2: everything we can share ATM is in Dev Blog.
Special commander Kutznetov has a much less specialised (ship reaches <10% HP) special ability activation threshold. This was because Yamamoto and Halsey’s were considered too specific (score a kraken, ect.).
With this in mind, will there be a revision of Halsey and Yamamoto’s special ability threshold?
Is this activation threshold something we could see in future special commanders of other nations?
A: The idea is that we want to try slightly different concept.
Right now we have guys like Doe Brothers (no super talents, improved skills), Epic Yamamoto and Halsey ( improved skills, super rare and super epic talents), and now we want to try Kuznetsov as "less improved skills, less epic, but easier to trigger talents".
Right now we're not 100% sure of the further developments. But if Kuznetsov is successful, I'm pretty sure there will be more commanders like that for other game nations. At the same time Yamamoto and Halsey future in this case is an open question. Should they be reworked, removing their mega epic effect in favor of less good/easier to trigger? Or should we get the alt.versions? Or maybe all 3 types of commanders will co-exist to suits different tastes :-) We will see.
Have you considered making AA rewarding or at least the investment for AA specs less costly?
It requires a substantial investment to specialise any ship for AA, yet there is next to no control.
A: Yes, and that's kinda in the plan. To reward more for AA control and/or AA loadout. Without making ships like Mino into "I evaporate you in a second before you even notice", preferably.
: Will the Yueyang ever be rebalanced to account for the unnecessary nerfs a few patches ago?
A: As any other ship, YY can be changed in the future, but we do not consider the nerf "unnecessary", happy with the result, and there is no reverting planned. YY sits firmly in the middle of T10 DD in terms of damage, WR, frags and other stats. At the same time, YY audience skill curve is not special (as opposed to Daring for example), so her relative performance is also fine. She's the least popular T10 DD, but always was like this, and her popularity is still acceptable to us. She used to be OP, now she's OK. Can it be "more OK" (better) while staying within acceptable balance? Yes, as many other ships, too. So we will consider it for the future updates.
- Citadels that are small in size and are placed in the stern. In the case of the Enterprise almost none existent.
- Automatic fire and flood control damage
- High resistance to fire and flooding
- The automatic movement control moves the CV in reverse. This has the effect of not exposing a citadel that is already hard to get to.
What is the rationale for these design features?
- Citadels in the game are being defined according to a specific set of rules. CV citadels follow this set as well, and their citadel placement has nothing to do with rework. From what I see in game and in stats, they can be easily citadeled in most cases.
- Already explained long time ago in DevBlog.
When will the Midway and Hakuryu get their Legendary Module back? They got frozen after 0.8.0 and currently cannot be used (although they can be earned).
Personaly I would love to see the Midway get its old jets back from the Closed Beta when the Legendary Upgrade gets mounted. Dont know how it should balanced, but it would be cool to look at nonetheless
A: I'm not 100% sure they will, actually. Because in our plans, we want to readdress the Legendary Mod thing overall. Maybe there will be some other system instead. Or maybe there will be changes. There is no exact decision right now; it may turn out that these mods will appear in some time as a part of current system, or they may be replaced (for all ships) with something completely new. Or these systems will co-exist. Sorry, in all fairness, we don't know ourselves right now :-)
In about another 6-8 months, when it is finally admitted that the CV rework has failed, how will WG attempt to repair the damage done?
A: While "never say never" is true (looks at Halloween subs
), we don't have any indication that CV rework is a failure. It has some issues, part of which are still to be resolved, it has some negative constructive feedback, and, sorry to say that, I mean no disrespect, it also has some echo-chamber hatred sentiment, which is not really constructive, too.
As you can guess, no developer is interested in making the game worse, less popular, less enjoyable, etc. WoWS is the result for our effort, it's main career project for most of us, and it's huge part of our lives. From all main audience metrics, overall results of CV rework are good. From balance metrics, CV rework is good. Some players being unhappy or salty is of course NOT good, but:
- We're addressing the players concerns, and working on feedback points.
- We had the gut to rework the class from scratch, and none of us had pink dreams that CV rework would suit absolutely everyone.
If you disagree, fine, everyone is entitled to own opinion. And I apologize if the game is worse for you as a result of out efforts to make it better. Obviously none of us can be happy about it. But in all honesty, I am not going to admit something I don't believe in, while the full picture looks good and the game is alive and kicking. Even if this sub has turned into CV hate fest for some players, when many positive opinions are actively mocked and downvoted.
My clan is one of the top Naval Battle clans in the world. We set the pre-damage star record with 164 stars and put up 245 last week. We have really enjoyed the game mode and how it brings the clan together.
However, the change to damage from base XP had a HUGE side effect last weekend. A strategy I saw was to div in a co-op game with two other players and have them not fire their guns until the player going for the star gets their damage. This makes what was a fun game mode very boring, especially when more players take advantage of this. Can WG either to go back to base XP or only allow Naval Battles to be done in randoms? Thank you.
A: Feedback appreciated, most likely we will get to XP and think about damage more.
Will there ever be high tier operations It would give me great feels to play operation Ten Go as Yamato/Musashi at Leyte or something with Missouri
A: Unfortunately our current efforts are mostly switched to PvP maps and modes, and to thematic events. For now, we're not able to spend any significant resources on Operations, simply because there are things much bigger chunk of playerbase cares about.
Kinda two questions stuffed in one, but. Will there ever be considered doing a BB line split for RN and KM, for Battlecruisers? Having vessels like HMS Renown would be awesome.
A: There is no reason for not adding new interesting lines, but I am not announcing them on QnA ;)
That went quicker than I thought! As always, I have omitted super obvious questions that result in a "This is confidential" answer. Also: If I have forogotten any important question OR a link is broken, let me know.
I was making edits to A Beginner Guide written by a Beginner and Updated by a Friend
when it gave me the error message that the post had too many characters. I decided it was honestly too wordy. I hope that the clarity of the message was not lost during the chopping process. Light suggestions and/or questions are welcome. I added this to the wiki
as well after updating it due to your suggestions :)
The guide starts with day 1 "need to know" information then proceeds with Characters you Want, the Daily Grind, More to Grind, Comic Cards, Character Optimization, and finally a Quick Start Glossary. First Month Goals
Content Difficulty Progression
- Get your first Tier-2. You get a T2 ticket after logging in for 30 days. I would recommend Sharon, Elsa, or Carnage. Keep working on their gears to 20/20/20/20 in preparation for this (need ±366 bios for max gears).
- Beat 'Hard' Villain Siege: Sharon should do the job nicely.
- Beat Alliance Battle every day. Your score should increase every day from week to week until you "beat it" for that day (166,750 for mob days and 210,500 for Frosty+mobs) and have access to extreme alliance battle. You will need a strong Sharon, Loki, Iron Fist (w/uni), and Elsa (T2 and uni) or some other variation of blast, universal, combat, speed, female, and villain.
- Beat all World Bosses. Get nine 6* characters for 3 daily wins. There are no restrictions to who you can use, but you can only use a character in the main battle once. So you'll eventually need 5 good teams which will likely have Sharon, Iron Fist, Elsa, Loki, and somebody else plus some decent leaders and strikers (Ignore Dodge for Corvus).
- Get five good 4 star cards that all have skill cooldown and ignore defense. This will take a lot of time, but the earlier you work on this the better. You get cards from rifts.
- Clear as many floors as possible of Shadowland. You will need strong 6* characters. By strong I mean really strong. Gear up your World Boss and Alliance Battle clearers. Try Iron Fist or Loki for floor one. As motivation floors 5, 10, and 15 reward bio selectors and the 1st time clear rewards include rank up tickets.
This is a rough estimation of the progression of the game using the character level as a reference. Villain Siege
, Alliance Battle
, Alliance Conquest
. Starter Team: 6* Sharon Rogers, Loki, and any top character of your choice
This can be done with the 6* selector (day 1), the 6* selector (day 7), and "Hero's Journey".
A "Six Star Selector" allows for you to choose a character from a menu and that character is immediately 6* regardless of whether you recruited them or not.
For your 2nd and 3rd starter characters there are conflicting recommendations which to me proves it doesn't really matter who you choose, but be warned that not all characters are created equally so it is best to choose from these or the difficult to farm "Facetank" characters listed further down.
- Sharon Rogers is essentially a must have. Neglecting to 6* her will be a significant detriment to your game progression.
- Loki is a very beginner friendly character that is highly recommended in part due to him being a villain.
- Robbie Reyes is also very user friendly with several iframes (cannot be targeted) and a shield. He could be a Universal Class alternative, but he is not villain.
- If you do not choose Loki you would need to get a villain elsewhere: farm Loki from Rifts, farm Sandman from specials, pay 6600 crystals for Magneto, or get Enchantress/Carnage from the bio $ubscription
- Ancient One is highly recommended as your third 6* due to his incredible supportive roll with attack leadership (for Sharon) and a healing bubble. Not to mention he can solo a SL rumble and would also speed up the Dr. Strange Epic Quest.
- Other recommended characters that are difficult to farm include: Red Hulk, Mantis, and Silk.
- Unfortunately X-men cannot be obtained through 6 star selectors or bio selectors.
Check out the analysis/discussion from "Starter toons: Sharon Rogers and _________?"
and decide for yourself, but definitely
get Sharon Rogers. After your first "failed" mission it is highly recommended to get 4 star Iron Fist.
Get his Hobo (netflix) Uni when you have the chance. Farm Enough Story Mission Bios to 6 Star Cap, Widow, and Iron Man.
Both Cap and Iron Man will be very useful additions to your team. Black Widow can be good, but as a beginner will be mostly useful as a striker in the Corvus Glaive World Boss battle.
You can get Age of Ultron unis for gold. Use your 3 day trial of bio subscription for "Paywall" characters
I would recruit Enchantress, Agent Venom, and Kid Kaiju who are all still useful at T1. I would only use them on Carnage if you plan on paying for a bio subscription to T2 him (need ~366 bios to max gears). You will still need to get Mega Rank Up Tickets (2600 Crystals on weekend) to rank them up. T2 Carnage > Agent Venom > Kid Kaiju > Enchantress > Ironheart > Hyperion > T1 Carnage The best deals for real money include Stark Stash, Bio Subscription, VIP Package, and S.H.I.E.L.D.
Prices vary slightly depending on where you live and whether you use android or Apple (android is cheaper), but these are generally the best deals:
- Stark Stash: 200 crystals upfront (goes towards VIP) and 75 crystals for 30 days worth of logins for 2450 crystals total.
- Bio Subscription: 300 crystals upfront (goes towards VIP) and then a 20 bios daily for 30 days. This is the only way to unlock and get bios for "exclusive" paywall characters (Carnage, Enchantress, Agent Venom, Kid Kaiju, Ironheart, Hyperion). Paywall characters are prime candidates for "mega rank up tickets" (take any hero you've recruited and bring them to 6*).
- VIP Package: this pops ups at least once a day and offers 4400 crystals plus a mega rank up ticket (MRUT) and mega mastery ticket. The crystals go toward your VIP bar. Note that the offer changes at VIP 11+.
- At low VIP's there is a 5$ package for a 6* selector. That would also be a good value.
- "Reach S.H.I.E.L.D. Level": This is about the same cost as an early VIP package, and some of the rewards are similar, but over time it will be an even better deal.
You don't need to spend money to be successful in this game, but I would highly recommend at least getting the Stark Stash (or bio sub) to get to VIP 1 (200 Crystals) for increased gold in Co-Op
. You'll also hear a lot about "tag heals" which is unlocked at VIP 3 (2300 crystals total), and "Heroic Rifts" which are unlocked at VIP 10 (99,000 crystals total). The best deals for Crystals include on sale uniforms (750), Mega Rank Up Tickets (2600), and "Deluxe" pack (6600). Get in as high level alliance as you can (ideally 24+)
Use the weekly recruitment thread
to join an Alliance for camaraderie, alliance stat boosts, alliance member rifts, energy rewards, and Alliance Battle/Conquest. Note that the stat boosts from Alliances
You may see Alliance requirements including days of activity, Alliance Battle
score, and Alliance Conquest
participation. Even so, there are so many alliances out there that the odds are good that you can find a good balance between casual and competitive. There will also be a variety in beginner and veterans. But let's be honest, veterans need beginners around to tell them that they are awesome :) Don't go "all in" on Epic Quests (Dr. Strange and Wolverine/Jean), rather dip your feet!
Dr. Strange, Wolverine, and Jean are all amazing, but the cost is significantly above a beginner's paygrade. I would however recommend completing enough quests to start farming Baron Mordo (need 50 Red Norns and 200 Blue Norns) and Rogue/Beast (need 100 Dimension Debris and 100 Red Norns). Rogue (speed) and Beast (combat) are perfect complements to your Sharon/Loki starter pack. For more information: Dr. Strange Epic Quest Guide
and Rise of the X-men Epic Quest guide
Characters and why you want them: Facetank chars
- Low skill threshold to defeat most content. High priority characters bolded.
|Character ||Survivability ||Farmability |
|Sharon Rogers ||iframes + damage immunity ||Use starter selectors. Otherwise Bio Selectors. |
|Loki ||shield + clones = RUN ||Viable starter option. Otherwise Dimension Rift "Chitauri Invasion" |
|Carnage ||iframes + invincibility @ T2 ||Bio $ubscription only. Use Rank up Tickets and save bios for gears. |
|Agent Venom ||iframes + shield + invincibility ||Bio $ubscription only. Use Rank up Tickets and save bios for gears. |
|Enchantress ||shield, and can permanently charm world bosses ||Bio $ubscription only. Use Rank up Tickets and save bios for gears. |
|Kid Kaiju ||iframes + summons + shield ||Bio $ubscription only. Use Rank up Tickets and save bios for gears. |
|Elsa ||iframe + damage immunity @ T2 ||Villain Siege Chaos Tokens |
|Kate Bishop ||iframes + stuns ||Villain Siege "Hard" |
|Captain Marvel ||damage immunity ||Timeline Honor Tokens |
|Crystal ||snare attacks + shield ||Special Mission, Inhumans "Crystal Palace" |
|Songbird ||snare attacks + shield ||Special Mission, New Avengers "Baked Alaska" |
|Groot ||Heal; Baby uni: iframes ||Dimension Rift "Bark is Worse than Bite" |
|Yellow Jacket ||several iframes ||Dimension Rift "Amazingly Interesting Voyage" |
|Wasp ||damage immunity "bubble" + iframe ||Dimension Rift "Growth Spurt" |
|Baron Mordo ||iframe + stuns + shield ||Epic Quest, Memory Mission "Road to the Monastery" |
|Ancient One ||invincibility + heal ||Epic Quest, Memory Mission "Monastery in Trouble" |
|Hellstorm ||immunity + summon ||Epic Quest, Dark Dimension "Increasing Darkness" |
|Rogue ||damage immunity (skill/leadership) + iframes + heal ||Epic Quest: Rise of the X-men, Tracking "Going Rogue" |
|Beast ||stun + snare + iframe ||Epic Quest: Rise of the X-men, Tracking "Friends and Enemies" |
|Storm ||stun + guard breaks + iframes ||Epic Quest: Rise of the X-men, Tracking "Weathering the Storm" |
|Cyclops ||stun + guard breaks + damage immunity + iframe ||Epic Quest: Rise of the X-men, Tracking "Blindsided!" |
|Magneto ||bind + guard breaks + shield + iframes ||6600 crystals for "Deluxe" pack; "Mutual Enemy" |
|Captain America ||damage immunity + iframe (uni) ||Story Mission 1-1, 3-10, and 5-6 |
|Black Widow ||dodge + guard breaks + stun (uni) ||Story Mission 1-4, 2-6, 3-9, and 5-4 |
|Iron Fist ||uni: invincibility + iframe; dodge @ T2 ||Story Mission 4-5 and 6-5. |
|Elektra ||iframes + stun ||Story Mission 4-6, 7-2, and 7-5 |
|Black Panther ||damage immunity + iframes ||Story Mission 8-1 |
|Thor ||guard breaks + shield ||Story Mission 8-9, 12-5, and 12-8 |
|Blackbolt ||guard breaks + damage immunity @ T2 ||Story Mission 8-10 |
|GR (Robbie Reyes) ||iframes + shield ||Bio Selectors. |
|Mantis ||iframes + heal + fear bubble ||Bio Selectors. |
|Red Hulk ||guard breaks + heal + damage immunity (uni) ||Bio Selectors. |
|Silk ||shield + webbing ||Bio Selectors. |
- Only need ranking and mastery to be helpful. Characters worth further investment are marked with ‡
|Boost ||Character(s) |
|48% Damage to Male ||She-Hulk (uni = +55%) |
|45% Energy Attack ||Hela, Ironheart‡ |
|45% Energy Attack for Blast ||Ancient One‡, Star-lord (uni = +50%) |
|45% Physical Attack ||Gorgon, Beast‡ |
|40% Energy Attack ||Ebony Maw |
|45% All Attack ||Magneto‡ (for X-men) |
|36% All Attack ||Moon-Girl‡ |
|24% All Attack ||Wiccan‡, Sin, Punisher, Ultron, Shang-Chi‡, Hyperion‡, Hogan, Cyclops‡ (+24% All Defense) |
|30% Energy Attack ||Crystal‡, Singularity, Lash, Captain Marvel‡, Modok, Blackbolt‡ |
|30% Physical Attack ||Elsa‡, Deathlok, War Machine, Crossbones, Winter Soldier, Ulik‡, Hulk |
|18% All Attack, 18% All Defense, 6% Speed ||Wasp‡ |
|36% All Attack for Universal ||Ronan‡ (+36% all defense), Medusa‡ |
|60% Lightning Damage ||Lincoln |
|60% Fire Damage ||Satana‡, Red Hulk‡ |
|60% Cold Damage ||Misty Knight |
- Generally cannot be main damage dealers unless marked
- Warwolf: can transfer his skill 5 to massively increase damage (+80% all attack, +20% all speed, +60% crit rate). At T2 gives team-wide stat boosts: +20% crit rate and +30% crit damage.
- Daisy: can transfer her skill 3 to massively increase damage (180% increase "1 attack"). The amount of damage is increased by her Quake uniform ("2 attacks") and by her T2 (+15% ignore defense and 100% chance to penetrate barrier, shield, and damage immunity).
- Coulson: At T2 gives team-wide stat boosts to heroes: +20% to crit rate and +45% damage to villains.
- Groot‡: Can be switched in to drop healing circle (skill 3). At T2 gives team-wide heal proc. Uniforms make him very flexible (Main is combat; Throot is universal; Baby is speed)
- Wasp‡: At T2 grants team-wide buff proc against debuffs. Her T2 is the anti-Dr. Strange for your team in Time-line.
- Mantis‡: At T2 grants a team-wide buff: +15% ignore defense and +20% critical damage. Also skill 3 adds +15% dodge to all allies and her skill 5 makes an awesome fear circle. If you switch her out and stay inside you get +20% crit rate.
- Beast‡: can transfer his skill 5 to boost Attack, Defense, Speed, and Ignore Defense. At T2 gives team-wide stat boosts: +8% crit rate, + 110% recovery rate, and decrease damage received by 15%.
The Daily Grind:
Complete each of the daily "challenges". Most of these modes should be done during Hot Time (reduced cost and increased rewards) which occurs twice a day for 3 hours (6 AM/PM Pacific Time). Most can also be played on "auto" by using clear tickets. For Story missions you can "autoclear" which will insta-clear the level giving you gold and shield/alliance experience, but it will not
give your characters experience. Story missions (1+/day)
: Complete story mode chapters up to 10 as soon as you can. You can level characters more quickly using higher levels. After you have done such, here's a list of story mode characters (alphabetical) that you might want to get:
Special missions (20 min/day):
- Black Panther: He now is strong even at T1 once he is 6*and is one of the best farmable combat characters.
- Black Widow: Very strong speed char for non spenders and ignore dodge striker for Corvus.
- Blackbolt: only 10 bios a day, so slow to farm, but one of the elite T2s now.
- Captain America: Easily farmable plus damage immunity on skill 1.
- Daisy: Support char as mentioned above. Really lackluster otherwise.
- Deathlok: +30% physical attack Leadership and is an Ignore dodge striker (for Corvus Glaive in World Boss). Really lackluster otherwise.
- Elektra: recently rebalanced with iframes and a stun.
- Ghost Rider: With uni can gain invulnerability to be a facetank like character, T2 allows him to beat all the WBs with some practice
- Iron Fist: Needs his "Hobo" (Netflix) uni but can then kill WBs pretty easy. T2 boosts survivability further.
- Lincoln: decent survivability and "hit-lock" attacks.
- Thor: Very powerful with Unworthy thor uni.
- Other leadership chars as listed above (Ultron, Modok, Winter Soldier, War Machine, Punisher, Lincoln etc based on what you need).
Daily Missions (2/day) Fairly easy missions with great rewards including: gold and the option for Iso-8/nornstones, more gold/experience chips, or M'kraan Shards (X-men material). Villain Siege (1-3/day)
|Rank ||New Avengers ||Inhumans |
|1 ||Songbird ||Crystal |
|2 ||Wiccan ||Gorgon |
|3 ||White Tiger ||Moon Girl |
|4 ||Squirrel Girl ||Maximus |
|5 ||Hulkling ||Karnak |
This is a fossil of previous “end-game” content. It is more important that you win the battle then you use all of the recommended characters. If you know it will take you two tries, then use a team with NO recommended characters first, followed by one with 2-3 of the recommended characters.
Use the Chaos Tokens for: Elsa >> Chaos Custom Gear Chest/Chaos Chest > Ant-man > Lash Timeline (1-10/day)
A "one vs. one" matchup that gives honor tokens for each battle (win or lose) and crystals at the end of the week for how high you scored in comparison to others. Note that your characters start with all skills on cooldown while the enemy's do not. At least do one a day, but it would be worth it to do all of them.
Use the Tokens on Captain Marvel > Warwolf > Honor Card Chest/Honor Chest > Gamora
More to Grind Alliance Battle Great source of gold, norns, and bios. Here's a chart of who to use from my Alliance Battle Guide:
Dimension Rift (3 "completions") Coordinate Rifts with alliance members to get completion bonus (gold, dimension debris, energy). MFF etiquette strongly suggests you commit to several battles in a rift if you choose to enter it.
|Day ||Main Damage ||Leader ||Support ||Notes |
|Open (x2; reset day) ||Loki, Sharon, Hellstorm, Strange ||She-Hulk, Ancient One, Gorgon, Hela ||Warwolf (T2), Coulson (T2), Groot (T2) ||save combat/villain (i.e. Carnage) for XAB |
|Combat ||Hobo Iron Fist, Agent Venom, Carnage, Black Panther, Moon Knight, Red Hulk, Captain America ||She-Hulk, Hulk, Shang-Chi ||Groot (T2), Warwolf (T2) ||save T2 Warwolf for XAB, unless you have T2 Coulson. |
|Blast ||Sharon, Enchantress, Strange, Mantis, Cyclops ||Ancient One, Star-Lord ||Coulson (T2) || |
|Speed ||Elsa (L), Kate, Rogue, Silk, Kid Kaiju ||Elsa, Winter Soldier ||Baby Groot (T2) ||Speed day is tough. Get Elsa's uni and her T2. |
|Universal ||Loki, Hellstorm, GR (Robbie Reyes), Captain Marvel, Black Order, Dmmu, Odin ||Ronan, Medusa, Hela ||Throot (T2) ||Loki strikes again. |
|Female ||Sharon, Floki, Elsa, Mantis, Rogue ||Hela, Ancient One (uni) ||Ancient One (uni) ||Starog is easier than Loki (uni) and would allow Floki to be used for XAB as DPS (if no BO) or team-up (w/DMMU). |
|Villain ||Loki, Enchantress ||Ronan, Hela ||n/a ||Looookiii |
Cards to farm: Loki, Nebula, Baby Groot, Star-Lord/Yondu, Zombies (Heroic Rifts), and Punisher (Heroic Rifts)
Characters to farm: Loki > Wasp/Yellowjacket/Groot > Ronan > others Co-Op (5 "Rewards" collections)
It is worth it to increase your VIP to 1 for its benefit in Co-Op alone. There are 8 reward slots that open with increasing VIP. VIP 1 opens the GOLD slot. Otherwise the first slot is random (giving you a chance for gold).
Epic Quest Missions
|Characters at 4 stars & level 40 ||Stage ||~Gold per ”Reward Acquired” |
|0 ||Stage 1 ||~260,000 |
|21+ ||Stage 2 ||~280,000 |
|41+ ||Stage 3 ||~320,000 |
|61+ ||Stage 4 ||~360,000 |
|81+ ||Stage 5 ||~400,000 |
|101+ ||Stage 6 ||~440,000 |
Memory Missions, Dark Dimension, Tracking, Veiled Secret, and Mutual Enemy will eventually become part of your "daily grind," but as a beginner focus only on farming Rogue and Beast from the X-men "Tracking" missions. It might also be worth farming Baron Mordo from Dr. Strange Memory Mission "Road to the Monastery" partially due to the extra obelisks. World Boss Invasion (unlimited)
Your characters will be temporarily maxed for this co-op boss battle. Be sure to read and follow the requirements as best you can. Push the purple button when available. Slot boxes for later and then open them for random norns, bios, and other resources. World Bosses
Gives black anti-matter, chaos norns, and bios for the black order (BO) characters. One of your primary goals of the game should be to beat world bosses as soon as possible. A few pointers:
- Proxima: Just kill her.
- Black Dwarf: Use Energy attackers. If you can't destroy shield while charging then switch out right before blast. Considered about as hard as Thanos.
- Corvus Glaive: Use "Ignore Dodge" strikers (Kate, Agent Venom, Song-bird, Agent 13, Black Widow, and Deathlok). Revives twice for 3 total deaths.
- Supergiant: Use Physical attackers. If you can't destroy shield while charging then switch out right before blast.
- Ebony Maw: Don't stand in the yellow pillars.
- Thanos: Might benefit to use "Movement speed" strikers (Proxima, Corvus, Wasp) if the meteors mess you up.
- Infinity Thanos: Pretty dang hard. Might benefit to use "Movement speed" strikers (Proxima, Corvus, Wasp) if the meteors mess you up.
Once unlocked and clearing 30/35 build up: Strange >>>> Corvus/Proxima > Odin/Dormammu/Jean >> Thanos > Ebony/Supergiant >>>> Black Dwarf.
World Boss Ultimate is ridiculously challenging. Shadowland
A "transition" into end game content, but you can do it! Try your best to get farther each week. Floors 5, 10, and 15 reward bio selectors. These are my Six Pieces of Advice for Shadowland:
- Force low tier characters to clear difficult low floors. Save T2 for floors 10+
- Plan out all static floors (1, 2, 5, 21-25) but especially floors 22 and 23 (and floor 5 for a beginner).
- Keep Track of your Roster.
- Unless you want a specific reward avoid Waves, Rumbles, Reflects, Bleeds, and Spider-Army
- Keep Track of your Clears and Analyze for Improvement
- Have Fun, Take Your Time, and Good Luck!
First time clear rewards are incredible including rank up tickets, cards, awakened iso, and Black Anti-matter for Epic Quests and ranking up Native T2's. Battleworld (1-10/day “when active”)
Occasional event that can reward bios, iso, obelisks, and cards. I would at least do one to get “on the board” and get some reward. It is usually good to max your participation if you can just for the gold participation rewards though which scale up with number of entries. Alliance Conquest
Depending on the activity of your alliance you may be required (or encouraged) to participate in this incredible, interactive battle game between 3 alliances. It is reminiscent of the world domination game Risk
It has two phases: the obvious Attack phase (3 times a day) and the slightly more confusing "prep" phase. During prep phase all you can do is revive defeated character with alliance tokens from the store or switch defending characters with crystals. It will be difficult to contribute much until you get a few 6* characters.
Comic Cards Offer Huge Team-wide Stat Boosts
Check out this awesome card guide
. You want to work on building 4* cards with Skill Cooldown and Ignore Defense and then slowly replace those cards with 4*, 5* and 6* cards with Skill Cooldown, Ignore Defense, and Attack. Here are some great cards with "ideal rolls" from Comic Cards INFO
It is very expensive to "unequip" cards, obelisks, and iso.
|Card (Acquired) ||Stat 1* (static) ||Stat 2* (static) ||Stat 3* ||Stat 4* ||Stat 5* ||Stat 6* |
|Loki (Loki Rift) ||All Attack ||Cooldown duration ||Ignore Defense ||Attack Speed ||All Defense ||Energy/Physical Attack |
|Marvel Zombies #2 (any Heroic Rift) ||Dodge ||Cooldown duration ||Critical Damage ||Ignore Defense ||Recovery Rate ||All Attack |
|Baby Groot (Groot Rift) ||Critical Damage ||Ignore Defense ||Energy Attack ||Cooldown duration ||All Defense ||All Attack/Physical Attack |
|Star-Lord (Yondu Rift) ||Ignore Defense ||Critical Rate ||Physical Attack ||Cooldown duration ||All Defense ||All Attack/Energy Attack |
|Avengers (Nebula Rift) ||Max HP ||Ignore Defense ||All Attack/Physical Attack ||Cooldown duration ||Critical Damage ||Energy Attack |
|Punisher #19 (any Heroic Rift) ||Ignore Defense ||Attack Speed ||Max HP ||Cooldown Duration ||All Defense ||All Attack |
|Civil War #4/Thor (Crystal Card Chests) ||All Attack ||Physical Defense ||Physical Attack ||Cooldown duration ||Critical Damage ||Ignore Defense/Energy Attack |
Build them up in your inventory before you equip.
Character optimization for damage/survivability balance First off: skills that increase by % (i.e. summons, buffs, and shields) should be upgraded. Gears are built similarly for every character
out for more in depth explanation, but this is the basics:
|Gear ||1st slot ||2nd slot ||the rest |
|1† ||Energy/Physical attack per lvl ||"base" energy/physical or all attack ||"base" energy/physical or all attack |
|2 ||Physical defense per lvl ||Energy defense per lvl ||All defense |
|3 ||HP per lv ||HP per lvl or HP ||HP |
|4 ||Skill Cooldown in as many slots needed to get 50% ||Ignore Defense in leftover slots (until 50%) ||Crit damage, attack speed, or crit rate if both SCD and Ignore Defense are maxed |
† You need to figure out if a character has attacks that base off of energy or phyical. From there you only want one or the other. A bit confusing.
Aim for 17/17/17/17 on characters you use semi-regularly and 20/20/20/20 on your main characters (required for T2 ticket). Attack Iso Sets (OD, POAH, HE) tend to be the best in the long run, but heal (IAAG, SB) and Shield (DDE, BP) have their place.
As a beginner you will likely need survivability boosting until you can max your skill cooldown. It is easiest to roll Stark Backing (heal set), but I am Also Groot (heal set) is better. Drastic Density Enhancement is a shield skill that procs on attack. Binary is a Shield on Defense. As I've moved through the game I have found that I want an attack set (Overdrive, Power of Angry Hulk, or Hawk's eye) on essentially all of my characters. Note that Hawk's Eye can lead to redundant SCD and lacking Ignore Defense.
Don't equip fully awakened Iso unless you for sure want to keep a set (i.e. not Stark Backing, but yes OD or POAH). Equipping 3* or 4* iso on most of your characters should be fine. You can equip 5* and 6* iso on your main World Boss and Alliance battle hitters. Obelisks ideally should have some attack stats and either a damage increase "1 attack" or an invincibility proc.
For Obelisk building start with:
- Increase HP or Recovery rate (to match with a heal set or heal passive)
- Attack stat (ignore defense, critical damage, fire damage)
- Guard Break Immunity (especially for characters with long wind-ups or long non-iframe animations)
- Stun resist (for characters only used in Shadowland)
- Snare resist (for combat hero XAB)
- Ignore dodge (for speed hero XAB)
and then upgrade/change option until you get a good proc. Ideally increase damage "1 attack" (any mode but especially XAB) or invincibility (any mode but especially timeline and alliance conquest). Uniforms: Never buy uniforms unless they are on sale (750 or less)
. I would not buy uniforms just for the sake of increasing the stats of another uniform wearer. There is always a benefit from buying a uniform for a character that you use, but there are definitely a few "game-changers":
Tier-2 T2 will always increase a character's overall power, but there are a few that are particularly useful. When looking to Tier 2 a character take particular note of how their skills may change and possible team-wide boosts.
- Sharon (Starlight): a significant damage boost to an already stellar character. Really useful for clearing end game content like World Boss (including Ultimate), Shadowlands, and Timeline.
- Iron Fist ("Hobo"/Netflix): a huge "game-changer" uniform granting a heal/invincibility proc when below 30% health plus an iframe on skill 5 and a damage immunity on skill 2. Takes mediocre, easily farmable character and makes him amazing.
- Red Hulk: Significantly increases heal and adds a damage immunity on skill 3.
- Elsa (Monsters): is the equivalent of a T2 in terms of upgrade. Elsa still needs to be T2 to be truly viable as a character, but she needs her uniform to be a damage beast. Elsa with uni at T2 may not be the top speed character (Kid Kaiju or Kate), but is likely the most reliable.
- Loki (Lady Loki): This one isn't purely game changing in terms of power like all the others, just that Loki is so amazing at T1 and able to help new players so much that the uniform makes sense. It lets you enter 1 additional day of alliance battle and likely get one additional clear as well. Early on, that's a lot of extra resources.
- Dr. Strange: adds a heal to his two star skill which is also a high dps skill which you can spam to death to always stay at full health if you get hit.
- Silk: adds an extra second to web, and in Shadowlands, it turns Silk into an automatic win for virtually any stage she qualifies for if you have an attack set on with a little skill, you can permanently web everyone.
- Black Bolt (tux): adds a significant damage boost which can stack with damage procs of obelisks.
- Wasp: a slight, but noticeable change to her skill kit which allows for more time in her damage immunity bubble.
- Amadeus Cho: Great buff from new 5 skill and uni's passive.
Elsa, Black Bolt, and Carnage absolutely need their T2. They gain a damage immunity (invincibility for Carnage) on one of their skills which significantly increases their survivability.
Support characters have significant team boosts at T2 which may make their T2 of higher priority than other "worth it" T2's. These include Coulson, Warwolf, Groot, Wasp, and Mantis. Skill Rotations
When using a character, the order of skills you use can have a significant impact on survivability and damage output. Try to prioritize higher damaging skills (usually 5, 4, and 3) and buffs (usually skill 5 or 3) while also preventing overlapping survivability mechanisms (damage immunity, iframes, guard-hit shields, and crowd control). As an example look at Sharon's skills:
|Damage Immunity ||... ||... ||i ||frame |
|3 ||1c ||5 ||2c ||4(c) |
Skill 3 starts the damage immunity. Skill 1 is a non-iframe skill. Skill 5 ends in an iframe and the beginning of skills 2 and 4 are both iframes. You could also just do 3-5-4 with similar reasoning. With the Starlight uni do not cancel skill 4 (the iframe/main damage is at the end).
I've compiled a list of skill rotations
specifically for Shadowland, but also useful for any other mode. Keep in in mind that stun-type debuffs have no effect on World Bosses (other than Skill 2 "Charm" of Enchantress). Uru are a huge resource sink-hole that become increasingly available to you from level 60-70
They can fill in the cracks of your character build after you have used up your gear options. Do not try to get mythic uru unless you are willing to sell your soul
rather shoot for 4* and maybe
5*. Once you are at level 70 try the following algorithm:
- Fill all empty uru slots with worthless 1* uru (physical defense) then amplify until you have 3-4 shiny spots.
- Equip 2 attack uru (energy or physical) on each gear in the amplified spots.
- Max Skill cooldown at 50% (200=1%).
- Max Ignore Defense at 50%. (200=1%).
- Equip whatever you feel the character needs. Critical Damage/Critical Rate are solid options (boost at about 2:1 ratio). Attack speed is useful, but not for every character (shortens iframe time). HP and Energy Defense is great for Destroyer. Dodge might be useful.
If you only have a few slots available then I would focus on SCD and Ignore Defense, but recognize the uru you equip might not be there to stay. Amplifying is RNG (as most things in this game are) and you may end up with redundant stats (i.e. a slot with SCD or Ignore Defense gets amplified).
Lab upgrades (especially Item Shop) may have some value**
How much you actually want to upgrade these things is up to personal preference, but imho it is generally too costly. But you can get a second opinion
- Anti-matter generator: This one is important for the Anti-matter that is used to upgrade gears. Anti-matter is also used elsewhere in the lab like missions and upgrades. Doesn't have to be a super high priority, but upgrading a few times is worth it.
- Item Shop: This can be a very useful place to get Gear Up Kits and Dimension Debris. You will need a lot of those materials so it is worth it to invest some money in the upgrades. At lvl 11 the store resets every 30 minutes.
- Warp device: This one has its uses because everyone loves free bios, but after a certain number of upgrades it just becomes tedious to click on each of the missions. Plus you likely won't have the anti-matter needed to send out your characters.
- Converter: This was a rip-off until they introduced X-men materials. The bio conversion is random so not much use. The norn conversion is mediocre at best. The X-men materials however are a bit trickier to come by, but you sacrifice an already "tricky to come by" material: black anti-matter.
Quick Start Glossary
I tried to avoid jargon and acronyms specifically in this guide, but head over here
for ones you will definitely come across.
- Minor updates 1/4/2017: Added Asgardian update leadership characters, a few new characters to face tank status as well.
- Updates 4/18/2017 (2.9.5: Rise of Hobo Iron Fist and rebalance of Kid Kaiju): Added Inhumans and a few other face tank characters. Added formatting. Expanded on Alliance Battle.
- Updates 4/28/2017 (3.0): Added Mantis as a tank character and short descriptions of World Boss Ultimate and Alliance Conquest.
- Updates 5/16/2017: Added "Goals" section.
- Updates 6/5/2017: Added "Glossary" section.
- Updates 6/8/2017: Added X-men to tank characters. Changed Epic Quest recommendations.
- Updates 6/9/2017: Significant Streamlining.
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