I appreciate the opportunity to discuss, and I hope to treat this as more of a conversation rather than two parties talking to a wall.
In my opinion, you're manipulating the wrong part of war with this change. Predictability is not a bad thing, and the changes guilds made in preparation for a battle was a valuable dynamic that I think should be explored further. If matches were quick and the pool of reasonable match-ups was large, unpredictable matchmaking would be desirable. Our field is much too narrow and the power differences are far too pronounced for this to be sustainable. While I agree the predictability of war in general left something to be desired, it wasn't about which guilds we were matched against for the week.
I've been looking forward to this for some time, and I'm excited to explore how it affects the meta! Thank you for releasing the new modifiers into rotation!
Again, this is the wrong approach. Opt in / out is a necessary function for the week long battles, so any sort of prevention is going to punish legitimate usage of this function. You already take the appropriate steps to curb the behavior in a way, since shorting members means the opposing guild loses it's weakest defenders.
This is very true, and I have some suggestions which could help minimize the effect of the power gap between matched guilds and make the attacker-defender dynamic more interesting...
Now, I'll caveat this with the fact that I crave challenge and these ideas will make certain aspects more difficult, but ultimately the theme of these ideas are to raise the stakes of individual player actions within the context of the war. I don't mean that winning at war should become impossible for casual guilds, on the contrary, I want guild war to be as challenging as the player chooses to make it.
First, on the offensive side of war, I want to see a larger impact of choices made in an individual line attack, within a tower, during a battle, of a war. I think it's possible that this could be accomplished by scoring the efficiency of an attack - use less relative power, earn score higher (relative to ELO rating of attacker and defender). Winning the attack still grants a static amount of points toward a battle victory based on the line position (1, 2, 3), but adding a scoring metric to how you win creates additional levels within to compete and gives more emphasis to individual choices. Additionally, lower power players will have naturally higher efficiency ratings while fielding a full team, whereas a higher power player would have to risk fielding less than 5 heros to achieve the same efficiency.
With added complexity to scoring, you'll need more transparency in scoring. Specifically, I really want to see the measurable impact of an attack within the context of the rating which ultimately determines guild rank. Show me how my effort rolls up and contributes to the overall goal of raising guild rank and earning higher tier rewards.
Kind of parleying off the idea of individual attacks having larger impacts, I'd like to see that idea extended to defense and combined with a new mode of active defense. In the battle following an attack, players must now defend against the specific attacks that were just used against them. The objective is to move defenses around in order to bolster lines against the impending onslaught and hopefully win the defensive battle or reduce the winner's success rating.
Other thoughts I had involved the possibility of fielding more than 3 lines of defense. A hypothetical 4th/5th line (call them champion lines) might be worth more battle points in offense, but it allows more options for active defense, assuming active defense is restricted to those heros fielded in initial defensive lines rather than your entire hero pool.
Yes, the modifiers are generally ineffective at changing the binary success or failure, but it would certainly affect attack/defense efficiency.
Love it! Loyalty Tokens!
Based on rank or when I do tasks which earn guild tokens, give me a weekly/monthly pool of loyalty tokens to distribute to my guild mates. These tokens would have no value to me directly, but create value when gifted. The tokens accrue indefinitely as a rating, but would reset if I left the guild.