For some time now people have heard complaining about the point system in wars. I never really saw anything posted about how to fix it. So I thought I would give it a go and see what you thought
Epic war revised point system
The goal of this is to find a way to level out the Kill points, and level the play for all and reward those that do play, while stopping some of the point manipulation that is going on right now in the upper levels of the game.
The new point system for epic wars could change to a base points system plus bonus. There could also be some new rules that govern the battle in general to make it harder for some teams to help other teams max points for an overall game advantage.
New points layout based on armor.
Each knight’s armor that a knight carries will now have a base point set by the level of for that armor. The six armors in the fight will be added together to set that base point total.
1. Lvl 5* and 5*+ 100
2. Lvl 4* and 4*+ 90
3. Lvl 3* and 3*+ 80
4. Lvl 2* and 2*+ 70
5. Lvl 1* and 1*+ 60
Available bonus and rewards
1. Rank bonus Rank bonus will now change to reflect the combined rank of both knights based on the following table and calculated off the base points for that match.
a. Com 0 bonus
b. HC 5%
c. GC 7%
d. GS 9%
e. GM 12%
2. Element bonus This bonus is set to reward a knight for having an elemental advantage. If the knight that starts the battle and is able to match one or more elements per there opponent they will receive this bonus as outlined.
a. One element matched on a knight 2% of base points
b. Two element matched on a knight 5% of base points

3. Frenzy bonus is still active in all battles but will be random in the % given. Frenzy can now carry a 10%, 20%, or 30% bonus. Bonus is based on the total amount of points with bonuses for that match.
4. If a knight engages in a battle and loses, that knight will receive 10% of the match points for the effort taken.
5. If a knight engages in a battle with a GM, GC, or Sent and fails to win he will receive 20% of the match points for his effort.
6. If a Knight engages in battle with a GM, GC, or GS while they are listed in the game as active, and that knight loses the battle. That GM, GC, or GS will receive a bonus of the remaining points available for that match, for the defense provided.
7. Kill streak bonus If during a battle a knight can best there opponent or a combination of opponents without taking a loss then they can receive a streak bonus. Once a knight takes a loss the streak bonus will start over. Streak bonus levels will not carry over to the next battle. The level of the bonus rewards are as follows. These rewards will match the elements of the war.
1. 5 kills = 1 x 1* level ring/amulet
2. 10 kills = 1 x 2* level ring/amulet
3. 15 kills = 1 x 3* level ring/amulet
4. 20 kills = 2 x boost upgrade for ring or amulet
5. 30 kills = 5 x boost upgrade for ring and amulet
6. 50 kills = 10 x boost upgrades for rings and amulets and 1 x level 4 ring or amulet
New guild ranking and armor, and guardians for wars
1. There will now be a new min. armor required based on your guilds ranking for each war that is pulled. This will keep equal level guild fighting equal level guilds in terms of armor and overall strength. This does mean that it might take a little longer to pull a match but at the same time it will make that match more important to fight as you can only pull matches with equal teams. Meaning every match counts and you cannot just throw away a match and wait for the next match. Starting all wars the first match ranking will be based the results of last war. Here is the new ranking of armor required and the match’s that are available.
a. Guild ranking of 1-10 will only be allowed level 5* and above armor. All other armor will not be able to be equipped. Guilds ranked in 1-10 will have a timer set as they declare for war. This timer will be 5 to 10 minutes in length. During this time they will only be able to match teams in the top ten. Once the timer has elapsed they will be able to pull any team in the top 20 in points.
b. Guilds ranking of 11-30 will only be allowed level 4* and above armor to be used. All other armor will not be able to be equipped. Guilds ranked 11-30 will have a timer set as they declare for war. This timer will be for 5 to 7 minutes. In this time they will only be able to pull matches from guilds 11-30. Once the timer has elapsed they will be open to pull a match from 5 to 50 in points.
c. Guilds ranking of 30-60 will only allow level 3* and above armor to be used. All other armor will not be able to be equipped. Guilds in this ranking will have a timer set for length of 5-7 minutes. In this time they can only pull a match between guilds ranked 30-60. Once the timer has elapsed they will pull the first available match between guilds 25 to 100.
d. Guilds ranked 60- 150 will be able to fight any guild ranked 50 - 200. Armor is open to all available armor. There will be no timer for matching.
e. Any guild ranked 150-250 will fight guilds ranked 125 to 300. Armor is open to all available armor. There will be no timer for matching.
f. Any guild ranked 250-500 will fight guilds ranked 200 to 600. Armor is open to all available armor. There will be no timer for matching
g. Guilds ranks 500 and below will fight any guild 400 and below. Armor is open to all available armor. There will be not timer for matching.

2. Armoring of knights.
a. The armor that is used in a battle is open to all available armor based on the guild placement. If during a battle a knight removes one or two of his knights from play, leaving him with just one or two knight fighting in order to lower the points that can made on said knights. Then that player will be restricted to that one or two knights for the balance of that battle. He will be able to change the armor of the remaining knights with in that guild placement, but will have to play with less knight’s sense he has chosen to remove them.
b. If a war is started and there are knights that are de armored or have removed knights from the last battle they will be allowed to re fully armor up. But are then subject to section a above.
3. Guardians
a. Guardians will now be expanded to allow for epic bosses to be used as guardians. Any epic boss that has been killed by a member of the guild will be available for purchase. These new guardians will have the same ten levels of upgrade but will carry 20% more damage and cost 15% more to upgrade.
Here is an example of how it works
1. For this example I will use two t25 team battles. Knight 1 is attacking. GM active
a. Knight one HC lvl5* A/W lvl5* F/W lvl5*+ S/A
b. Knight two GM lvl5* W/F lvl5*+ S/F lvl5*+ A/W
Here is point brake down
Base points 600
Rank bonus 17% 102
Element bonus 15% 88
Total match points 790 for the win
Total point for the loss knight 1 20% 158 point knight2 632 defense points

2. For this example I will use two t25 teams. With one stripped down or doesn’t have armor for that level of the guild. Knight 1 is attacking GM not active
a. Knight 1 HC lvl5* A/W lvl5* F/W lvl5*+ S/A
b. Knight 2 GM lvl5* W/F
Base points 400
Rank bonus 17% 68
Element bonus 5% 19
Total match points 487 for the win
Total points for the loss knight 1 20% 184 points

3. For this example I will use two t25 teams. This is the max point match. GM active
a. Knight 1 GM lvl5*+ A/W lvl5*+ F/W lvl5*+ S/A
b. Knight 2 GM lvl5*+ W/F lvl5*+ S/F lvl5*+ A/W
Base points 600
Rank bonus 24% 144
Element bonus 15% 90
Total match points 834 for the win
Total points for the lose knight 1 20%167 points Knight 2 667 defense points