View Full Version : List of bugged features in the arena that make it a chore and annoying
GrimDusk
02-08-2020, 07:42 PM
I've kinda been pissed recently because some of the stuff in the arena doesn't work as it's supposed to.
- Sacred Talismans heal the wearer on hit. This is not mentioned anywhere in the description, and no they don't have heal shield.
- Celestial Talismans can be pierced by Starfire and Persecution talismans.
- Musashi and his infinite T3 Cosmic.
- The Killer's passive applying a team-wide passive disable every turn.
- Prisoner doesn't properly disable Sacred or Labyrinth Talismans.
- When paired with another blocker, Ghost of Christmas Present will just stop his entire team from taking damage.
- Dominance talismans aren't granting ANY buffs to the wearer
- Redemption talismans aren't removing ANY buffs from enemies
- Alliance General T3 is not preventing Cyborg Ed from gaining buffs
- Dark Lilith doesn't always prevent people from reviving, especially when it comes from Cyborg Ed or Wrathchild's passive
I will add to this list as I find more, but this shit needs to be fixed.
Yes nf please put a cap on mushis turns like you did for beast asap
It's not only the arena... while runnign the Airstrip and Samurai dungeon I noticed...
- Dominance talismans aren't granting ANY buffs to the wearer
- Redemption talismans aren't removing ANY buffs from enemies
Maybe these dungeons are configured for this.. but it seems out of the norm for ALL the battles in these dungeons
PvP.. yeah Musashi+T3 needs a hot fix ASAP.
osiris0000
02-08-2020, 08:28 PM
- Sacred Talismans heal the wearer on hit. This is not mentioned anywhere in the description, and no they don't have heal shield.
Grant a random Healing Effect to self for 2 turns when you take damage. 50% Chance to grant a random Healing Effect to a random ally for 2 turns when you take damage.
I think this is working as it supposed to be, since Heal shield is can be counted as a Healing effect here.
When you use a multi-hitter vs a Sacred wearer, you almost guarantee to give the enemy heal shield. Workaround? Well, heal block, or block beneficials / perfect corruption, maybe crave. Some use Gunner Hierophant too.
But as I've stated in another thread, never seen anything else that can override everything possible in the game: Killer's passive. I saw it by first hand, his passive even overrides Musashi's cosmic talisman.
-About Musashi's cosmic talisman -- it is needs to be fixed as well. In my experience, endless turns triggers especially when he is the last standing one in his team.
Brickster
02-09-2020, 09:48 AM
I'm just gonna put this here:
https://forum.ironmaidenlegacy.com/showthread.php?13103-Alliance-General-T3-cosmic-bug
Alliance General T3 cosmic isn't preventing getting new beneficial effects.
GrimDusk
02-09-2020, 03:02 PM
Grant a random Healing Effect to self for 2 turns when you take damage. 50% Chance to grant a random Healing Effect to a random ally for 2 turns when you take damage.
I think this is working as it supposed to be, since Heal shield is can be counted as a Healing effect here.
When you use a multi-hitter vs a Sacred wearer, you almost guarantee to give the enemy heal shield. Workaround? Well, heal block, or block beneficials / perfect corruption, maybe crave. Some use Gunner Hierophant too.
Even if it is a single hitter, the toon heals even when heal shield is not present. This is especially noticeable on cyborg Ed.
Brickster
02-09-2020, 06:14 PM
Here's another one:
Musashi with his own T3 Cosmic talisman equipped got stunned by BHE at the start of the battle. Screenshot below. Including a screenshot with the text from the Musashi T3 cosmic talisman.
7727
7728
osiris0000
02-09-2020, 07:41 PM
Here's another one:
Musashi with his own T3 Cosmic talisman equipped got stunned by BHE at the start of the battle. Screenshot below. Including a screenshot with the text from the Musashi T3 cosmic talisman.
There is the prime suspect on your screenshot, Killer. That's why your Musashi gets stunned. Because somehow Killer can override even talisman passives.
Discordian
02-09-2020, 08:18 PM
How about the facts that:
- Musashi's T3 is supposed to block ALL negative effects; when The Killer is in play, he can be doomed, perfect disabled, stunned, etc...
- Dark Lilith is supposed to block ALL revives unless passive/perfect disabled. Even WITHOUT Killer in play, toons wearing Past talismans & Wrathchild wearing Valhallas can revive when she's sitting right there - un-disabled.
- Serenity is supposed to block ALL silver effects. It doesn't always.
- Max Prisoner is supposed to disable ALL Labyrinth and Sacred talismans upon death. He selectively disables some of them. Sometimes he'll leave one or the other working while taking out the other in the same match.
And while you're at it, maybe make the AI's built in accuracy buff a little less over-the-top, while making our own accuracy down debuffs a little less obnoxious? If hits are supposed to make it through Labyrinth talismans 40% of the time, then there's something wrong with your code, or there's a significant sway in favor of the AI. I'd say we're lucky if 10% of our attacks do. Meanwhile, the AI's attacks seem to land more regularly... hmmmm....
Brickster
02-09-2020, 10:44 PM
Nothing from the devs..
Brickster
02-10-2020, 06:25 AM
Musashi with his cosmic talisman equipped gets all kinds of negative effects.
Our dear Prisoner probably disabled his talisman as well. Bug or no bug?
7745
Oh dear, oh dear :) Are you guys still surprised of the completely bugged PVP? Itīs a piece of garbage since the first day. And there are lots of bugs everywhere in this "game". Even in the utterly boring and simple story worlds. I have no idea how can they hide all of this from the Maiden management. Or maybe the management knows about it, but just doesnīt care. I donīt know which is the worse. But I know something: the keyword is - incompetency.
Brickster
02-10-2020, 10:04 AM
I'm not surprised.
I'm hoping that the devs will do something about it, but at the moment it seems adding more characters that bring more bugs is more important than fixing the current list of problems.
We rarely get a reply or an acknowledgement from them on posts like these.
Some recognition would be appreciated, devs!
Durandal_LOTB
02-10-2020, 03:30 PM
Some recognition would be appreciated, devs!
The list of issues you folks have shared here have been compiled and shared internally for investigation. We appreciate collaborative compilations like this so that we can gauge priorities on which issues to tackle sooner than later.
As long as we can reliably reproduce these various unintended interactions, we can queue a series of fixes - prioritizing whichever is the most detrimental to your everyday gameplay. Some of these will require a bit more time to investigate i.e. ability interactions between specific characters, since a part of the process is pinning down the culprit of any given issue.
Nonetheless, this thread will be monitored for any new discoveries you may wish to share.
Galactic Cosmos
02-10-2020, 03:36 PM
Not so much with Arena here from me, but the drop rates for Hell and Cyborg Awakening shards are pretty much non existent in their respective dungeons. Also, Scream for Me Eddie and Domino, WiU has been taken out of the common soul pool, of their respective classes and other souls.
Brickster
02-10-2020, 03:54 PM
The list of issues you folks have shared here have been compiled and shared internally for investigation. We appreciate collaborative compilations like this so that we can gauge priorities on which issues to tackle sooner than later.
As long as we can reliably reproduce these various unintended interactions, we can queue a series of fixes - prioritizing whichever is the most detrimental to your everyday gameplay. Some of these will require a bit more time to investigate i.e. ability interactions between specific characters, since a part of the process is pinning down the culprit of any given issue.
Nonetheless, this thread will be monitored for any new discoveries you may wish to share.
Thank you!
Maiden
02-10-2020, 08:37 PM
Is me or The Killer not only inflicts (overrides) Perfect Disable on up to 2 enemies but up to the entire team? I just had a fight against him and all my team disabled at the start of the battle without other simple explanation... I went against Moonchild, VHE, Ass Wolfy, Raven and The Killer...
Stormseye
02-10-2020, 09:18 PM
All you need to do to Fix Musashi bug is to change the T3 cosmic to have it only have an extra turn chance if the TARGET enemy has smite/ignite instead of any enemy.
Highace
02-10-2020, 09:22 PM
A bug that can sometimes make battles a huge pain in the ass is the enemies' attacking speed being horribly delayed. It seems to happen on very random occasions but sometimes, it gets to the point where you attack and after that, the other team just sits around for over 5 seconds before finally starting to take action. This is especially terrible when you already know the battle will be a draw.
Brickster
02-10-2020, 09:27 PM
A bug that can sometimes make battles a huge pain in the ass is the enemies' attacking speed being horribly delayed. It seems to happen on very random occasions but sometimes, it gets to the point where you attack and after that, the other team just sits around for over 5 seconds before finally starting to take action. This is especially terrible when you already know the battle will be a draw.
I don't think that's a bug. I think that's because there's so many passive stat changes that the game needs to process before the turn can start. You see it happen a lot in fights against Ferryman for example.
Horus-2545
02-10-2020, 09:41 PM
All you need to do to Fix Musashi bug is to change the T3 cosmic to have it only have an extra turn chance if the “TARGET” enemy has smite/ignite instead of “any” enemy.
Make Musashi strong (like we want the awakened beast strong). Let him have some extra attacks (like the Beast). Maybe if he has smited enough enemies (and the enemy does not have a good cleanse), but cap the amount of attacks he can make. If it is "any" enemy, then increase his chance of an extra attack to a higher percentage (like 50-60%).
Maiden
02-10-2020, 09:42 PM
Another, Shinobi Cosmic talisman doesnīt work after the wearer is revived. Not sure if happens the same with Bugashi...
scimitar
02-19-2020, 11:55 AM
A bug that can sometimes make battles a huge pain in the ass is the enemies' attacking speed being horribly delayed. It seems to happen on very random occasions but sometimes, it gets to the point where you attack and after that, the other team just sits around for over 5 seconds before finally starting to take action. This is especially terrible when you already know the battle will be a draw.
Highace. Check your team. No talis on cyborg. If you have them, then this is another new mistake. Just met some more teams where on one of toon there is no talis7805
ritchbe
02-19-2020, 12:59 PM
Highace. Check your team. No talis on cyborg. If you have them, then this is another new mistake. Just met some more teams where on one of toon there is no talis
Probably shifting talismans around for event challenges or Gauntlet...
scimitar
02-19-2020, 04:05 PM
And what prevents others from putting on this time? Anyone will not just remove them, but replace them with others.
Horus-2545
02-19-2020, 04:38 PM
I got attacked by a solo Musashi about 100 time straight and had to exit the game. Clearly, that is the new bug in the game. Moonchild was not a bug--only a pain in the neck. The passive disable crap with Killer is impossible to understand. Beast/Warlord was fixed. But now this. How long do we have to wait for the Musashi fix? It took them how long to fix Beast (6 weeks?) Ridiculous.
scimitar
02-19-2020, 06:17 PM
Cyborg just under the neutralization of the liabilities received invulnerability and resurrected the whole team. I got this nonsense
Horus-2545
02-19-2020, 07:01 PM
Here's another bug that I have seen for a long time and have never seen mentioned. Lilith's passive does 500% of a random enemy's Max HP when an ally dies. After you have already killed her twice (when she is truly dead), why is that future characters that you kill also result in that same significant blowback damage. It is like her passive persists after she dies.
Also, even after she dies, the passive preventing resurrection seems to persist. I killed her and should have had my Wratchild later when he died. He did not come back to life (and did not have permadeath or perfect death on him). The passive persists after her death! Please fix this.
Puntwothree
02-26-2020, 07:22 PM
The list of issues you folks have shared here have been compiled and shared internally for investigation. We appreciate collaborative compilations like this so that we can gauge priorities on which issues to tackle sooner than later.
As long as we can reliably reproduce these various unintended interactions, we can queue a series of fixes - prioritizing whichever is the most detrimental to your everyday gameplay. Some of these will require a bit more time to investigate i.e. ability interactions between specific characters, since a part of the process is pinning down the culprit of any given issue.
Nonetheless, this thread will be monitored for any new discoveries you may wish to share.
So long as you are definitely paying attention: the Musashi Cosmic at least has the advantage of working, most of the time. The Pharaoh Dog cosmic does almost nothing it is designed to do, whether or not PD is applied. I have never once seen it transform a silver or revive a dog, crave appears on toons wearing it, and I have questions as to whether even the base stat boosts are online given how easily my G. PD King gets cut down. This is a major problem, give how (time and resource) exhaustive is is to grind for any T3 Cosmic.
Phoenix-7282
07-03-2020, 01:01 PM
I am going to add some new "features" to the list -
1) Cosmic Lilith fully heals allies and self even if they are under the effect of innate heal block by GRE's power move.
2) Banshee god mode bug is back
3) Max awakened cyborg Eddie also has this bug now. Heals to full hp every time his hp hits 1.
4) Enemy teams take almost full damage in the first round even when they have babylon talisman's on them. In fact, the damage taken is way more than they would if they didn't have babylon at all. Tested with GRE's future basic attack. This also happens to max awakened Lucifers in the first round of battle without any passive disable on them.
5) Two blocker bug - I had sent a ticket about this 2 weeks back and no response from devs. This bug existed for at least a month before I sent the ticket so that makes 45 days of no action.8573. Only few ways to counter this.
6) Mercenary's innate mark of Diablo doesn't show up if the graphics setting is set to low (or automatic depending on the phone). This isn't animation quality but an indicator of a debuff. So it should be visible in all graphics settings.
7) Immortality and Fate talismans give their buffs to characters immediately after they die and revive. So we need to kill them like 3 or 4 times before they die for good. This bug is present since January.
And the list continues. This is only bugs that matter in the arena. Don't get me started on the bugs in PvE dungeons.
Edit - Just realised that the two blocker bug is mentioned by Grimdusk at the start of this thread on February. That makes it 4 months!
the two blockers bug is really annoying...
Muzzleloader
07-04-2020, 01:45 PM
I have a double blocker and get beat by several different teams. If you have the correct setup it is not a problem.
Madrik
07-04-2020, 04:40 PM
Liliths Cosmic needs fixing too, meant to grant all allies immunity to doom yet it doesn't work it still gets applied. and lets face it bespoke cosmic stats are pants... 7740 hp, 724 ATK, 724 Magic and only 300 special for a T3, i mean what's the use in having a good cosmic with rubbish stats, you get better stats from a blue T3
MuzakMaker
07-04-2020, 05:08 PM
I have a double blocker and get beat by several different teams. If you have the correct setup it is not a problem.
Yes, there is a workaround but that doesn't mean that double blocker isn't not working correctly.
One of the many things the team needs improvement on is workaround <> fix. Workarounds are just that, a temporary adjustment until the bug is actually fixed.
Highace
07-05-2020, 02:43 PM
Actually, I didn't even intend to have that team out for arena. Must've accidentally switched over to that. Scrooge and his 3 boys will be making a return right away.
Maiden
07-05-2020, 05:24 PM
Im just doing copy paste here of some (just some) of the bugs that I have been reporting everywhere:
-BABYLON is cleaning every type of debuff, not only silvers.
-Toons in Arena are counterattacking TWICE.
-Under some circumstances, VALHALLA keeps reviving the whole team once the wearer it's killed. I saw it happen with Midgard as well.
-In most cases EDDIES IN BAPHOMET OR ODIN DONīT REVIVE, they don't have perma effects or whatever. Even I saw a battle when and Eddie got down, revived but the battle ENDED ANYWAY like it didnt registered at all the Eddie going up again.
-In some cases in Arena or Baphomet, Yggradssill doesn't work at all. It's like it isnīt there at all. No, there was no Odin Fury or any other effect.
-Btw, you bugged Banshee again with the last update.
I also reported some of these bugs, even with videos and I had no response whatsoever.
Muzzleloader
07-05-2020, 05:42 PM
Maiden, do you use any of the toons or talisman that you indicate are bugged in the arena, either offense or defense. I have got past worrying about any bugs in the arena. Post the problem and move on. Everyone else is contending with the same issues. Is it right, no. There are no more important issues to be fixed before the arena.
Maiden
07-05-2020, 07:03 PM
Maiden, do you use any of the toons or talisman that you indicate are bugged in the arena, either offense or defense. I have got past worrying about any bugs in the arena. Post the problem and move on. Everyone else is contending with the same issues. Is it right, no. There are no more important issues to be fixed before the arena.
I don't quite understand your comment, I just posting in here hoping devs might see it because we had no feedback in any other place.
Those bugs are related to arena, gauntlet, raids, and even talismans working wrong in dungeons. We all deal with the same problems. That doesn't make them less problematic and we have no word about them since months.
Uhm... Wateland Eds suicide fury is a big one.... Makes him all but unuable.
Muzzleloader
07-06-2020, 12:45 AM
I would rather have then fix the time it takes to login after game resets over fixing the arena. That would also include better communication about new game data releases
MuzakMaker
07-06-2020, 02:06 AM
I would rather have then fix the time it takes to login after game resets over fixing the arena. That would also include better communication about new game data releases
We're all going to have different priorities but I don't really see the point of them prioritizing logging in to the game, when a lot of the game itself is broken.
Who knows, maybe the devs/support team in their infinite wisdom see preventing us from playing as a workaround for experiencing all of the bugs.
Phoenix-7282
07-06-2020, 06:34 AM
Just to follow up on my previous post, here are some screenshots of Lucifer's passive failing. This is at the start of battle. No passive disable on Lucy -
8579
Now this is after my first attack using GRE's future basic -8580
This kind of thing happens when opponent has Babylon as well. It may be specific to that one attack by GRE. I don't know. It only happens in the first turn though.
Muzzleloader
07-06-2020, 11:03 AM
I just dont have a problem with these so called bugs. They are inconvenient and shouldnt occur, but they do. It is clear to anyone who has played awhile that they will fix what they want. I just would post the problem, make a ticket and move on. It's only a game.
MuzakMaker
07-06-2020, 02:54 PM
I just dont have a problem with these so called bugs. They are inconvenient and shouldnt occur, but they do. It is clear to anyone who has played awhile that they will fix what they want. I just would post the problem, make a ticket and move on. It's only a game.
Yes it is only a game but if we all developed your attitude of "so called bugs" that ignore underlying issues we run the risk of becoming an apathetic player base and then we risk the team not carrying about the bugs.
We as the players need to keep pestering the team and compiling lists of bugs in the game. Of course this all wouldn't be necessary if the team actually gave 2 shirts about fixing all the broken content.
Whales will spend regardless of whether or not the game works. However the team seems to forget that they can add to the whale revenue by fixing any of the long standing issues instead of adding new broken content that obviously wasn't thoroughly tested.
razgriz
07-06-2020, 10:53 PM
phoenix-7282: im assuming ur talking about the reduce dmg by 99% part of Lucy's passive? i have the same thing happen with cosmic lilith's dmg per hit passive; can only really remember seeing their passive work with less complicated opponents, typically when running skull quests, madness powerslave or lower gauntlet lvls.
Peter-9917
07-06-2020, 11:07 PM
phoenix-7282: im assuming ur talking about the reduce dmg by 99% part of Lucy's passive? i have the same thing happen with cosmic lilith's dmg per hit passive; can only really remember seeing their passive work with less complicated opponents, typically when running skull quests, madness powerslave or lower gauntlet lvls.
I noticed the Lucy passive issue and stopped spending the resources on awakening him. It appears that both Lucifer and Lilith's passives do not work as stated in the description because the issues occur with no debuffs active. This was being experienced prior to innate effects being a thing. The Llith thing I noticed first hand, but the Lucifer passive is very noticeable when he is an opponent and you wreck him when you know you shouldn't. That $99.99 frag pack that is available randomly, it ain't worth it...
Phoenix-7282
07-07-2020, 05:34 AM
Yep, it is the 99% damage reduction that is not working. It happens with the 90% damage block of babylon as well. It is like the babylons aren't even there. In some fights they block damage in the 2nd turn instead. Another thing I noticed today is that celestial talismans can fail too.
Mario.Ahner
07-07-2020, 12:28 PM
then we risk the team not carrying about the bugs.
Hmmmm hmmmmmmmm hmmmmmmmmmmmmmmmmm
Peter-9917
07-07-2020, 02:58 PM
I think these character fixes may be more important than devs realize. Then entire goal of the game is to put together the best team that you can and if you cannot trust a character to behave the way it is described, especially in the arena where you can get a feel for where you stand in the game, there's going to be loss. Whether that loss is new players, players leaving, or less money spent will be seen on their end. I personally try to spend as little money as possible, however, I have spent more than I have wanted to in order to obtain a character (Or two). That has changed because there is little guarantee that the character will behave as advertised (Initially or ever). I am certain I am not alone. Or they could be trying to help me save money...
MuzakMaker
07-07-2020, 03:04 PM
Considering Durandal has flat out said they think we are lying since they lack the ability to replicate bugs that happen for us virtually all of the time, I have lost what little faith I had in this team.
If you aren't a whale, you don't matter to them.
Durandal_LOTB
07-07-2020, 06:13 PM
Considering Durandal has flat out said they think we are lying since they lack the ability to replicate bugs that happen for us virtually all of the time, I have lost what little faith I had in this team.
If you aren't a whale, you don't matter to them.
Please do not spread anecdotal conclusions about things others say when they have not. It is exhaustive negativity that does not aid in finding a solution.
Let me first say that when players collect and share information regarding various bugs on the forum, it helps by a mile. When it comes to support tickets and due to the large number of requests we receive, we have to help based on a hierarchy of priorities. I understand the frustration of highlighting an issue and not seeing it resolved right away, as each of those things is doing something to sour your individual experience.
Regardless of who writes in, spender or not, one of our priorities is ensuring that everyone has access to the game. While a frustrating combat bug might seem critical (and in some cases it can be), there might be another who cannot log in to their account altogether. You might not ever hear from this person or know them personally, but they exist. I understand why you feel like it seems like we're ignoring some issues over others, but know that we're always gathering information about bugs even if we aren't able to personally address every report about the same issue. Fixes and systemic improvements are always being worked on at every given moment, so the challenge is deciding what to patch up or improve first. Sometimes we fix issues knowing we can get them out quickly and sometimes we embark on larger scale fixes that require more time.
When bugs, issues and feature feedback are compiled in forum threads, it makes it more efficient for us to see clearly where something is amiss. The more clarity we receive, the faster and more likely we can fix something. If the information we receive lacks definition and context, we don't assume a player is lying when we say that we need more evidence (why would someone lie about a bug - that'd be trolling on another level). It's that when presented with multiple issues, we prioritize them based on impact as well as how efficient we can be about fixing any particular issue.
There are exceptions to this where despite not having clear reproducible steps, the impact of a given issue is weighted heavily enough that we'll pause other projects in order to find out what's happening. A recent example of this was with Babylon Talismans. They were reported as bugged, but it turned out that the talismans themselves were working perfectly fine and that the real issue was sourcing from something else. This repeated investigation would have been less likely if it weren't for the nature of the issue and the clear and testable information provided by a particular player. While that time could have been spent on a few minor bugs, the issue was critical enough that it was worth pursuing further.
When reporting bugs, any information helps, but know that every bit of extra information can make a big difference in how fast we are able to address particular issues. Hearing multiple players say "The thing is broken!" will put that issue on our radar for sure, but citing specific details (such as the exact combination of characters and talismans on both teams in a battle and if possible, a recollection of the order of events that lead up to a bugged interaction) will make a world of a difference. This is because there are some issues that seem like they stem from one source but are in fact due to another.
Anyways, apologies to anyone in this thread if they were expecting specific shout outs to issues listed throughout. Major props to the constructive individuals who put this kind of stuff together. Know that we'll try to approach and fix as much as we can at any given time. Thanks for helping us improve the game for everyone, veterans and novices alike.
Lord Schmeb
07-07-2020, 06:46 PM
Hell yea! ^^^
scimitar
07-07-2020, 07:03 PM
Yes, it's time to relax and have some fun. There will be more errors.
I almost learned how to deal with it. Now I'm not angry when GRE dies of "doom", but for some reason he is still playing; when GRE cleans itself and allies of debuffs, although its passive disabled. A lot of different things. I just shrug.
Here is the last one. Gauntlet. Rewards, by the way, are not accrued.
On the Horus, the talis is blight. But there is fury and skills.
Don’t say it’s because of the dog8587
Durandal_LOTB
07-07-2020, 07:25 PM
Don’t say it’s because of the dog
8588
It's very likely that this is the dog's doing. Gunner Pharaoh Dog King provides his team with Immunity to "All Skill Disabling Effects", which includes Taunt, Silence and Seal effects - pretty much everything that disables your power and fury abilities. This includes innate effects as well, included in effects like Moonchild's passive and what Blight Talismans inflict on the wearer (strategic self-infliction for farming purposes).
MuzakMaker
07-07-2020, 07:37 PM
stuff.
All of this sounds nice but actions speak infinitely louder than words meant to placate
We have had bugs exist for years that rob players of paid resources.
Tickets take weeks months and in rare cases years to be addressed. When they are addressed it's either an empty we're sorry or an empty promise that it will be fixed.
My day job is app development and trust me when I say that this app is hurtling towards disaster. New content is pushed out with bugs constantly leading to a growing pile of bugs.
I too have dealt with what seems like an insurmountable pile of tickets and you know what helps? Actually fixing the issues.
As regards to me saying you called me a liar. You did. I gave you a 100% replicable method of the killer bug and you said that it wasn't true thus calling me a liar.
When this game works it's amazing and I have a blast but unfortunately the mess of bugs and growing pile of support tickets that have gone without answering I am losing massive amounts of faith in the entire team. As I said, I'm on the other side of the equation in my day job. It's a smaller team on some projects so I have done every aspect from project management, to responding to customer support, to server maintenance, to writing the code. None of this comes from a source of anger but of frustration knowing that a better experience for everyone is possible.
The whale comment is just a sad fact of business. Whales keep the lights on and non paying customers don't even stock the coffee pot. As long as the app supports payments there will always be whales to take advantage of who will make purchases. We have to bank on them and it sucks but that's just the way it is.
MuzakMaker
07-07-2020, 07:45 PM
I think I've only said this on the discord so I'll throw it here too.
If the constant stream events must continue instead of putting new content as the rewards there are plenty of existing characters, materials, and talismans that were only available once or are hard/rare to get normally that would make wonderful rewards for the events instead of something new that hasn't had the time to be thoroughly tested.
A delayed but perfect rollout is virtually only remembered as perfect but an on time and horribly bugged rollout is only remembered as bugged.
scimitar
07-07-2020, 07:46 PM
8588
It's very likely that this is the dog's doing. Gunner Pharaoh Dog King provides his team with Immunity to "All Skill Disabling Effects", which includes Taunt, Silence and Seal effects - pretty much everything that disables your power and fury abilities. This includes innate effects as well, included in effects like Moonchild's passive and what Blight Talismans inflict on the wearer (strategic self-infliction for farming purposes).
Right. But this continues a series of questions. The dog’s passive is stronger than talis. But the passive of the awakened moon child is not stronger, for example, Yggdrasil or Cosmo Musashi.
and thanks for the answer
Durandal_LOTB
07-07-2020, 07:56 PM
Right. But this continues a series of questions. The dog’s passive is stronger than talis. But the passive of the awakened moon child is not stronger, for example, Yggdrasil or Cosmo Musashi.
and thanks for the answer
In this case it's probably how each individual talisman's immunity effect is set up. Sometimes an immunity effect is set up in such a way where it removes the effect first, then applies the immunity. Sometimes it's just the immunity effect so anything that's already on the character will stay on them (like if enemy Moonchild's effect goes first before your Yggdrasil talismans get applied)...and you know what, we can probably fix this sometime soon too so that you'll still get the immunity even if Moonchild is on the enemy team.
Nonetheless, it sounds like Gunner Pharaoh Dog King's immunity is removing the effect before applying the immunity. This is my assumption, but it's most likely what's happening.
MuzakMaker
07-07-2020, 08:08 PM
In this case it's probably how each individual talisman's immunity effect is set up. Sometimes an immunity effect is set up in such a way where it removes the effect first, then applies the immunity. Sometimes it's just the immunity effect so anything that's already on the character will stay on them (like if enemy Moonchild's effect goes first before your Yggdrasil talismans get applied)...and you know what, we can probably fix this sometime soon too so that you'll still get the immunity even if Moonchild is on the enemy team.
Nonetheless, it sounds like Gunner Pharaoh Dog King's immunity is removing the effect before applying the immunity. This is my assumption, but it's most likely what's happening.
This is why we need an order of operations or more clear descriptions on skills, passives, and talismans. At the upper levels of gauntlet and arena it's a lot of guessing on our parts on how everything will interact. Once we figure things out it feels like going through a flowchart to make sure desired outcomes will happen.
Add on top the ever present "is this a bug or feature" when things don't match the description it becomes easier to understand why players say "arena is pointless" and "gauntlet isn't worth the hassle".
Natasmai
07-09-2020, 04:32 PM
ive thought about this for a long long while now... what this game needs is a clear description of each "phase" of every combat step of each turn in the game. Hell even the word "turn" has multiple meanings. Sometimes a turn is considered the full cycle of your attack, the enemy attack and back to you for the next "turn" Other times "turn" simply only refers to one players actions.
I used to play a card game called Magic the Gathering. Im sure many on here will know of the game. That game has a massive rule book, but one of the best features is a clear description of what happens when and which player has priority. You could easily publish a similar article outlining the priorities (and then also actually make sure the game is designed for and adheres to these priorities). This would do many good things. We consumers would understand how the game works. Everyone would know when a bug is really a bug and not just a misunderstanding or assumption of what they think the game should do. It would make it much clearer when to report something and give us the ability to describe the bug more clearly in a report.
For reference:
From the Comprehensive Rules (July 3, 2020—Core Set 2021)
500. General
500.1. A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat main, and ending. Each of these phases takes place every turn, even if nothing happens during the phase. The beginning, combat, and ending phases are further broken down into steps, which proceed in order.
500.2. A phase or step in which players receive priority ends when the stack is empty and all players pass in succession. Simply having the stack become empty doesn’t cause such a phase or step to end; all players have to pass in succession with the stack empty. Because of this, each player gets a chance to add new things to the stack before that phase or step ends.
500.3. A step in which no players receive priority ends when all specified actions that take place during that step are completed. The only such steps are the untap step (see rule 502) and certain cleanup steps (see rule 514).
500.4. When a step or phase ends, any unused mana left in a player’s mana pool empties. This turn-based action doesn’t use the stack.
500.5. When a phase or step ends, any effects scheduled to last “until end of” that phase or step expire. When a phase or step begins, any effects scheduled to last “until” that phase or step expire. Effects that last “until end of combat” expire at the end of the combat phase, not at the beginning of the end of combat step. Effects that last “until end of turn” are subject to special rules; see rule 514.2.
500.6. When a phase or step begins, any abilities that trigger “at the beginning of” that phase or step trigger. They are put on the stack the next time a player would receive priority. (See rule 117, “Timing and Priority.”)
500.7. Some effects can give a player extra turns. They do this by adding the turns directly after the specified turn. If a player is given multiple extra turns, the extra turns are added one at a time. If multiple players are given extra turns, the extra turns are added one at a time, in APNAP order (see rule 101.4). The most recently created turn will be taken first.
500.8. Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first.
500.9. Some effects can add steps to a phase. They do this by adding the steps directly after a specified step or directly before a specified step. If multiple extra steps are created after the same step, the most recently created step will occur first.
500.10. Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to proceed past it as though it didn’t exist. See rule 614.10.
500.11. No game events can occur between turns, phases, or steps.
From the Comprehensive Rules (July 3, 2020—Core Set 2021)
117. Timing and Priority
117.1. Unless a spell or ability is instructing a player to take an action, which player can take actions at any given time is determined by a system of priority. The player with priority may cast spells, activate abilities, and take special actions.
117.1a A player may cast an instant spell any time they have priority. A player may cast a noninstant spell during their main phase any time they have priority and the stack is empty.
117.1b A player may activate an activated ability any time they have priority.
117.1c A player may take some special actions any time they have priority. A player may take other special actions during their main phase any time they have priority and the stack is empty. See rule 116, “Special Actions.”
117.1d A player may activate a mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment (even in the middle of casting or resolving a spell or activating or resolving an ability).
117.2. Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by players without receiving priority.
117.2a Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a spell or ability is resolving. (See rule 603, “Handling Triggered Abilities.”) However, nothing actually happens at the time an ability triggers. Each time a player would receive priority, each ability that has triggered but hasn’t yet been put on the stack is put on the stack. See rule 117.5.
117.2b Static abilities continuously affect the game. Priority doesn’t apply to them. (See rule 604, “Handling Static Abilities,” and rule 611, “Continuous Effects.”)
117.2c Turn-based actions happen automatically when certain steps or phases begin. They’re dealt with before a player would receive priority. See rule 117.3a. Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule 703, “Turn-Based Actions.”
117.2d State-based actions happen automatically when certain conditions are met. See rule 704. They’re dealt with before a player would receive priority. See rule 117.5.
117.2e Resolving spells and abilities may instruct players to make choices or take actions, or may allow players to activate mana abilities. Even if a player is doing so, no player has priority while a spell or ability is resolving. See rule 608, “Resolving Spells and Abilities.”
117.3. Which player has priority is determined by the following rules:
117.3a The active player receives priority at the beginning of most steps and phases, after any turn-based actions (such as drawing a card during the draw step; see rule 703) have been dealt with and abilities that trigger at the beginning of that phase or step have been put on the stack. No player receives priority during the untap step. Players usually don’t get priority during the cleanup step (see rule 514.3).
117.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.
117.3c If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.
117.3d If a player has priority and chooses not to take any actions, that player passes. If any mana is in that player’s mana pool, they announce what mana is there. Then the next player in turn order receives priority.
117.4. If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spell or ability on top of the stack resolves or, if the stack is empty, the phase or step ends.
117.5. Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see rule 704, “State-Based Actions”), then repeats this process until no state-based actions are performed. Then triggered abilities are put on the stack (see rule 603, “Handling Triggered Abilities”). These steps repeat in order until no further state-based actions are performed and no abilities trigger. Then the player who would have received priority does so.
117.6. In a multiplayer game using the shared team turns option, teams rather than individual players have priority. See rule 805, “Shared Team Turns Option.”
117.7. If a player with priority casts a spell or activates an activated ability while another spell or ability is already on the stack, the new spell or ability has been cast or activated “in response to” the earlier spell or ability. The new spell or ability will resolve first. See rule 608, “Resolving Spells and Abilities.”
https://magic.wizards.com/en/game-info/gameplay/rules-and-formats/rules
MuzakMaker
07-10-2020, 02:32 AM
A whole bunch of stuff
Reasons why I wish we could upvote on this forum. Transparency goes a long way with the player base. If we knew how things were supposed to be happening or if we are confused it would be nice to be able to reference something instead of filling out a ticket that won't get looked at for weeks or months. Gone are the days where we could just read descriptions and have questions answered. I can't speak for others but I love that the game is getting more complex, I just don't like that we have to go through so many hoops to figure out if we are experiencing a bug or misinterpreting information that we weren't even given.
Plus the added benefit for the support team of not having to deal with as many tickets and could maybe even make some headway on that growing pile of tickets.
scimitar
07-12-2020, 09:06 AM
Yep, it is the 99% damage reduction that is not working. It happens with the 90% damage block of babylon as well. It is like the babylons aren't even there. In some fights they block damage in the 2nd turn instead. Another thing I noticed today is that celestial talismans can fail too.
3 battles with different opponents who have a celestial talis.
I beat the first. They definitely don't work
ritchbe
07-15-2020, 12:08 AM
Perhaps it has something to do with the way or time when you/we equip them?
Sometimes on Odin/Baphomet it can happen as though you don't have Yggdrasil/Babylon or such sets present on your team.
The concensus is that the game simply didn't pick up on them at all being present on the team- like an unsync between the game and the server.
Since when I exit the lobby, or sometimes even restart the game, to refresh my teams I haven't experienced such behaviour anymore.
Bothersome.
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