it seems sun is counting as moon and moon is counting as sun ive now finished those runs after figuring it out and used more sun sets to finish the moon achievement and vice versa with the sun achievement
it seems sun is counting as moon and moon is counting as sun ive now finished those runs after figuring it out and used more sun sets to finish the moon achievement and vice versa with the sun achievement
I'm using Desert Deity on Anubis I thought it was meant to prevent being inflicted with stop if so the cosmic doesn't work on Anubis
The Compendium shows Desert Deity is ok for the Anubis characters (and we all know how reliable that is ;)) and it is preventing the Lower Max HP effects from the Ghengis Khan attack so that suggests that it is doing something but I am getting affected by the Stop on round 3 as well. It's not a major issue for me (on this occasion) as that is a relatively easy round but it does look like a bug
Finally finished the runs for Ed Hunter, wasn't enjoyable to say the least, last 20 or runs i had constant freezing on random waves. i'll finish the rest at some point
Anyone get a cosmic fools talisman and cycle through the 3 effects? Curious about the rot, aim ones.
The effects are:
Rot Cosmic: Rot > Sulfur> Caustic
Force Cosmic: Force > Sun > Moon
Siege Cosmic : Siege > Gate > Banner
Aim Cosmic : Aim > Archer > Vorpal
f#$*ing freezes of autoplay... A tons of bug reports with teams, talismans etc, but no solution. Guys it's not depended on characters and talismans, it's some problem in your autoplay algorithm. In some circumstances it leads to infinite loop of action choise in any location with any characters and talismans
Really enjoyed the first play-through of this dungeon, the story was good fun, and loved the theme. Subsequent runs were significantly less enjoyable though, and I only managed 7 victories on my first key, and even more defeats. It feels way too over-tuned for a 3* dungeon, especially when compared with the Airstrip and Gangland dungeons. My two suggestions to bring the difficulty down to a more reasonable level are 1) Remove the Archer talismans on the Edless Horseman, and 2) Remove the passive abilities of all the characters in the final wave, like you have done with the Wrathchild here and in Gangland. This would allow you to keep the thematic characters and provide challenge through their powerful active abilities.
UPDATE: This version is out of date, and the talismans on the final wave have been changed. Khan and Edless don't have any, and Wrathchild now has Mimic & Piercing.
As for the launch event, it follows the usual frontier dungeon launch event pattern. Run the dungeon and use certain talismans to earn event currency you can spend in the store. This time the featured talisman rewards are Green T2 rotating cosmics, similar to last year's April Fools event, but with new effects. You can also pick up a set of the community favourite Firestorm and Rush talismans. You'll have to choose carefully though, as the challenges don't award enough event currency to buy one of everything, so plan ahead.
Attachment 9047
Best of luck!
Confirm.
Moon=Sun
Sun=Moon
Good that the latest fix says it removed the Archer talis from Edless Horseman.
But in fact it's very, very late on the last day of the event and after all keys are already spent.
I completed the event two days ago, made a team that did 10 to 12 runs per key, with 0 defeats. I didn't feel harmed in any way, I just found the dungeon challenging.
But of course, just like in real life, I agree that it would be better if we received all the rewards of the game just by pressing a "redeem" button and that's it, congratulations! You are the most incredible player here.
Don't get me wrong. I also like it to be a challenge. But would prefer to complete the achievements with the keys you can gain from those.
What annoys me a bit is that the difficulty level is reduced considerably shortly before the event is over and I already used all keys and even had to purchase additional ones.
This dungeon always gonna be the worst
The change to the final wave allowed me to go from 14 runs per key up to 16 runs. I might be able to get it higher now the final wave is a little less dangerous, but I don't want to risk messing with my currently reliable team.
Here is the updated dungeon, the only changes are to the final wave. Only Charlotte's talismans are the same as the original version.
I assume they changed the dungeon for people trying to get Ed Hunter through achievements, not to make the event work better. Though, arguably, if that was the play, they may have been better off waiting until the event was fully over and then announcing it as such. Small changes in communications can go a long way.