The game refuse to start on memu. :(
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The game refuse to start on memu. :(
I have a warrior golden son with 6 burning talismans which on perfect hits now just placed 2 to 3 physical burns only on ONE enemy for 2 turns, it use to placed a lot more on ALL enemies i understand the change but just to clarify SPARTON is this is normal or may be is burning talisman bug
Ouch, my AoF has been castrated. 😭
I think the chances to the piercing talisman isn't working right btw. Did a few rounds of LOL X. When I attacked the boss with, first Samurai Eddies fury and after that his primary attack, he missed!!!!! What the f....!
And the primary attack was a perfect hit. So nothing yet known should make it miss.
Haven't tried my freeze talismans yet, so I am not gonna complain about them. At least not yet. 😜
Cheers
Tried clearing cache, clearing data, uinstalling and rebooting on two tablets the game previously ran on still fails to lauch
PVP is far more a challenge now without the freezing talisman dependency... I need to try other combos, since the triggering % now sucks...
Great bug fixing/PVP balance update guys. Now all we need a new content update...
Sparton,
Is there anything in this update that would restrict playing on Android emulators? Working fine on my iPhone, but I use an emulator for Troopers and it's crashing.
Several other hardcore players I chat with are having the same issue
Angel of Fear's passive seems to be a bit wonky now. I noticed that sometimes when my Soldier Eddie kills the enemy he's targeting while on auto, I don't receive the extra turn for everyone. Before this update, his AOE basic would always trigger an extra turn when he killed the enemy he was targeting (but not if he killed an enemy he wasn't targeting, but I guess you guys are already aware of that bug). This bug is making my normally easy auto runs on Madness difficulty actually have a chance of failure now, whereas before I never lost.
I would expect all enemies to have 1-3 burns each, not one enemy with burns. I'll pass that along to be investigated.
I'll pass this along to be looked at as well.
Most (all?) of the reports we've gotten about crashing at launch is from Android players... some people on emulators, some people on devices. We're still investigating what the cause is.
As a reminder for anyone having problems getting into the game, please send an email to [email protected]. Include the following information: The exact device you are using to the play the game, and the current operating system you have installed.
I have two Red Golden Sons, both 100, both fully loaded with burn talismans. Three runs through GoD madness with the same results. The ONLY enemy to have burns applied to them was the far left mob, and even then, a max of 3. That's it.
If that is the intended proc rate, I might just throw in the towel.
I've been at the end game for months now and even with ZERO content, I've managed to struggle on, spend money, and play daily. Every time I read about PvP, the fun they're having, the massive advantage those players will have over the rest of us, and the thought of plowing through yet another month of mindless chasing-the-dangling-carrot bullshit that this game has become, I want to pull my face off.
For the love of Edward, please tell me that the proc rate is a bug. Please give me at least that much.
I used slaukis CR on secret location hard underworld. His fury did 75 damage on trolls. And his basic attacks missed enemies and preservere healed nothing. Only thing that did something was torch. So i died, revived beat the rest and got maclo error at the end :(
Odd, my own Carriage Rider Eddie didn't have that problem with Preserve, Scythe, or Wither when I tried use him just now. Not sure what would have caused that for you. Do you recall what waves you saw problems with?
Depending on the build you had, that sounds about right.
Torture scales based on enemy Max HP, your Max HP, your Attack, and your Magic. Since a large portion of the damage is based on HP depending on you and your enemy's talisman builds (especially for the Angel of Strife), so you'll see more varied damage from him based on what you're attacking.
hey browno, sorry to hear, i tried him on GOD everything seems fine so far :-O something seems to be messed up really hard ;)
have 3 emulators installed and none works for me. but i can play on mobile phone, real strange. i hope this will get fixed soon.
pvp changes are okay so far, only the prisoner teams are even stronger now, because their main enemies aof and aos are really hit hard by the nerf.
but not gonna complain about them, they seem to be more in balance now i feel. hitting for 6-9k single damage and getting extraturn for whole party is reasonable.
only ridiculous huge imbalance is the prisoner+troll combo or any other real OP combo now. that should be adressed soon, because if you don't have the prisoner you are not on the same level as other players, regardless which toon you have beside this. you simply cannot counter it at the moment. but these are my last words regarding this issue for now, since i doN't wanna be annoying and repetitive (sorry if it seems so) ;-)
EDIT: the trooperlist resresh is still bugged, because the same names are shown over and over again. i think i never seen shaolinlondon on the list for example, while other names popup almost every time. there is something wrong.
So I tested the proc rate for Burn and Shock talismans and it is bad. Really bad! I have 3 Burn sets on my Warrior GS (105% chance to inflict burn on all enemies on perfect strike) and 3 Shock sets on my Magus GS (105% chance to inflict all enemies with shock for two turns on perfects). The way it was intended and should work. This is no longer the case.
Tested in three runs through Matter of life and Death, the chance of inflicting these effects went from guaranteed for all enemies to 1 out of 4 enemies in 7 rounds out of 15 and always the enemy on the far left of the screen. The burn effect now only triggers two burns (was guaranteed and triggering six before update, two burns per set) at most and not 105% of the time (closer to 35%-40% now).
Is this the intended change or is something wrong with the update?
Any change with the drop rates?
3 rare souls out of 5 secret locations available today. Don't know just lucky or something has been fixed.
Still crap dupes from the souls though... ;)
Attack and magic penetration talismans say 35% chance in description, not 45 as announced.
Wow. I can't get through the Underworld secret location now.
I've noticed my void and blind talismans barely trigger at all.
Artillary Dog's passive "grants immunity to all allies for one turn at the start of the battle".... until today.
Between this and some people talking about freeze it almost sounds like talismans went from getting a proc chance for each hit on each enemy to getting one chance at one enemy.
And it seems to me that if burn/shock talisman proc chances stack, you really should only get one set of burns guaranteed, not all three. (I had previously thought you'd get 3 separate 35% chances.) It doesn't make sense that they should stack both the % AND the number of burns (but maybe that's just me).
Unrelatedly, I like how on the character inventory, double tapping the character now shows the character taking an hit a few times before dying, and holding now show the victory animation.
Some of the bugs I've found:
1. Tailgunner Eddie's Second Chance skill occasionally also deals true damage to self. Presumably when the reset effect supposed to be triggered.
2. AoF's passive and Tailgunner Eddie's fury sometimes don't give extra turn despite the killed enemy is the one that's targeted. No patterns identified.
In the "my team" tab when you're sideways scrolling through your characters, every time your finger hits the screen you hear that grating industrial sound, whereas before it was only heard if you selected a character. Now if you select a character, you hear the sound twice back to back, instead of once like before. I'll have to turn the sound off when editing my characters until it's fixed.
There is definitely something not right.
Penetrating Talismans did not trigger once on my CR and that in almost 20 runs. Freeze triggered twice in about ten full runs. Stuns seem to trigger less as well - same for Void talismans.
And CR seems to loose power over time. It looks like this when I enter the boss level of AMOLAD
Attachment 2446
As a result in the whole run his fury (as mentioned) does less then 100 damage - he heals the party for about 25 points and Wither and Scythe just miss the enemy.
I think the description should be changed in "Multiple Self Stat Destroyer"
I guess CR will be on the bench for a while ...
On top of that I barely can autofarm Underworld madness now. In Road to Ruin (the very first level) these level 80 warrior Imps deal over 11.000 damage to my sentinel Eddie with their power (Afflict) almost taking him out in the first round. Might be worth bringing one of them up to level 100 - this is the new "one shot killer". Or was that always the case and I never realized it because I was always farming with CR?
I almost lost Underworld Hard - Game of Death because my toons hit like toddlers. All my Eddies seem to take a lot of damage all of a sudden. But lucky me! I still can autofarm Ailing Kingdom Madness! :rolleyes:
You might want to ask now: "Whaaaaaat? An update from Nodding frog that went wrong? That seems unlikely!"
But I do like some of the improvements to be fair. Especially the stats report in battle where you can see what things actually do.
I agree with this. I enjoyed PvP initially, but there is no doubt the AoF was overpowered and a lot of the game was a freeze fest. It became somewhat predictable. Tonight I found myself picking different character combos like I did when PvP first started and thinking through which characters would work best.
It reintroduced the challenge - and hence the fun - again
I've tried the CR thing in AMOLAD madness. First try, I use Scythe skill all the way through the boss. I have no stats change. No increase nor decrease occurs.
Things get interesting when I replay the battle and use Wither instead. The magic & magic resistance buff seem to always occur and accumulate for the next round. Here are the screenshots I took every start of the round (1-2-3-4-boss respectively)
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I remember that back then Wither skill benefits from this bug, it gets stronger as the battle progresses. But it was fixed in a past update. This is probably a comeback bug.
As for the problem that ToTameAGame and everybody else suffer, I'm not sure what happen there, but it seems like the update doesn't really works in a same way for everybody. Some got it right, some got it wrong.
Soldier Eddie's "Bullet Trace" skill doesn't seem to reset properly anymore when he gets a kill with it. In fact, it seems like he now does the extra attacks on his own teammates and himself. Seems like he may need some more boot camp training before he learns how to properly point his gun away from himself. :p
OK, I'm a little floored. AoF took a big nerf. Sentinel Corrupt Droid took a big nerf. Overpowered. Got it. I had just maxed them, but accepted it would be good for balance.
Just used a Troopers Rainmaker Eddie. 24k damage every time on his basic attack. No buff. No class advantage.
Is this a mistake? That seems absolutely crazy and quite unfair. He'd one-hit almost anyone in the game.
I didn't take any negative effect on that particular try. I tried once more, removing AoF from my team to give enemy a chance to attack me. And yes, it seems the ACCUMULATION is the problem. Not only from Wither, but also every debuff, and buff from the fury as well. I also noticed that the Perfect Hit buff from the Desert Marauder never expires for the CR.
Gunner Dog's Bullet Trace seems normal, though. Resets correctly and doesn't do any friendly fire :cool:
Rainmaker and AoF sounds like a good combo!
Instantly kill the first two characters in any PvP match you play! 😀