Good point. I think you're right... it does have potential to confuse new players.
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Good point. I think you're right... it does have potential to confuse new players.
I've been putting up with all the bugs in this game for a very long time now (since launch), and I was hoping that this latest update would fix at least some of them. However, I can't even play the game now (on Android 6). This was the last straw. Time to uninstall.
UPDATED Status from Facebook
QA - Quality Assurance
Tuning and Drop Rate Update:
During the QA phase of this latest update we ran into some unforeseen errors. This is an important update for our players and we want to ensure that it is well executed. We will be delaying the update until early next week, and sincerely apologize for the delay.
Thank you for your continued patience.
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October 14 Tuning Update: Thank you for your patience! Our server update will take place at 11am PST today. The game will be down for a few hours.
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October 13 Tuning Update: We’ve run into a couple of issues with getting you the Tuning Update today. We’re working through them and are targeting to get the update to you tomorrow (October 14).
We really appreciate your understanding and we’ll reach out to you again when we have more news.
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Server Update at 2pm PST today.
Attention Legacy of the Beast players! The game will be unavailable today starting at 2pm PST while we implement our Tuning and Drop Rate Update. The game will be down for approximately 1 hour.
Thank you for your patience.
https://www.facebook.com/IronMaidenLegacyoftheBeast/
I feel ya brother. But I'm not throwing in the towel just yet. I am hoping they fix this and realize they have made a huge mistake. I am also hoping that the update I have been playing with is some kind of error. Give them a bit of time they are trying to fix major issues that fell into their lap.
Sorry about the communication blackout everyone. I've been keeping a pulse on the team's work throughout today and wanted to relay what I can before I head to bed.
Without getting into too many technical details (which I might still get wrong), the tuning update we tried to push out ran into complications, and when we tried to hold it back, it seems that some people got them anyways (partially). There's an issue in the app version of the game that's live which is preventing people from all being on the set of game data, so some people have new data and some people have old.
However, for anyone who does have tuning changes, the actual rewards being dropped are still the old values, because the servers are arbitrating the rewards. This likely is also why the 0 gold/0 XP/etc is occurring for people with the tuning changes; the client and server disagree on that and something is 0'ing out those numbers. From what I can tell, deleting your cache (Android)/deleting and reinstalling (iOS) should force you to redownload the entirety of the old data so you can at least get gold and XP again from battles. As with any time you're doing that, though, make sure you have your username/email/password saved and ready t
The team has fixes in place in an internal build. Much of our team (QA and other departments) have been helping to hammer it today, and we'll be continuing to work on it tomorrow to release ASAP.
Thanks for the info Sparton
My view of the update/nerf: I think that balancing out some of the chars is fine, but leveling everything out is wrong. Instead I think that you should have created more "peaks". What I mean is, talismans are being leveled out, more equal, but you if you would have taken, lets say green/ward, and made the "magic" rise equally as "overwhelming" when leveling from 4* to 5*, then it would have been more of a choice. The game is already made so that you're not overpowered against all, so this idea could probably have been applied to chars too, so that some of the never used chars in one way or the other could be overpowered, when facing x-toon. I hope you get what i mean.
tex
Over 30 LOL lvl 8 and JUST the 1st battle with 3* evo rune!!! here no update!!! and lose over 300 ionite :(
NOW I HAD REINSTALL THE APP LET'S SEE
Thank you, the reinstall brought me back to the old version where I again receive currency and my Pharaoh Eddie is restored to his former glory (albeit temporarily).
I do hope you guys will consider the feedback regarding the talismans...that's a tough one.
But I do want to say, I trust you guys are going to get this right despite the problems inherited and present hiccups. Thanks for your commitment to making this game great!
I'm gonna ask it again: What about players, who don't have the game sinced with FB/email/roundhouse account? I lost 2 days of playing,trooper badges,login rewards,etc. and i can't do anything about it, because my client is still stuck at the "additional data download". if i reinstall now i will lose all my data=can as well just delete the app and move on with my life(3 months of every day hardcore gaming and some real money invested will go down the drain, not because i did something wrong...) :(
Speaking just from my own experience, I'd just wait it out if you didn't sync and are having problems. Once the game updates again, it should push the correct update to make it playable. Definitely sync once you get sorted though, email is the easiest way.
Yeah, that's the plan;) Thanks for the advice. Im just having a bit of a cold turkey here. didn't play for 2 days now and it's upsetting to miss out on few daily rewards and thousands of trooper badges. but i'm definitely not touching anything. tried to reinstall on my ipad and lost a low lvl account. don't want to lose my main lvl80+ acc on the iphone as well.
and i'm definitely syncing the email as soon as i get back in.
Sparton, thank you for the information. I am glad the devs are working on the issues and things are headed in a good direction. However, from what I understand of your post is that those who did receive the partial update were indeed experancing how the characters will preform after the update. If this is the case I would ask that you review that part of the update because:
A good team fully maxed skillshards included if failing on number of the beast madness.
(If a maxed team can't do it how is a player that hasn't beat the game expected to.
The auto feature is almost is not a real option at high lvl if you expect to win.
How are new players or players that are not maxed out expected to succeed. When getting the specific toons with the right abilities is still a random factor.
I tried a play through with non maxed toons using only half 50 half 40 tailismans and couldn't even get close to beating the game.
I did not try my toons in the rift as I switched back to the old version. But I believe that the team I normally use to beat yellow rift x would have failed.
From what I saw this update lowered the damage output of allot. For example a maxed red rocked dog hits for on average 1200 less on each hit and others were worse.
I put in around 30 hours testing the update and I have some real concerns espessially for lowere level players. With my character pool of allot of 5*'100 toons I found ways to win but not everyone has a pool like that to draw from.
One last concern was the ability of this game to remain a casual game. To use all 50 of my troopers it takes me around 45 min or 1 hour if I use them on rift x but it took over 2 hours to complete the same task after the partial update. Also with the difficulty increases this much people will be required to spend twice the amount of time to make any real progress in the game.
I personally like thing a little more difficult but when considering the games entire player base I don't believe the game should be this difficult.
I know I have been very vocal about this update but that is because I love this game and was not prepared for such a harsh nerf. I had the partial update so I tested it and voiced my concerns for the people that did not have it. I the hope that is this patch does go through the way it is now they can be prepared.
Thank you devs for all your hard work and please listen to the concerns of your players.
Somebody mentioned it somewhere before: Removable Skill Shards would soften the nerf a lot ... at least this way one could react to a certain degree to a slap in the face like this.
This is a great point. I play a fair amount, but I can't add time. I love that you can do well at this game without having to constantly be on. That's why I quit Contest of Champions a year ago even though I loved the game. Please, don't make it a grind-fest! :)
This! I also always thought that it's in fact the other talismans which need fixing. If ward would give significantly more magic and you would have a magic type char, you wouldn't look at overwhelming as OP. Or you could use talismans which add def/m.res to build your character in a defensive way. Lowering fierces and overwhelmings stats just makes all talismans a bit meh...
Plus like Eagleknight mentioned, it makes the later levels extremely hard which will put alot of casual players off. and it also puts you as developers in front of another task to find another way for players to strengthen their team in order to progress in the future chapters. if you can hardly beat the beast with fully maxed 5* team you will probably get big time ass kicked in the first lvl of the night city/hard (not mentioning that most of the people don't have a legion of 5*s like Eagleknight). You guys should really reconsider this nerf, because it sounds like a huge step in the wrong direction...
PS.: Thanks Slauki,but i will probably only receive the last 25 badges from you anyway. thats IF i'll ever be able to get back ingame. Judging on what we have seen so far it might take: weeks of radio silence,3 announcements promising some cool new features to calm the crowd down, then few more weeks of radio silence, 3 days of applying new bugs...sorry...updates, few apologies and more promises from Sparton, a roll back and a biiiig blessing from all the gods before things move forwards. (pardon my sarcasm,but as they say "fool me once..." )
Quick update on fixing the data discrepancies; we have a build submitted, but we're still working on testing it to ensure it doesn't introduce more problems than we're solving.
Our intent is that's what the set bonuses were there for; if you want a lot of health, you should go for all greens, then you push a bit further with more Health/Stone talismans for more raw defensive stats, or Energy talismans if you want to trade that extra flexibility for getting more energy, or Paralysis/Blind if you want to add crowd control-capabilities, etc. The point of the subtypes is being able to customize the secondary stats, not have exceedingly more of the primary in some cases. That said...
We hear you all loud and clear. While I do not want to return to the point where certain subtypes were clearly incorrect choices because of copy+paste errors/lack of foresight making others way stronger than they should have been, I plan on investigating this further and taking everyone's thoughts and suggestions into account.
Unfortunately, I personally can't help with this manner, although our team is still working on solving this for you and others. For more information on our investigation of a thorough fix for this, please read this post I made earlier this week.
Me and Kaz could probably write essays on the subject, but the short version for right now is that we want this game to encourage players to have a wide variety of powerful characters. Just having a team of max level/max talisman/maxed skills characters shouldn't be enough to steamroll the campaign (even if you're talking about 5 stars straight from souls!). Strategizing and bringing teams that not only work well with each other but work well at countering the enemies of a particular battle should be key to be able to progress pass the various difficulty points in the game (for the campaign and for the upcoming PVP).
Under the previous balancing, certain talismans made you way stronger than we intended, allowing players to use less characters because they can just move some talismans around if it's really needed instead of maxing out the right talismans of the right subtypes for the characters in question. Certain characters also were just always so damn useful that they had much of the same effect. Obviously those characters (and talismans) will still have some great usability after the tuning adjustments, as the intent is not to make them worthless... it's just to make them not the universally correct answer for nearly every encounter in the game.
1. Please consider buffing the fierce talismans again to a maybe not quite so high as previous if necessary. I have a feeling my samurai is going to be vendor trash after the update. He literally lived and died doing the damage that he used to and any kind of a nerf to his damage output is going to make him near obsolete. The character just does not have the abilities to survive without the damage output. I feel like he should in fact be investigated for bugs as his damage output Unbuffed is very poor.
2. Please consider buffing all green talismans by a substantial amount (1000HP?), again, maybe not quite to the realm that they were before, but the enemies do such incredible damage at level 10 of the rifts, most of the characters will not last long anymore.
3. Please consider buffing the purple, blue, and yellow talismans by about 500HP for reasons as stated above. Purple characters were for the most part unusable even before the overwhelming nerf, and I was stacking multiple health talismans on them.
4. I have no idea how good the drop rate is going to be post update: but if it's not around the realm of what it was prior to August update, it's probably not high enough for me to rebuild all my toons and talismans. I've given up farming as of a week or so ago, and I will not put myself through that again. I'm sorry. I am at ends with this game and nothing short of an amazing drop rate will change my stance ->and I do intend to buy gold for all my new upgrades provided the drop rate is substantial.
5. Thank you much for all the effort and communication, I'm grateful and it's appreciated.
Sparton, thanks for the response. I agree that mixing and matching charters should be an inportant aspect of the game. But to beat the game after the update you would need charters that have the right effect for the given area. If you don't have the right toon with that effect your done. Yes certain tailismans can help with this
Freezing/stun but most of those don't even effect a boss fight like in number of the beast.
In pvp I get it you want several combos that can win. I focusing only on the pve aspect of the game. Pve and pvp are almost always two different communities but mabey this will be different. My main concern is that the focus is leaning toward pvp combat and pve is being effected by it.
The extra time sink created by these changes could also cause problems. Not for me but for a casual player it could mean the difference between continuing or moving on to a new game.
Some people have had really bad luck with the rng In obtaining certain charterers. By making it were only a select group of characters that have the needed skill to be successful in a specific fight a bottleneck can be created. With the game the ways it is yes some toons are more bennificial but they are not required to beat a level. You can change characters when you want without fear of failing.
I am willing to wait and see how things work out but from what I've seen of the update I am concerned.
Just curious during the testing of this update has successful play through been made using charterers with only maxed tailismans and no skillshards on the current pvp content and rifts x lvls. I only ask this because I couldn't do the underworld completely with my toons set up like that and the lvl 50 tailismans that I had available.
But then enhance ward, safeguard and all other talisman classes... Fighting with terrible droprates for 3* rainbow evo runes for months, barely upgrading any talisman, and when I do, I get nerf bat in the center of my face... Level them up to better side... I planned to use various talismans, and I used lot of various, but now it is like pulling me way back... I will have at least 10 of them nerfed and they WILL stand there for nothing, while I'll have to upgrade some others instead... As someone who plays from the first day, and someone who has Corrupt General, magus Allied soldier, Soldier Eddie and assassin Golden son with 3 fierce talismans each and more than halfway to maxing out Mummy Eddie with overwhelming talismans (which is one pretty big variety, you will agree), I can only say that this is not just unfair, but killing my thirst for this game to the end. Five of this chars, three and a half months grinding and what not, and all of them will be cut for so much... Please, please prove me wrong.
thank you again, for the communication, it's very appreciated. maybe some thoughts to consider:
i like the mentioned approach, because it will make the game more challenging and more suitable for pvp. but that means also, that every player needs many more appropriate and maximized characters, any many more maximized and appropriate talismans.This is very hard to do, when the rare soul drops are reduced and sacrifice is not implemented yet. even if the drops will get better with the next update, it seems a little too difficult to me to grind for the necessary characters/talismans and maximize them. especially beginners will have huge problems, and they might quit, if playing and finishing the is getting too hard. and due to the iron maiden context there are many casual players, who are not experienced with the hardcore style of play.
All what the devs say is so nice in theory, but how are we going to choose between chars if the RNG of this game is so shitty than we cant get the chars. So much nerf and touching stats and pvp isnt even here. No slots enough to open more souls, so no chance to get chars. Seriously, most of the players started when the game was released and probably most of them are in the end game farming, the boring end game farming. At least increase the number of char slots so we can do something that is not boring, and please try to bring sacrifice feature ASAP. I can keep farming if i get new chars to keep some motivation. By now im just using my troopers anything else.
Ok I guess my opinions and conserns are making people angry, they seem to think I am just whining and complaining and have no reason to want the game to be better for all players not just hardcore or pvp. All I can say is my intention was to inform and say what I thought were vaild concerns. I will therefore with draw from posting on the forums for a while.
I can live with the nerf as long as you guys track the data and consider averaging the difference if it works out so people are having too tough of a time with the end stages. I still only have a single 5* character, so I'm really looking forward to the drop rate adjustments.
Every since we've been aware about the two subtypes in question being overpowered compared to their counterparts within their class, I personally have playtested without using those. Kaz has done multiple runs of the early- to mid-game experience where those talismans' irregularly high stats were not at play (in the case of overwhelming, I believe it only had the absurdly high HP addition on tier 5?..). The end game was balanced with the expected balance in mind, not with their irregularity in mind.
Clear rates are routinely monitored, and our aim is definitely that allowing for better farming of resources will let people better diversify as they advance in the game.
Same. I get why the older players are upset. Their hard won players are being nerfed.
But I feel like I've been farming for ages and still cant get my team to 5* on either talismans or toon level. And that farming is mostly manual because there is no way my team can even do the 1st level of underworld madness on auto.
So it might be the case that its harder to 'win' the game and farming LoL X or underworld madness cant be auto'd. But if it means new players can get to the point where they are challenging that sooner, then I would say that is a great thing (From my biased point of view ofc).
Besides, for older players, they can still probably autofarm the start of underworld madness or LoL VII, so getting whatever new toons up to spec should still be quite viable.
But great point about continuing to tweak things based on more data once its rolled out. Thats all that can be asked really.
I'm holding my thoughts until I actually see the changes in practice. I'm confident the devs didn't just make adjustments and push them out without testing them extensively. I trust things will be fairly balanced.
Thanks a lot guys for your work but i still waiting the update. I am playing on a BlueStacks because my phone dosent has so much space and i can't move the app on a sd card.
regards!
I'll second this. Most of us do some periodic moaning (I know I do!), but getting hostile w/ the devs doesn't help anything.
Edit: Thoughtful critique (even if a bit passionate at times) is certainly helpful to all. I'm sure devs would agree. No one is calling for fake :)
Only gotten one Rare Soul since gunner event, so I assume even the tuning patch did not went thru, the rare souls from Lord of Light event has. Afterall, drops are distributed from server and can happen without patch?
Quick question, does the red troll do AoE damage or single target? I woke up this morning and my troll was doing single target. Am I seeing things?