Yup, they will.
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Thanks for the explanation, that was close to a heartsroke, man :)
Did you accidentally change the effect probability with the latest update?
Just have to say, while I still am getting some errors in arena and campaign mode, the game is much smoother and the initial load time is a fraction of what it was before.
Seems like a solid step forward.
Also thanks for the limited time arena rewards/event. Nice to incent people to play and provide them some easy rewards. Some people play that many games anyways, so will be a reward for those that do.
I generally play on iPad.
Again, thanks Sparton/Kaz for the communications with us. Very much appreciated.
Has anyone already reported the arena bug which doesn't take count of the"endure" ability?
When i'm attacking against a team which has endure active and i send all the enemies to 0 hp, the big golden Eddie's face shows in the background as if i already won the battle, in spite the fight is still going on lol.
This problem is underlined also by the fact that the angel of fear's passive, which gives all your troopers an extra turn when you get the first kill, triggers when you set any of your enemies' hp to 0, even though it's still alive thanks to the endure.
This bug is a problem because it can change the outcome of some battles and should be fixed as soon as possible
p.s: talking about endure, not sure if it's on purpose or another bug, but while your troopers have the endure buff, even though their hp shouldn't go below 0, they can be killed anyways when they receive some enemy's shield damage, returning part of the dealt damage.
Yes, I've reported that long ago in AoF's suspect thread, but noone cared.
PVP is like accelerated capitalism, why I am about to give up.
Dear Troopers and Dev team,
I have been looking at the PVP stats and results over the last 3 weeks as well as the rewards and I think that there is something fundamentally flawed.
The 3 keys to succeeding in PVP are:
1. Time and money. Looking at the total number of points of each of the top players and knowing how many points are lost due to the large number of attack we all receive. It takes a serious investment in both time and money to access the top spots.
2. Luck. Of course most of the game is decided on who goes first and this is decided by RNG. Not much to do here except spend more time and money.
3. Team and skills. Luck has got something to do here as well based on characters awarded by RNG and time and money also have a lot to do with endless grinding for skill shards, shards, runes and talismans.
My main concern has to do with the reward system which basically gives a lot to those who have 1, 2 and 3 above and therefore give them more 1 and 2 for the coming weeks. In other words their characters will get stronger from skill shards, they will get access to chances of obtaining stronger characters and increase their defense win rates while all others (below rank 25) get almost nothing.
Rewarding by tier or division is good. It tying it to finishing position makes it impossible for anyone without a lot of 1,2 and 3 above to contest. Has the rich keep fighting for top positions with their resources, the others fall even lower in terms of chances to hold against those richest who are getting richest.
As the logical and inevitable gap widens each week, the end result can only be that only 25 players will end up finding enough interest to keep battling in PVP in the long run. One of them might even become POTUS one day ;-).
I am personally upper middle class when it comes to LOTB and have invested a huge amount of 1, 2 and 3 but enough... I have a wife, 3 kids, a job, friends... I finish between rank 26 and 70 every week but last week should have been my last. The PVP contest makes me want to play another 300 games this week and I will but after that, I am not sure I can...
And by the way, I am religiously playing each and every of my Troopers every single day...
How do we solve this? I don't know. Reward week on week progression, limit the number of attacks per week, reward on points obtained but cover 200 players instead of 25 each week... so much had to be done. I would love your contribution.
I am also pretty sure that this is clearly the type of philosophy that our favorite band is fighting with a passion since over 30 years...
Thanks for reading and Up the Irons!!!
Patrice-1201
Well said. People will argue here not the money that counts, which is partially true, but the advanced capitalism is at hand.. to me if it's about 'who wants to be an eternal', top ranks should work their ass for it, get most attacks so it's not all about luck with souls and op toons and 'rich become richer'. That's kinda part of why I suggested attack lists as I did. If you want to be on top, get the best rewards ok, grind and suffer, not the other way arround.
This is the issue right here. What's the solution? We KNOW attack lists are broken. We know they don't change enough (look how many times you and I attacked each other the last few days Patrice - just cause the names kept appearing!). Point being some of us have to play a lot more than others for the same rewards.
Ultimately those who play the most need a reward to continue. ShaolinLondo does not by any means have the best stats in the game. But he very honesty said he places well by playing a lot - which means buying Ironite - which keeps the game in business. I think the developers HAVE to reward that to survive, otherwise what is the incentive to spend?
But how to engage the free to play(or minimal pay to play) players at the same time? That's a great question. I'm sure the developers are cognizant of this, but posting solutions - even if they're not used - may get their gears rolling. But I agree that there need to be more rewards for them or they will fade - and those free to play players are important - they leave reviews - they bring friends in who MAY be pay to play - they keep this online community engaged - so they can't be ignored.
Thanks for posting that.