Well, with 3 toons equiped on both teams, result is predictable:
1) You go first, you have to launch a skill
2) You go second, just look at screen, nothing to do
Next update: Strike talisman percentage of proc: 12%
:P
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Already done.
It's not the solution.
Nothing in this game can do what strike talismans do :
watch a loop that ends without autoplay.
If you don't push the autoplay button, you want to play.
I think strike talismans have two bugged things :
1. They trigger too often
2. They must have a chance to trigger only on real attacks, not on shield counter.
The returned damage of the shields is not comparable to the power of counter attacks triggered by the strike talismans, it's simply unfair.
Highly plausible
The shield counter trigger is known by Sparton and devs and we received the confirmation they are working on that. If you feel uncomfortable with strikers, try to build a team of single target high dmg characters. Any game will be extremely challenging that way for sure, but e.g. mage corrupt rescuer might even steal the strike buff.
Or try to somehow keep a stunlock. Hard to give proper advice as I don't know what chars you have.
There is always a solution for everything, and I would like to see more people start thinking outside the box. Though by my general experience (not LotB, IRL) this is not really going to happen.
Yeah, since the beta we passed through many changes and one thing is right, even with this last improvement on Eddies AI, we need a even better on, just like SilentKnight said.
A improved AI will let us chose between lots of chars, but atm only 3 Eddies are endowed with a reasonable intellect.
You really sure? 6 Eddies received AI tuning on 19th.
I have no idea, just asking :D Never bothered to check AI on Samurai, FotD or Wickerman (don't have cyborg, VH, rainmaker), and as long as we don't have a sandbox option for testing defenses, I will not touch anything for experiment.
I tried my FotD on defense, he acts very whell with and used his attacks on the right toons. But is far away to smart enought like the other Eddies.
Had a fight against a Samurai today, but I dont know, he still looked dumb.
Maybe the only insight of smart that I noticed was the Cyborg, he gave me a hard time in one of the battles hahah
About the other Eddies I dont know.
Edit: its hard to know exactly if you dont have that eddie to test with the talis and toons you want to.
Yes, I'm saying that strike talismans are too powerful and must be adjusted as I and some other players said before (12% ??), and I didn't know that the devs are working on the cancellation of shield counter trigger.
The strike non interactive show is a grotesque movie
Thank you mate for sharing. So I didn't really miss anything.
Dealing with cyborg I found one single method: KILL IT WITH FIRE. Well, I mean I always try to get rid of him first before his fury meter fills, or I'm sure to have some smacking
https://i.imgflip.com/1nw33v.jpg
Yes, VE can remove strike passive.
I don't have an issue with the strike talismans.
If you think about them and the make-up it's easy to think of a counter.
"Fight fire with fire", but you have to now go into battle understanding if one of the enemies can have them and plan accordingly.
If the toon with strike is warrior class and you bring in 4 sentinels. Good luck, get what you deserve; Or if you bring in a bunch of glass cannons, same.
My 2 cents.
I am ok with the 35% it gives some defences a boost and it makes it so you have to actually think when you attack. Though i did wish you could see what talismans the defence has equipped so you could plan a little better rather then just assuming there is one that has it, and going forward 2, 3 or all 4 toons have it. The only thing that should be fixed is reflect and void shields triggering it again and again causing the infinite loop. If the devs are already looking into it I think that should be fine.
Personally, I'm not a fan of the new talismans. That said, I'm struggling to gain the iron coins to get a set simply to have a level playing field. I have immunity and shell talismans for that same reason. The new talismans, lessen the value of some of the harder to get characters. Why worry about getting someone who counterstrikes a single opponent, when you can counterstrike the whole team. The proc rate for counterstrike is ridiculous (haven't encountered the talismans, but saw it's effects in LoL where the Lord of Light threw himself against my shield for 5 minutes until he finally killed himself. Not exciting to watch. At least they're working to fix the proc rate.
Other things. I've seen it posted where soon everyone will have tons of iron coins. I've been playing for four months and always struggling on the iron coins. I'm close to achieving the rent a champion 6,000 times (which takes a little over 4 months playing all troopers), so that should tell you I'm a serious grinder. I usually only play most of the free SoW, so by the end of the week there's not much left over if you buy out the store. That's good, and the way it should be. For those who have piles of them, that's great too, you've earned them. The biggest problem (aside from the current imbalance in game play), is the new talismans become an unattainable item for many. Anyone starting now has no way to get immunity or shell, and unless things change, the same will be true for the counterstrike and life talismans. People complain about seeing the same names on their lists all the time, yet when only a few are granted the overpowering ability to maintain the current ranks those lists aren't likely to change anytime soon.
Something I found funny, was a comment made by Jofer about gaming the current point system. Being on top, it's better to not play. I'm not on top by a long shot, although I'm currently showing a rank of 207 (not bad when I was reset back to somewhere in the 1400 point range). I've seriously been considering crippling my defense (currently at about 30%) to simply farm for iron coins. The rewards aren't that great for making it to top 100, and the closer I get, the more likely I end up with 1 iron coin instead of 10.
Finally, I have to ask as I haven't found any mention of it. Am I the only person that has a problem the prisoner blocking talisman effects? Is that the way his passive is supposed to work now?f
in regards to immunity and other talismans I am hoping the release of brave new world happens soon I thought all these talismans were going to be available there. Maybe when these talismans drop off it means we are a little closer to brave new world going live.
We can hope.
From what I've seen in pvp, passive aggression blocks talisman effects. I'd seen that immunity to work against it, but haven't found where it says no talismans work.
If a character has the red X, energy talisman never works, invisibility talisman never works, blind talisman never works, void talisman never works, etc. All those are fairly high proc talismans. I can't believe that my luck with RNG is so bad, that in at least a dozen battles with prisoner teams where I've gone first, that no talisman effect would proc without it being blocked. His nerf only gave him the ability to block talisman effects as well as passives. I never had issue with him before as I have few characters with great passives. So, you learn to play without the passives to aid you. I've got a DD now, but liked him better before the nerf as well, even if prisoner blocked his ability.
I hope that Kaz's promise holds true and that there truly is something great on the horizon. My passion for this game is fading fast. Faced a Samurai Eddie in pvp who did 25,000+ points of damage to my SGS. I'm all for the affinity advantage, but it's getting ridiculous with some of the damage dealing. Another battle had The Nomad with counterstrike. Hits once and the characters dead. Faced another one and managed to stun him, so I won that round. But that's just garbage. It almost seems like NF is doing everything they can to run the game into the ground.
The new talismans only make it worse. Pvp is becoming more less a coin toss, and that's not very exciting. I'd much rather see some improvements on the AI, then a repeat of taunt fest, or the winner of the coin toss kills the other team in one round. How hard is it to make the AI not attack invisible toons when there's one standing right next to him on the edge of death. For Magus CR it might make sense, but they all do it. Make the defense scriptable, so I can tell them how to play. There's got to be something better than the way it seems to be headed.
I'm doing my best to stay motivated and make sure all my trooper badges are taken care of. But, after only 4 months, I can see why so many of the long time players are giving up. Every update is a new set of bugs, and they add new stuff that only takes away from the challenge and enjoyment. I didn't like mummy/ssd combo's, but I'd face them over and over without immunity and could still pull a win out of it most of the time. Who wishes for a HH when you can just use talismans. It's frustrating hoping you get the character you want, but when you're just handed their abilities you don't need them anymore.
I'm going to try and hold out a little longer, but I'm very quickly losing hope.
Invisiblity should be one of the easiest to proc since it's bugged. The odds on it are way better than 33%. So, for it to never proc when prisoner has the red X on you means he blocks talismans as well as passives. That's worse than he was before.
I agree with what you said in the post before this quoted one as well. I feel as though a lot of us are holding out for the next update in hopes that it will make things a lot better than they currently are. It sucks to see some of the veteran players quit, but that will only become a more regular occurence if things don't change quickly.
In regards to the post I quoted, the Prisoner bug certainly has made him more formidable for now. I wonder if he's blocking talisman effects because they're coded as being passives. If that's the case, then that's something that should be changed asap. Even so, I've noticed that the gimp isn't as tough as he used to be. I have far more trouble against VE teams with AoF and other single-target heavy hitters.
I agree on the talismans and think that's exactly what's happening. I never had a problem with the gimp until the Apr 11 update because my team doesn't rely on passives. I got a DD at the beginning of the month, and I use him pretty frequently now, but prior to that my only passive was SGS healing bonus. He was blocking something I didn't have. I'd bring my AGS along, who he seems to have a passion for, and that kept him busy. I do think his ability was technically OP, but it didn't bother my offense at all.
my prisoner never blocked invisibility. (or the damage reduction), the only talisman effect he blocked was the immunity, as it's a passive.
On another not i noticed, that since the tuning update that sentinel bomber boy can remove invisibility or endure. (his moves say nothing about that)
I've not seen that, but then again it's hard to tell with how buggy the game is. I first noticed it with the prisoner because it seemed like I was losing a lot more to prisoner teams. Then I got to really watching, and never has a talisman proc'ed on a character that has that red X. Not once. Invisibility is bugged, so if my math is right and my understanding of how it's bugged, the probability for it to work should be about 80% with an aoe attack (against 4 characters). I'll take those odds any day. Against a prisoner team I absolutely never get invisibility with the red X on me. Over 10 battles, that's close to a 1 in 10 million chance of it not working at least once. That's either the worst luck ever, or he blocks my talismans.
In 'Cast Die' there's been a couple of times that I've stunned or frozen the Warrior SSD when he's invincible. I don't think that's right either.
Funniest thing happened a couple of minutes ago. I went against a team of Speed Eddie + Red Troll + Red Pyro + ... hmm, I don't remember, as I took a screenshot, which got lost, sry. Anyway, I noticed that the Red Pyro had the new Strike Talis, so I thought that it's a lost game for me. But, after I went first, I've used an AoE toon --> the Red Pyro counter-striked, burning my toons... and... turned towards his comrade Troll and --> burned him and also burned himself!!! :D
So, I hit them all again, and the Red Pyro did the same move --> killing himself. Nice. It was an easy win (sorry Shelltight, dunno if it's a forum member).
Pffffff....
Just had my most exciting fight I've ever encountered in arena against eddielucke.
His/her team started, MCR took my Nomad's buffs (shell+strike+attack). On my turn, I used VE to get rid of the counterattack on MCR - Take successful, but counter applied, stole my VE's shell buff. On my following turn, I used Equilibrium with VE to cleanse everyone, then pyro attacks, MCR the turn after steals Cleanse + regen then team annihilated me
Amazing, really. This is how you go up against current meta! Learn from this player!
Edit: I just had another fight, where MCR raped me again hahaha. Good job
Good battle for me today, totally unplayable:
I'm with a W troll at first turn and no prisoner in the defense team, i don't beging and i lose because a fucking ass GS shoot me 5 times in one round, seriously.... it' impossible to survive with all teams :rolleyes:
The endless loop between reflect shield and counter strike is a known bug nowadays. If you know that, don't use the warrior troll.
On a positive note, the Mayan Arena is actually really nice, and is better than the previous Arena setting in my opinion. Also Shaman Eddie might have slightly odd skills/talisman slots, but his animations are fantastic. Art department is doing a marvellous job, even if the programming leaves a lot to be desired.
Without using a warrior troll toons can easily kill off your team without proper protection.
And what about void shields are we also suppose to sacrifice those to.
Man at the end of the day I understand the dev are working on these issues.
But until then what do you expect for us to do.
Change up our whole team and hope and pray they don't get slaughtered to death.
There are countless toons that can stun, taunt and freeze your whole team.
Yet my hellhound is currently being decapitated until a fix comes through.
Yet I guess you will end up telling me to use something else.
What a joke...
No excuses just stating facts.
That's my sentiment exactly. I just swapped out my defense team for a 4* no talisman Eddie, with some 2* allies. I have no desire to play in the top 100 area. I'd rather have the iron coins to get my souls, shards and such then play in the current pvp arena.
It's actually kind of hilarious, since my defensive hold rate was never better. I've been maintaining between 25-30% and, because of the excessive OP'ing characters now thanks to tuning, I'd rather my defense not hold. Which is why I switched it up for a bad defense. Pvp is just farming for iron coins.
red newborn procs way more than he should, i belive he counts and aoe attack multiple times. the red dungeon was a real pain yesterday. would be great if you coulcd check and fix this...
I don't know exactly if I am right about this, but i think that revenge calculates a chance to each toon separately, so if you attack with a aoe the revenge will have 35% to proc for each toon that you hit but it cant trigger more than once.
Have you used single target or aoe toons?
Cheers
Agree that LoL red is harder now, especially with the remove beneficial add to newborn.
The key is to take out the newborns as quickly as possible.
I used a red team of heavy hitters and brought along Soldier Eddie in background for healing purposes if necessary. Had GRE also on sidelines if necessaary.
Didn't have an issue with level 10, except for the occasional crash!
I faced it in LoL yesterday. Where the actual Lord of Light kept proc'ing against my void shield until he finally died after about 5 painful minutes. Had a trooper with me, so didn't want to exit and lose them their badges. That 35% on an aoe against 4 opponents becomes more like an 80% probability. And, it does retrigger if there is reflected damage.