This is the main post to discuss the preliminary tuning notes.
You can see the details of the preliminary notes in the Game Updates forum post.
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This is the main post to discuss the preliminary tuning notes.
You can see the details of the preliminary notes in the Game Updates forum post.
Just an FYI for anyone who took a look within the first 30 minutes of the preliminary notes being posted; we noticed an error in the patch notes and had to redo the post.
Sorry about the confusion.
You could correct 'evacuator' to be 'rescuer' too :p
Like the overall HP scaling on non sentinel characters.
Hate the nerfing on the bats, unnecessary.
Pharaoh Eddie
Talisman - Would be better a yellow or a green one instead of blue/red
Mend Ability - Could never get Mend to freeze or stun, don´t know if that is intended or not, think it should, otherwise its useless.
Entomb - What is it good for? How does that even work?
Vampire Hunter Eddie
Claim Ability - Could never get it to Freeze either, thing it should, like Mummy´s Burden of the Damned
(Is anyone else seeing "Corrupt EVACUATOR Magus"? I wonder what he/she does!!! That´s funny. LoL)
Nice seeing the Assassin Pyro and Pharaoh Dogs get bulked up. I have a soft spot for those three.
Interesting seeing Visions Ed get another offensive buff, and Soldier Eddie get some of his former glory back. Very curious how the overhauls for Cyborg, Rainmaker and Vampire Hunter will improve them.
Not sure I agree with changing the Undead Hunter's Talisman slots to green though. I heard people being rather successful with it and a Thief set. Also a bit sad not seeing the Assassin Mine get a red->purple Talisman color change but oh well.
As for Torture's nerf, I sort of read through the Suspect thread on the AoF, and is it not possible to scale back or remove the damage scaling related to the enemy's HP? It'll surely benefit the tanks like Alliance General and Sentinel Demon who are supposed to weather those hits. Sure, it'll nerf the green and red bat against bosses, but bosses are allowed to be a little tough.
Sparton, I do have one question leftover from the previous discussion thread: I was looking at my Warrior Axis Bomber Boy and I noticed that despite dealing true damage, his MAGIC is way lower than his ATK. Is this by design or is this similar to the Warrior Pyro (who used to deal physical damage but his MAGIC stat was updated a few updates after receiving true damage)?
I am really happy to see that the Vampire Hunter gets some attention!
Is it intended that additional attacks of Strike do only half of the initial damage?
If you are adding more slots for skill shards you might consider grouping some of the existing ones together - since he already needs 21 to be maxed. Stake for example could easily go to 5/10/15/20 from 5/5/5/10/10/15.
Whoops, another case of mixing up internal name with localized name; sorry!
We'll probably leave that as is for now but will correct that for the version posted when the update goes live.
We wanted to preserve the "boss killing" nature of the attack, we just saw that the HP scaling for subsequent skill levels was higher than was advertised (thus the Suspect Discussion thread). We felt that bringing the damage gains more in line with what is reported by the skill levels was the best approach here.
It's probably similar to the Warrior Pyro, but we may just leave him as is to pave the way for interesting decisions for talisman skill choices.
It is not; I think we have a fix for that, and if we do, we'll ensure that's clarified in the update's patch notes when that goes live.
There are technical constraints right now which prevent us from reducing the amount of skill levels a skill has without causing other problems, so while we won't be changing that for that character, it is a consideration we have for future ones.
some reasonable changes at the first glance. i really like the rare eddie buffs, since it's very disappointing to get a ultra rare 5* eddie that sucks :-)
are there additional changes planned for the next update, for the prisoner for example or haven't you decided yet what to do?
would be curious about him, because he will get even stronger if the angels get a damage cut (which is okay i think).
and like gmac i'm also curious about pharaoh eddies entomb. haven't figured out that skill neither :-)
So Entomb is an ability that works like the other Charges in the game (Magic Charge, Physical Charge, Furious Charge, MR Charge etc.) except it affects DEF buffs. So the idea is that you Entomb and then use Enrage or another DEF buffing ability and your DEF stat will go through the roof for a while.
As an example, you can Entomb, Enrage, and then use Ruin on Pharaoh Eddie (which scales based on DEF) and hit for about 12k-15K for 2 turns on a single target. It's a lot of setup, but the payoff is meant to be well worth it.
-Kaz
Nice to see rainmaker getting some skill changes. Does that mean I will lose the skill shards I put into moves like guard, lifesteal and strike?
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Attachment 2420
On spell Vamp. What does "changed AI to heal from buff mean?"
It means that the character will no longer use it when it wants to use a heal skill (when it or allies have low HP), but will instead use it when it wants to use a buff skill (based on how it's AI prioritizes when to use buff skills instead of other skills).
In general, it means that the character is less likely to use it when it won't get mileage out of the Spell Vamp buff.
Thanks Spartan, that is exactly what I hoped it meant.
Thanks for engaging with us beforehand. On paper it seems reasonable, looking forward to testing it out.
Again, thanks for listening.
Up the Irons!
Looks like a reasonable update. Off handedly, any chance those random MACL0 errors at the end of fights might fade back to wherever they came from?
Will the change of trolls fervor make it deal more damage, or is it just 1 more skill shard needed for same damage?
thank's for clarification guys. i have to say that i feel that it's not good for pvp-balance, not to touch the prisoner, but OTAH if you guys have some other solutions in your mind they will be good too (hopefully). since your judgement should be far better than ours, i bet you know what you are doing, so i'm very curious too see the upcoming changes :-)
cheers
Will he be still OP for one more update?!?!
Also you hurt Angel of Strife because Angel of Fear?!?! Torture is not the problem, the problem is the HP damage scaling on red bat... We all stated that same skill in different toons were doing different damage, that means the problem is not in the skill but in the toons. Fix red bat the corret way, not nerf green bat.
Great to see more love to Rainmaker, BUT I still believe that you MUST consider a buff on Def and MR. I dont see the point of keep them both at 70, since he doesn't have any other REALLY HIGH stat to compensate.
BTW I don't have the char....
Glad to hear this is something you have on the radar. Am I misinterpreting when I read "future ones" as "future updates" and not "future characters"? :)
I have the feeling that with the launch of PvP the role of Skill shards will drastically change - from a nice to have comfort item to a necessary-if-you-want-to-be-competitive item. While I understand that you want to provide long term goals for players, there are two things resulting from tying a huge amount of effort to specific characters: 1) You are unable to vary your team - that's ok in pve as again that's basically comfort, but it takes something that could be an essential and interesting part away from PvP. 2) It might be hugely offputting to (newer) players to spend hours and hours on using Troopers in PveE to be competitive in PvP - and attracting the biggest audience possible might be somewhat disireable. (Just throwing this out there, I am aware that this is probably not the place for a discussion about that).
One more thing in regards to the Vampire Hunter: I don't know if you are aware of this, but at the moment it is not possible to speed up his Fury. I like the animation, but I would be great if this could be fixed to make farming a little bit faster.
Thanks for dialogue you are offering here in general. I think many changes are way better received by a player base if they are communicated beforehand. That might even be just because it is possible to mentally prepare for them.
I had the same exact questions/concerns w/ Pharaoh as Gmac. Pharaoh is my fave but he has his quirks. :)
Thank you for clarifying what entomb was intended for. Way too much setup involved to ever make this worthwhile on this character IMO.
Also, the talisman change makes sense EXCEPT with Pharaoh's other mostly useless ability "Mend" which scales on magic. Since every other ability works with HP, defense and attack isn't this silly? Especially since you're changing the one talisman that allows for a little magic juice? (Nobody will use the open slots for magic based on his other abilities). Have you considered changing this attack to be scaled on defense or at least attack damage? That would be great and make the tali change make sense.
Work on reducing errors is ongoing, but we only have some backend fixes for that in the next update. Tracking down and fixing the various error codes is still a priority for us.
It'll become that little bit stronger with the extra skill shard invested.
We have some other tricks up our sleeve... it's been a while since we've done an App Store update, and boy to we have a lot of fixes and small improvements coming. I've been compiling the list of the most important stuff for a good portion of this week.
Stay tuned.
The issue was Torture was increasing the damage for the skill far more than what the skill levels communicated, which caused the Angel of Fear to do crazy damage (when it should be doing "good" damage), but that also meant that the Angel of Fear was doing more damage than intended, too.
If we feel we need to tune the Angel of Fear separately, we'll create a new skill and adjust accordingly, but there was still the problem that skill levels were not functioning as advertised, so this brings the Angel of Fear to the damage level that it was designed for.
The intent is that his defensive stats are quite low and that you'll want to consider defense and MR as secondary stats on talismans to compensate (or to ignore that and go "all in" on maximizing damage, using other factors to mitigate damage). Since the bulk of many character's Def and MR when running maxed talismans is primarily from talismans, we feel this is still fair.
I mean more for future characters, sorry. The amount of tech work to ensure reducing total skill levels functions while not "eating" skill shards is pretty substantial, so it is not something on our list of features and additions we want to work on right now.
We definitely want the feature to be accessible, but competing at the top end is still something we feel makes sense to be biased towards players who have invested a lot more time end effort... and investing skill shards is an important part of that equation.
Over time, we will add new ways to get skill shards so newer players can get up to speed quicker and long term players can advance more of their collection (we're adding a bit more you can get over time with PVP itself, and Sacrifice will be another avenue for getting more skill shards too), but we expect using skill shards to finish maxing out characters to be a long term goal that isn't easily shortcutted/reduced.
That's something we can probably look at, but there's a lot of people who are involved in signing off on the special attacks of Eddies, so I'm not sure if trying to shorten it is a practical thing we can do at this stage. Definitely a consideration for future characters.
Oh, that skill isn't intended to do a lot of damage, but it actually is supposed to scale with Defense. We'll add a note for the final patch notes. Thanks for pointing that out!
Please tell me there is a fix for claiming Achievements in this one... I'm so tired of having to force-quit every time I go into that tab and try to get out.
So. Damn. Tired.
Same here, Haven't been able to claim Achievements or Daily Challenges all year. Lost a lot of ironite and have a Legendary Soul and a Skill Shard that I can not claim. Daily rewards don't show up everyday either. The Legendary Soul does me no good until Sacrifice comes out but I could use the Skill Shard
Apart from this character adjustement, can we hope with this update a little improvement in rare souls and skillshards drops, or in the chance to get 4* and 5* from rare souls ?
As many long time players i begin to be bored to play without goal (no new character because those i havn't are to rare, very long time to maxed 1 character because of skillshards system)
Maybe you should think to another way than souls to get the rare characters?
Last time i spended 20€ in the game for buy 10 rare souls, and finally got 10x 3* dupes immediately throwned away :/
I think that i and many other players will continue to play (a little) but don't spend real money in the game if this remain in the same state :/
Question about the Talisman adjustment: Freeze is being adjusted to 12%. Will each hit of a multiple hit attacker have a 12% chance? Ex if a target is being attacked by an assassin Golden Son, will there still be 4 chances at 12% because there are four hits on that target from the Golden Son? That's how it's set up now.
I was under the impression it was getting adjusted, but after going through some threads I saw plenty of people complaining about it but no mention of a fix from the developers. I may have just missed it.
Love all the attention to Rainmaker and vampire Eddies! They are rare 5 star and consume many skill shards, and don't see many people useing em. I've been useing my rainmaker off the bench to finish off bosses but can't auto farm and he's tricky to keep alive a whole match. Never seen such a change to a character, but I'm excited for some new powers because I didn't use half of his. 2 of his new powers look to have a extra skill shards I think , witch would take him up to 33 skill shards . I've complained that he should be the best character in the game because he's the most expensive to build. So I'm excited for the assassin revamp and the pharo dogs improvement, just lots of good things here.
I believe AOE will get only one chance of 12% per enemy toon is what is supposed to happen.
characters that do multiple hits to the same toon are getting extra chances to freeze and this is what the developers are planning to fix. the golden Suns are the main problem as they are AOE and multi hitters also the bats are getting multiple chances
We're still investigating what causes this for players. My apologies.
With PVP, there is another avenue to get souls, and with future features, we're doing a combination of being able to get more souls and have other ways of getting certain characters. So yes, we do have plans for stuff like that, but over time, not necessarily immediately.
We probably should have included that on this table instead of for the eventual full patch notes, but as Roquetas-5312 noted, we are indeed correcting the logic so each attack has 1 chance per enemy to trigger an augment that affects an enemy, instead of each damage kicker that triggers.
That, with many more things, will be listed in the full update patch notes when the update is about to go live.
Are you considering to increase the proc chances of Burning and Shock Talismans? I am afraid their usability will be even more limited than it is right now. At the moment their are some promising combinations, especially with burn consuming characters, who might no longer be viable with that kind of change.
Also, while am absolutely for adjusting Freeze Talismans you should also take into consideration that the game will get much harder for progressing players. And I mean a lot harder in the realms of Underworld Hard/Madness and Battlefield Madness. I can only speak for myself, but Freeze Talismans was the thing that basically got me through them. And even with them I found the curve from Underworld Normal and Battlefield Hard quite steep.
At the same time I am against lowering the difficulty of those stages, but I don't want to switch places with newer players making their way through them...
Don't know when you personally get through Underworld but I remember that it used to be Way more difficult to upgrade a toon to 5* too, probably haven't needed them that much personally if I had more than one 5* ally & 4* everything else, with LoL now you probably get to that point more powerful than before... But it's an impression