This is the main post to discuss tuning changes that are in an upcoming update.
You can see the details for the preliminary tuning adjustments in the Game Updates forum post.
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This is the main post to discuss tuning changes that are in an upcoming update.
You can see the details for the preliminary tuning adjustments in the Game Updates forum post.
1984...World Slavery Tour...what a great time and concert! Derek Riggs did the best artwork!
I like Pharaoh Eddie awakenable. Hope he will break the meta...
Some interesting tunning there:
Good:
-More options to counter "Ghost" as a killing effect on the enemy
-More (at least one) more option to fight GotN Innate Passive Disable (Set)
-Reworking some outdated toons/talis.
Bad:
- Another tunning note and still no fix for Double-Revenge situation and Anti-Revenge toons and talis stop working after "x" number of rounds..no toon dead no passive disable applied. These anti revenge effects just stop working...
- Convolution never ends, the step beyond "innates, passives, unblockable" effects are.... nameless effects... like Valor situation "this is not a Heal Block.." ... ok? I guess there isn't much more to do and you need to keep the power creep creeping or the game just ends... anyway, only hope that someday we got Icons and clear situations in order to play the game knowing what's going on...
Also, Let's see what kind of awakening has Pharao.. he wasn't bad as a toon and the last awakening (Eduardo) was quite Meh...
Can Heaven awakening shards be added to awakening soul drop pool please?
Why reveal these notes now if your gonna add them at the end of the month?
Three years playing and never once has a discussion influenced the tuning that was done.
Goes along with not admitting when you're wrong, not acting on user tickets because "hey, you know how that is" and never acknowledging player feedback, like the hundreds of bad comments on the last two December events...
Save some time for server maintenance, do your "tuning" without asking for feedback and don't talk about it anymore.
Heh, hard level for Powerslave and awakenable Pharaoh Ed, my clan called this! Guessing Samurai and Mystic will not be far away either. I'm just hoping the hard level for Powerslave is not as ridiculous as Infernal was. I think the Insanity level of the Dark Shores dungeon struck the right balance. It took quite a lot of iteration to find a good, stable auto team for that.
Certainly looks interesting, seeing Powerslave characters get buffed. I do wonder if that means that Kingdom of the Sands will get a revamp like Wickerman Isle did.
Seeing immunity to Ghost of the Navigator's passive is nice, but also can we make innate effects have a visual sign that they're active? I mean Paranoia has the little eyeballs, so it's not impossible.
Pharaoh Ed being awakened is cool, I don't expect him to be amazing but still it'll be nice to see more Sentinel Eds awakened.
The Dark Advent Lilith ability change is welcome and necessary. Currently she has a chance of just immediately killing a character with a basic attack, and that's horseshit.
I also find it really funny that every Egyptian god has had some sort of buff except Sekhmet; like she's just not worthy of a buff haha.
The talisman buffs are cool, though I could only really see Valor getting any use.
Finally, Powerslave has a new difficulty level. I don't trust this after Infernal Dungeon.
Sounds good overall, looking forward to this coming update.
Amazing updates! Really loved the description notes. Extremely happy as an ancient egypt nerd here ;) Looking forward to the update!
We're in the process discussing plans around this. There are plenty of innate effects in the game, some are just more explicitly called out compared to others.
For example, a character's passive might read: "Once per battle, do X upon death." This is technically an innate effect, but we would rather use icons for something like Innate Passive Disable which is an important thing to track since it's difficult to tell exactly when it is or isn't on your characters. Other effects, like The Mercenary's "Mark of Diablo", might not receive an icon because it is already represented by a unique visual effect.
We'll need to carefully pick and choose which canditiates are the best to receive an icon to prevent icon bloat (since they would appear alongside any other effects).
Not only icons are hugely needed to figure out things like innate passive disable... but visuals are hugely bugged. Now that "innate freeze" is so frequent, I keep seeing half of the toons with the freeze visuals, but they're usually not frozen. Personally I think that the concept of innate effects are a step in the wrong direction, it makes the game more messy and bugged... and just keeps adding lines and lines of text to talisman/passives/effect descriptions.
Can we have back the 3 seconds of waiting in Autoplay?
Thanks for the answer Durandal, Happy to hear that you are in the process of this. Despite I hear what you said, and I understand your point, relying ONLY on visual effects to denote "states" is a heavy mistake, best practice about this tells you also need an Icon to show what's happening. Plus, everyone who played the game at least one time, knows/suffered visual effects bugs. We all have been playing with toons that look Frozen, Slept, Stunt, and they are not under that condition, just a visual delayed bug.
Another problem with relying only on visual effects. We don't know the duration of the effects only through visuals... for example Innate Stunt from Rot (iirc) lasts forever. As players, we don't have any way to know that some toon was affected by that effect or any other stunt, therefore we can be playing turns and turns to wait for that effect to disappear without a way of knowing that was an infinite effect. We need to know the effect duration as it is with the regular buffs/debuff icons.
I do understand that toons like G. Hierophant with his passive (innate?) Heal block should be known by the player and "shouldn't need" an icon because his passive describes it, but that also leads to confusion. Or when GRE uses Death Grip (same innate health block) you only see a sad "heal block" line on your toons and then quickly goes away. One turn after that you don't know if the effect is still applied or not (now even less, cos we have toons that clean innates states)
So, visuals are ok but you need Icons, or at least when you open the status effects on toons you need to know what's on them (and now we don't know)
Again thks and hope the feedback helps.
So January has passed and no January tuning came