This is the main post to discuss general changes from the recent update.
You can see the details of the update that has just gone live in the Game Updates forum post.
This is the main post to discuss general changes from the recent update.
You can see the details of the update that has just gone live in the Game Updates forum post.
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https://vk.com/ironmaidenlegacy - The Russian public on the game Iron Maiden: Legacy of the Beast
psih86-0610
Damn, my posts delete when I try to edit them.... anyway just saw the image with harpys popup... nice compromise on the prisoner... Will give it a go when maintenance is done.
If you're gonna die, die with your boots on
mjmxiii-1619
I don't know if every game has updates this frequent, you Devs are doing a great work in my opinion, thanks!
Now i can't wait for Brave New World!
"You just stare that big sucker right back in the eye, and you remember what ol' Jack Burton always says at a time like that: "Have ya paid your dues, Jack?" "Yessir, the check is in the mail."
Blackbolt-3189
Agree, great compromise on the Gimp.
IMHO you kept him 5* worthy.
Thanks!
Samurai got a huge buff in damage
And nomad did as well. They are perfect together now
Browno-3535
Fully sharded Eddies:
Aces High, Cyborg, Tailgunner, Navigator, Soldier, Pharaoh, Viking, FOTD, Vampire Hunter, Rainmaker, Eternity, Samurai, Shaman, Trooper, 7th son,Grim Reaper, Edward the great, Mystic, Carriage Rider, Run to the Hills, Mummy
Wow, I just made 2 or 3 fights in lol dungeon and the game is faster even manually played. :/
\m/ Up The Irons ! \m/ID : Rygone-4263 | lvl 100 | Daily player | Troopers : 50/50Champions : Pharaoh Eddie (Maxed Out) | Navigator Eddie (Maxed Out)(Last Update 04/22/17)
(So, this post as meant to go to the Preliminary Discussion Thread, but since that one is closed: )
Thanks for the quick response and your feedback to my feedback!
I am aware of that. Sorry I kept it short, I went into more detail last time: the thing is, Vampire Eddie does initial true damage when the mark is applied and then additional true damage when the mark is consumed - the one you are referring to is not the one the issue lies with. The way I see it the former one should scale as all true damage attacks but it does not. The damage it does is somehow correlated to targets health, but it sometimes does more damage on targets with less (total or actual) health. In PvP it yields some strange results, I think I once dealt 600 damage on a 5*Mummy (for comparison, it hits for around 3,5k on Soulless Demons in GoD Madness). Got me thinking it relates to the unscaled original HP of a caracter or HP without Talismans, but that's really hard to test.
What just comes to mind, on a completely different note:
At this point I completed over 800 secret locations, very very rarely missing one, especially of the one with longer cooldowns. I have yet to complete a single set of Death Talismans and hold on to exactly 2 Paralysis Ward Talismans, where more would be of huge help in PvP. At least one of the Death Talismans is also around from the time before the drop places were changed. I don't say the tables are bugged (also it is hard not to lose faith, looking at the numbers) but is there any hope that there will be a more reliant way to acquire these in future? The shortage of Paralysis Talismans makes whole Team combinations impossible that would otherwise be quite promising... can I hope for Brave new World or is that a different matter?
Max-1851
Hm... that does seem strange, since looking at the data for that Mark skill, it should be scaling the damage based on the attacker's Attack and Magic. Maybe some general issue with skills that apply marks?..
I'll see if our QA can test around that when they get the chance.
Dang, that is definitely some unfortunate luck. I know the tables are fine, since I get them periodically with my daily grind, but that's definitely a flaw with the small chance of talisman drop then going into a large pool of possible talismans.
From time to time, we'll probably do talisman packs in the store (like what we did with the release of PVP), which can help if you're looking for specific talismans. Also, one of the things I'm working on is improving Secret Locations so that the rewards are more focused per quest, and I can probably make sure you're more likely to get specific Secret Location-specific talismans when I do a pass on the odds for that.
Yeah, we were super unhappy when we found some of those issues late in our testing cycle and couldn't afford to hold the release back for it, but we already have tentative fixes and are working on more thoroughly testing edge cases around the Prisoner for a subsequent update.
I love all of the changes you guys made with this update! Kudos to the dev team! I'm glad that Sparton and Kaz are so willing to communicate with us and pass our concerns on to the rest of the team. Because of that, many Eddie skills that we're flagged to not trigger talisman effects now work properly. Bring on the invisibility talismans with Cyborg and freezing ones for VH/Rainmaker Eddie for their "Claim" basic attack. Too awesome.
I'll fool around in PVP a bit later and post back here with my reaction to the changes. For now, I can foresee that the known issues of
- If your team goes first, the Immunity talismans will not protect against an enemy Prisoner’s Passive Aggression
- Certain passives will not function even after the Passive Disabled status effect wears off
will cause a lot of trouble for players, but hey, at least we finally have a workaround to the Prisoner. Once these issues are fixed, us PVP "normies" (read: non-Prisoner owners) will have a lot more success.
Tritium-3455
Current Champion: Lvl 100 maxed Cyborg Eddie