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  1. #1

    May 2017 Tuning Discussion - PRELIMINARY

    This is the main post to discuss general changes that are in an upcoming update.

    You can see the details for the preliminary tuning adjustments in the Game Updates forum post.

  2. #2
    Senior Member Tritium's Avatar
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    Ooh, I'm looking forward to this update. Bug fixes, character buffs, and skill updates ─ what's not to love?

    I can already see that this update will shift the meta a bit. Those new skill changes for certain toons look rather intriguing...
    Tritium-3455
    Current Champion: Lvl 100 maxed Cyborg Eddie

  3. #3
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    Great fixes for many 5 star characters. Will definitely make them more viable in game
    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

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    I already feel the pain in arena for not having a viking eddie

    Well anyway, 4 characters down, how many more to go? AoF, AoP, Prisoner, VE and the list is slowly expanding
    Enti-2694

  5. #5
    Senior Member HomemLivre's Avatar
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    Quote Originally Posted by Enti View Post
    I already feel the pain in arena for not having a viking eddie

    Well anyway, 4 characters down, how many more to go? AoF, AoP, Prisoner, VE and the list is slowly expanding
    Yep, I think that now is the time to shard the Viking Eddie..

  6. #6
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    Quote Originally Posted by Enti View Post
    I already feel the pain in arena for not having a viking eddie

    Well anyway, 4 characters down, how many more to go? AoF, AoP, Prisoner, VE and the list is slowly expanding
    Those red and purple newborns are probably on the chopping block.

  7. #7
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    Looking forward to this update. Please consider a complete rework on Aces High Eddie. A 5* Gunner Eddie who is useless right now. I got him last year and hadn't been able to use him so far.

  8. #8
    Senior Member MoonShadow's Avatar
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    Some nice changes / improvements all around, I'm looking forward for this one, as I'd like to train some other toons for the Arena, and I am thinking now of the Warrior & Assassin Soulless demons, which will get an extra turn after their special moves... there will be something!

    And now maybe the Viking will be more valuable as I'm starting to believe that the skill shards invested in him lately, will be worthy.

    Also, since there are some changing in slot colours, even if this isn't the right place, may I suggest a look at the Desert Golem's slots for a future change? I believe that a change from the 3 yellow slots to a 2 yellow ones will make him worthy in the Arena. Thx.

    On a side note, since there are some changes for the Resistance / Resilence talismans, will they return in the game? I have currently 2 Resistance (out of 3) and 1 Resilence (out of 2)...
    I wish for a talisman type converter

  9. #9
    Senior Member Silentknight's Avatar
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    No fix for AoF. Just had another match with EZZ where AoF granted 2 extra turns??? Visions,Prisoner,AoF,Nomad
    Those that can...do
    Those that can't...teach
    Silentknight-4997, # of times laid since July/16...lots!!!
    Hahahaha, pathetic that some have to sell themselves as troopers

  10. #10
    Senior Member Nine's Avatar
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    It is nice to see characters getting attention that are rather in the background at the moment and there certainly are some on the list I absolutely did not epect to see there, Burning Mummy Dog and Desert Rider for example!

    Just some thoughts, going top to button here,but taking Skill changes for characters highr up the list into account:

    - slot change for the Bomber Boy is much appreciated; not so sure about AoS, but two set boni are an arguement in favor of that

    - is there a reason why the offensive stats of the Assassin BB are increased while the warrior ones stay the same? Is the assassin one intended to do more damage? (In this regard: you could have a look at the New Born of the Light, the Assassin one has lower defensive as well as offensive stats than its Warrior counterpart - except for Magic which is useless)

    - not sure what to think about buffs to Furious Charge and Magic Charge. The abilities are pretty strong already and can be devastating in the right team, yet the characters who have them do all deserve a buff. Being not a huge fan of more rng I would prefer extending its duration, but we'll see how it will go. Nice to see the Pharao Dog buffed as well

    - No idea how to judge the changes to the Rescuers and Droids. While I have all of those on the list I never felt the urge to level them, but that might be exactly the problem - although I considered it for the Warrior one who seems interesting. Could you go into detail what "Heals up to 3 random allies" means, that is, how high the chances for healing 1/2/3 are? (By the way, it would be great to know that for the most recent Endure change of Assassin Rocket Dog as well - which didn't make it into its Skill descreption at all, I read that people are seeing it as a bug...)

    - Golden Son's trigger chance was long overdue, given that it is heal reduce and not block heal I wouldn't even mind going to 100%

    - more Skill Shards required for Viking Eddie, yay...

    - Magus CR's freeze still seems waay to strong, not convinced the change is enough

    - suprised Thieve gets a buff, but it certainly gives the Troll more usefulnes in different teams. However, I would much prefer a fix of the Fervor charge bug that is somehow existing for an insanely long time and seems to be overlooked?

    - buffs for the Owl Cultists are pretty interesting, making it the only 2* star with a Passive, unless I am overlooking something [edit: yep, overlooked the Harpies...]

    - buffs for the Demons will make farming GoD more time intensive I guess (especially the Power Cost causing the sentinel ones to cast their shields more often )

    - A clarification: "Take: Now has a 35% Chance to steal up to 3 benefitial effects from all enemies [per enemy!]", right? 3 buffs total wouln't match the addition in your brackets. As I interpret it the chances for Take are calculated per buff, correct? So an enemy toon with 4 buffs has a 35% chance of buff A being removed, 35% of buff B being removed and 35% of buff c being removed? And there is a 35% chance of buff D (and so on) being removed if the total isn't 3 yet?

    - Unexpected buff of Navigator Eddie, but I'll take it. You could consider applying the not-removing-effects logic to the Desert Warrior, where it contrary to e.g. the Gunner BB doesn't say anything about consuming the effects

    - Finally the long awaited Immunity fixes! If they are now blocking the Prisoner's passive as intended PvP can start again

    - not suprised about the Harpy change, glad I didn't Shard her, but she had it coming


    Sooo, last but not least, the issue that might be the most important one and I am really highly suprised about not being addressed properly:

    - Strike Talismans

    I will give my opnions about them in a more detailed post since I am afraid not many people made it until here and I think it is the most pressing issue that has to be discussed. Yes, as it turns out they are still bugged and that is corrected. But that will basically change nothing about them and they remain by far the most powerful Talismans in the game. By a wide margin. Since they have to be changed sooner or later (yes, I am absolutely convinced about that unless you want a complete change in the meta of the game) you have to that sooner rather than later. If they are touched after people have spent 10-15000 coins for them - I know I will if there is a guarantee they'll remain the same-, there will be a huge outcry and rightfully so.


    (If anybody has ideas how to make this post more readable I am open to suggestions )
    Last edited by Nine; 05-09-2017 at 03:29 PM.
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