Quote Originally Posted by Patrice-1201 View Post
any chance you guys will tune the RNG on Legendary souls and make them more legendary?
We do not plan on adjusting the composition of characters from the Legendary Souls at this time.

Quote Originally Posted by Patrice-1201 View Post
And also. I am still getting attacked a lot more than I am attacking...
Yeah, it looks like the matchmaking adjustments have worked quite well for some people, but for some others not as much. I think it might just be a matter of tuning the parameters we have, so I'll see if I can work out something better for the next update.

Quote Originally Posted by slauki View Post
but guys, if you don't touch grim reaper, who can kill two enemies in in one turn (even green ones) only with his standard ability, than you have the next most OP character everyone will use.
His slash is way to OP and i couldn't see changes in scaling or retriggering. Please test it if you don't belive me, he is out of control and this is very obvious.
Grim Reaper Eddie can be a terror, but the crazy damage builds (typically all Holy Talismans) also means that he's really not all that durable, so he still has his answers. Definitely someone we'll be keeping an eye out for.

Quote Originally Posted by slauki View Post
I would also like to see some more changes to corrupt gunner rescuer, he is still to powerfull IMO. beside this things will be in order i belive.
She (yes, she's a lady) does a lot of great defensive things, but we will have to see how things are after the tuning changes. She is intended to be a character with a lot of defensive utility, but she has plenty of counters that have already been discussed on the forums (permadeath other allies, block beneficial her and allies, remove the shield, etc), and we're adding more options with this tuning update for consistent removal of beneficial effects.

Quote Originally Posted by slauki View Post
SSD taunt % are also way too high, if mummy is reduces SSD should be reduced too.
Unlike Mummy Eddie, Taunting is basically Sentinel Soulless Demon's only thing he really does (other than trying to stay alive even longer). We feel that the Eddie + Ally combinations of taunt not being as high plus much more consistent Immunity options should make answering strategies relying on taunting (and other CC) much more manageable to execute.

Quote Originally Posted by slauki View Post
But one problem will occour. Our defens holds in PVP will sink to 10% or even less. If the pointsystem continues to be that much of a punishment, there won't be a possibility to recover at all for the most players.
As I noted previously, the VP of players actively engaging with PVP has gone up on average over the last few weeks (and even those who are still being attacked more than they're attacking seem to be rising more this week), so this is continuing trend as expected.

Additionally, we're hoping that more players will find more interesting defensive setups that could cause their defensive holds to be higher than what they're seeing now... but of course, for someone to win, someone else has to lose.

Quote Originally Posted by Demoonchild View Post
I wanted to suggest the team to check Rainmaker HP and DEF/MR, since is clearly a factor that keeps this cool character out of PVP...
His DEF/MR is intentionally low to account for the fact that his ATK/MAGIC is unusually high. Unlike many other Eddies, he really does demand a team built around him to maximize his usefulness. Realistically, most of a characters DEF/MR will usually come from talismans anyways, so we'd like to see what his usage is like after these tuning changes goes live.

Quote Originally Posted by Gmac View Post
So, just to be clear no siege first round, and then it triggers?
Specifically no Siege taking effect before either team has taken any action. Siege will still kick in after the enemy team takes a turn.

For example, this makes Siege no longer a counter to the Warrior Troll Shield passive. However, the Warrior Troll Guard All will still be affected (instead of it defending for it's full 2 turns, it'll be reduced at least once and last only 1 turn in most scenarios).

Quote Originally Posted by Gmac View Post
I would still consider more talisman slot chances, posted a while back to Sparton.
It seems like talisman slot changes can be a bit contentious as to what is better, so we will proceed with a bit more caution regarding this, but we can look into it more.