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  1. #211
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    Speaking just from my own experience, I'd just wait it out if you didn't sync and are having problems. Once the game updates again, it should push the correct update to make it playable. Definitely sync once you get sorted though, email is the easiest way.

  2. #212
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    Quote Originally Posted by Reeb99 View Post
    Speaking just from my own experience, I'd just wait it out if you didn't sync and are having problems. Once the game updates again, it should push the correct update to make it playable. Definitely sync once you get sorted though, email is the easiest way.
    Yeah, that's the plan Thanks for the advice. Im just having a bit of a cold turkey here. didn't play for 2 days now and it's upsetting to miss out on few daily rewards and thousands of trooper badges. but i'm definitely not touching anything. tried to reinstall on my ipad and lost a low lvl account. don't want to lose my main lvl80+ acc on the iphone as well.
    and i'm definitely syncing the email as soon as i get back in.

  3. #213
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    Quote Originally Posted by Mizrael View Post
    Yeah, that's the plan Thanks for the advice. Im just having a bit of a cold turkey here. didn't play for 2 days now and it's upsetting to miss out on few daily rewards and thousands of trooper badges. but i'm definitely not touching anything. tried to reinstall on my ipad and lost a low lvl account. don't want to lose my main lvl80+ acc on the iphone as well.
    and i'm definitely syncing the email as soon as i get back in.
    wait and drink some coffe against the cold turkey :-) ...the new update should solve your problem.in the meantime i'll send you 25 badges every day to lesser the pain ;-)


    @ sparton: thanks for the detailed info, i still belive in you...

  4. #214
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    Sparton, thank you for the information. I am glad the devs are working on the issues and things are headed in a good direction. However, from what I understand of your post is that those who did receive the partial update were indeed experancing how the characters will preform after the update. If this is the case I would ask that you review that part of the update because:

    A good team fully maxed skillshards included if failing on number of the beast madness.
    (If a maxed team can't do it how is a player that hasn't beat the game expected to.

    The auto feature is almost is not a real option at high lvl if you expect to win.

    How are new players or players that are not maxed out expected to succeed. When getting the specific toons with the right abilities is still a random factor.

    I tried a play through with non maxed toons using only half 50 half 40 tailismans and couldn't even get close to beating the game.

    I did not try my toons in the rift as I switched back to the old version. But I believe that the team I normally use to beat yellow rift x would have failed.

    From what I saw this update lowered the damage output of allot. For example a maxed red rocked dog hits for on average 1200 less on each hit and others were worse.

    I put in around 30 hours testing the update and I have some real concerns espessially for lowere level players. With my character pool of allot of 5*'100 toons I found ways to win but not everyone has a pool like that to draw from.

    One last concern was the ability of this game to remain a casual game. To use all 50 of my troopers it takes me around 45 min or 1 hour if I use them on rift x but it took over 2 hours to complete the same task after the partial update. Also with the difficulty increases this much people will be required to spend twice the amount of time to make any real progress in the game.


    I personally like thing a little more difficult but when considering the games entire player base I don't believe the game should be this difficult.

    I know I have been very vocal about this update but that is because I love this game and was not prepared for such a harsh nerf. I had the partial update so I tested it and voiced my concerns for the people that did not have it. I the hope that is this patch does go through the way it is now they can be prepared.


    Thank you devs for all your hard work and please listen to the concerns of your players.

  5. #215
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    Somebody mentioned it somewhere before: Removable Skill Shards would soften the nerf a lot ... at least this way one could react to a certain degree to a slap in the face like this.

  6. #216
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    Quote Originally Posted by Eagleknight View Post
    One last concern was the ability of this game to remain a casual game. To use all 50 of my troopers it takes me around 45 min or 1 hour if I use them on rift x but it took over 2 hours to complete the same task after the partial update. Also with the difficulty increases this much people will be required to spend twice the amount of time to make any real progress in the game.

    Thank you devs for all your hard work and please listen to the concerns of your players.
    This is a great point. I play a fair amount, but I can't add time. I love that you can do well at this game without having to constantly be on. That's why I quit Contest of Champions a year ago even though I loved the game. Please, don't make it a grind-fest!

  7. #217
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    Quote Originally Posted by tex-0775 View Post
    Instead I think that you should have created more "peaks". What I mean is, talismans are being leveled out, more equal, but you if you would have taken, lets say green/ward, and made the "magic" rise equally as "overwhelming" when leveling from 4* to 5*, then it would have been more of a choice. The game is already made so that you're not overpowered against all, so this idea could probably have been applied to chars too, so that some of the never used chars in one way or the other could be overpowered, when facing x-toon. I hope you get what i mean.

    tex
    This! I also always thought that it's in fact the other talismans which need fixing. If ward would give significantly more magic and you would have a magic type char, you wouldn't look at overwhelming as OP. Or you could use talismans which add def/m.res to build your character in a defensive way. Lowering fierces and overwhelmings stats just makes all talismans a bit meh...
    Plus like Eagleknight mentioned, it makes the later levels extremely hard which will put alot of casual players off. and it also puts you as developers in front of another task to find another way for players to strengthen their team in order to progress in the future chapters. if you can hardly beat the beast with fully maxed 5* team you will probably get big time ass kicked in the first lvl of the night city/hard (not mentioning that most of the people don't have a legion of 5*s like Eagleknight). You guys should really reconsider this nerf, because it sounds like a huge step in the wrong direction...

    PS.: Thanks Slauki,but i will probably only receive the last 25 badges from you anyway. thats IF i'll ever be able to get back ingame. Judging on what we have seen so far it might take: weeks of radio silence,3 announcements promising some cool new features to calm the crowd down, then few more weeks of radio silence, 3 days of applying new bugs...sorry...updates, few apologies and more promises from Sparton, a roll back and a biiiig blessing from all the gods before things move forwards. (pardon my sarcasm,but as they say "fool me once..." )

  8. #218
    Quick update on fixing the data discrepancies; we have a build submitted, but we're still working on testing it to ensure it doesn't introduce more problems than we're solving.




    Quote Originally Posted by tex-0775 View Post
    My view of the update/nerf: I think that balancing out some of the chars is fine, but leveling everything out is wrong. Instead I think that you should have created more "peaks". What I mean is, talismans are being leveled out, more equal, but you if you would have taken, lets say green/ward, and made the "magic" rise equally as "overwhelming" when leveling from 4* to 5*, then it would have been more of a choice. The game is already made so that you're not overpowered against all, so this idea could probably have been applied to chars too, so that some of the never used chars in one way or the other could be overpowered, when facing x-toon. I hope you get what i mean.
    Our intent is that's what the set bonuses were there for; if you want a lot of health, you should go for all greens, then you push a bit further with more Health/Stone talismans for more raw defensive stats, or Energy talismans if you want to trade that extra flexibility for getting more energy, or Paralysis/Blind if you want to add crowd control-capabilities, etc. The point of the subtypes is being able to customize the secondary stats, not have exceedingly more of the primary in some cases. That said...

    Quote Originally Posted by BillLion View Post
    I do hope you guys will consider the feedback regarding the talismans...that's a tough one.
    We hear you all loud and clear. While I do not want to return to the point where certain subtypes were clearly incorrect choices because of copy+paste errors/lack of foresight making others way stronger than they should have been, I plan on investigating this further and taking everyone's thoughts and suggestions into account.

    Quote Originally Posted by Mizrael View Post
    I'm gonna ask it again: What about players, who don't have the game sinced with FB/email/roundhouse account? I lost 2 days of playing,trooper badges,login rewards,etc. and i can't do anything about it, because my client is still stuck at the "additional data download". if i reinstall now i will lose all my data=can as well just delete the app and move on with my life(3 months of every day hardcore gaming and some real money invested will go down the drain, not because i did something wrong...)
    Unfortunately, I personally can't help with this manner, although our team is still working on solving this for you and others. For more information on our investigation of a thorough fix for this, please read this post I made earlier this week.

    Quote Originally Posted by Eagleknight View Post
    Sparton, thank you for the information. I am glad the devs are working on the issues and things are headed in a good direction. However, from what I understand of your post is that those who did receive the partial update were indeed experancing how the characters will preform after the update. If this is the case I would ask that you review that part of the update because:

    [Lots of good reasons]
    Me and Kaz could probably write essays on the subject, but the short version for right now is that we want this game to encourage players to have a wide variety of powerful characters. Just having a team of max level/max talisman/maxed skills characters shouldn't be enough to steamroll the campaign (even if you're talking about 5 stars straight from souls!). Strategizing and bringing teams that not only work well with each other but work well at countering the enemies of a particular battle should be key to be able to progress pass the various difficulty points in the game (for the campaign and for the upcoming PVP).

    Under the previous balancing, certain talismans made you way stronger than we intended, allowing players to use less characters because they can just move some talismans around if it's really needed instead of maxing out the right talismans of the right subtypes for the characters in question. Certain characters also were just always so damn useful that they had much of the same effect. Obviously those characters (and talismans) will still have some great usability after the tuning adjustments, as the intent is not to make them worthless... it's just to make them not the universally correct answer for nearly every encounter in the game.

  9. #219
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    1. Please consider buffing the fierce talismans again to a maybe not quite so high as previous if necessary. I have a feeling my samurai is going to be vendor trash after the update. He literally lived and died doing the damage that he used to and any kind of a nerf to his damage output is going to make him near obsolete. The character just does not have the abilities to survive without the damage output. I feel like he should in fact be investigated for bugs as his damage output Unbuffed is very poor.
    2. Please consider buffing all green talismans by a substantial amount (1000HP?), again, maybe not quite to the realm that they were before, but the enemies do such incredible damage at level 10 of the rifts, most of the characters will not last long anymore.
    3. Please consider buffing the purple, blue, and yellow talismans by about 500HP for reasons as stated above. Purple characters were for the most part unusable even before the overwhelming nerf, and I was stacking multiple health talismans on them.
    4. I have no idea how good the drop rate is going to be post update: but if it's not around the realm of what it was prior to August update, it's probably not high enough for me to rebuild all my toons and talismans. I've given up farming as of a week or so ago, and I will not put myself through that again. I'm sorry. I am at ends with this game and nothing short of an amazing drop rate will change my stance ->and I do intend to buy gold for all my new upgrades provided the drop rate is substantial.
    5. Thank you much for all the effort and communication, I'm grateful and it's appreciated.

  10. #220
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    Sparton, thanks for the response. I agree that mixing and matching charters should be an inportant aspect of the game. But to beat the game after the update you would need charters that have the right effect for the given area. If you don't have the right toon with that effect your done. Yes certain tailismans can help with this
    Freezing/stun but most of those don't even effect a boss fight like in number of the beast.

    In pvp I get it you want several combos that can win. I focusing only on the pve aspect of the game. Pve and pvp are almost always two different communities but mabey this will be different. My main concern is that the focus is leaning toward pvp combat and pve is being effected by it.

    The extra time sink created by these changes could also cause problems. Not for me but for a casual player it could mean the difference between continuing or moving on to a new game.

    Some people have had really bad luck with the rng In obtaining certain charterers. By making it were only a select group of characters that have the needed skill to be successful in a specific fight a bottleneck can be created. With the game the ways it is yes some toons are more bennificial but they are not required to beat a level. You can change characters when you want without fear of failing.

    I am willing to wait and see how things work out but from what I've seen of the update I am concerned.

    Just curious during the testing of this update has successful play through been made using charterers with only maxed tailismans and no skillshards on the current pvp content and rifts x lvls. I only ask this because I couldn't do the underworld completely with my toons set up like that and the lvl 50 tailismans that I had available.
    Last edited by Eagleknight; 10-16-2016 at 08:04 PM.

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