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  1. #221
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    Quote Originally Posted by Sparton_LOTB View Post
    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.
    But then enhance ward, safeguard and all other talisman classes... Fighting with terrible droprates for 3* rainbow evo runes for months, barely upgrading any talisman, and when I do, I get nerf bat in the center of my face... Level them up to better side... I planned to use various talismans, and I used lot of various, but now it is like pulling me way back... I will have at least 10 of them nerfed and they WILL stand there for nothing, while I'll have to upgrade some others instead... As someone who plays from the first day, and someone who has Corrupt General, magus Allied soldier, Soldier Eddie and assassin Golden son with 3 fierce talismans each and more than halfway to maxing out Mummy Eddie with overwhelming talismans (which is one pretty big variety, you will agree), I can only say that this is not just unfair, but killing my thirst for this game to the end. Five of this chars, three and a half months grinding and what not, and all of them will be cut for so much... Please, please prove me wrong.

  2. #222
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    Quote Originally Posted by Sparton_LOTB View Post

    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.
    thank you again, for the communication, it's very appreciated. maybe some thoughts to consider:

    i like the mentioned approach, because it will make the game more challenging and more suitable for pvp. but that means also, that every player needs many more appropriate and maximized characters, any many more maximized and appropriate talismans.This is very hard to do, when the rare soul drops are reduced and sacrifice is not implemented yet. even if the drops will get better with the next update, it seems a little too difficult to me to grind for the necessary characters/talismans and maximize them. especially beginners will have huge problems, and they might quit, if playing and finishing the is getting too hard. and due to the iron maiden context there are many casual players, who are not experienced with the hardcore style of play.
    Last edited by slauki; 10-16-2016 at 08:24 PM.

  3. #223
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    All what the devs say is so nice in theory, but how are we going to choose between chars if the RNG of this game is so shitty than we cant get the chars. So much nerf and touching stats and pvp isnt even here. No slots enough to open more souls, so no chance to get chars. Seriously, most of the players started when the game was released and probably most of them are in the end game farming, the boring end game farming. At least increase the number of char slots so we can do something that is not boring, and please try to bring sacrifice feature ASAP. I can keep farming if i get new chars to keep some motivation. By now im just using my troopers anything else.

  4. #224
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    Ok I guess my opinions and conserns are making people angry, they seem to think I am just whining and complaining and have no reason to want the game to be better for all players not just hardcore or pvp. All I can say is my intention was to inform and say what I thought were vaild concerns. I will therefore with draw from posting on the forums for a while.

  5. #225
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    Quote Originally Posted by Eagleknight View Post
    All I can say is my intention was to inform and say what I thought were vaild concerns.
    ...and this is exactly what you did, and big thanks for telling those of us, who didn't get the update, what to expect. So now you can just as well keep posting... \m/ O_o \m/

  6. #226
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    Quote Originally Posted by tex-0775 View Post
    ...and this is exactly what you did, and big thanks for telling those of us, who didn't get the update, what to expect. So now you can just as well keep posting... \m/ O_o \m/
    +1 \m/ #JeSuisEagleknight

  7. #227
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    Quote Originally Posted by Ringe666-7406 View Post
    +1 \m/ #JeSuisEagleknight
    Vraiment !!

  8. #228
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    I can live with the nerf as long as you guys track the data and consider averaging the difference if it works out so people are having too tough of a time with the end stages. I still only have a single 5* character, so I'm really looking forward to the drop rate adjustments.

  9. #229
    Quote Originally Posted by Eagleknight View Post
    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.
    Every since we've been aware about the two subtypes in question being overpowered compared to their counterparts within their class, I personally have playtested without using those. Kaz has done multiple runs of the early- to mid-game experience where those talismans' irregularly high stats were not at play (in the case of overwhelming, I believe it only had the absurdly high HP addition on tier 5?..). The end game was balanced with the expected balance in mind, not with their irregularity in mind.

    Quote Originally Posted by Reeb99 View Post
    I can live with the nerf as long as you guys track the data and consider averaging the difference if it works out so people are having too tough of a time with the end stages. I still only have a single 5* character, so I'm really looking forward to the drop rate adjustments.
    Clear rates are routinely monitored, and our aim is definitely that allowing for better farming of resources will let people better diversify as they advance in the game.

  10. #230
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    Quote Originally Posted by Reeb99 View Post
    I can live with the nerf as long as you guys track the data and consider averaging the difference if it works out so people are having too tough of a time with the end stages. I still only have a single 5* character, so I'm really looking forward to the drop rate adjustments.
    Same. I get why the older players are upset. Their hard won players are being nerfed.

    But I feel like I've been farming for ages and still cant get my team to 5* on either talismans or toon level. And that farming is mostly manual because there is no way my team can even do the 1st level of underworld madness on auto.

    So it might be the case that its harder to 'win' the game and farming LoL X or underworld madness cant be auto'd. But if it means new players can get to the point where they are challenging that sooner, then I would say that is a great thing (From my biased point of view ofc).

    Besides, for older players, they can still probably autofarm the start of underworld madness or LoL VII, so getting whatever new toons up to spec should still be quite viable.

    But great point about continuing to tweak things based on more data once its rolled out. Thats all that can be asked really.

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