Work on reducing errors is ongoing, but we only have some backend fixes for that in the next update. Tracking down and fixing the various error codes is still a priority for us.
It'll become that little bit stronger with the extra skill shard invested.
We have some other tricks up our sleeve... it's been a while since we've done an App Store update, and boy to we have a lot of fixes and small improvements coming. I've been compiling the list of the most important stuff for a good portion of this week.
Stay tuned.
The issue was Torture was increasing the damage for the skill far more than what the skill levels communicated, which caused the Angel of Fear to do crazy damage (when it should be doing "good" damage), but that also meant that the Angel of Fear was doing more damage than intended, too.
If we feel we need to tune the Angel of Fear separately, we'll create a new skill and adjust accordingly, but there was still the problem that skill levels were not functioning as advertised, so this brings the Angel of Fear to the damage level that it was designed for.
The intent is that his defensive stats are quite low and that you'll want to consider defense and MR as secondary stats on talismans to compensate (or to ignore that and go "all in" on maximizing damage, using other factors to mitigate damage). Since the bulk of many character's Def and MR when running maxed talismans is primarily from talismans, we feel this is still fair.
I mean more for future characters, sorry. The amount of tech work to ensure reducing total skill levels functions while not "eating" skill shards is pretty substantial, so it is not something on our list of features and additions we want to work on right now.
We definitely want the feature to be accessible, but competing at the top end is still something we feel makes sense to be biased towards players who have invested a lot more time end effort... and investing skill shards is an important part of that equation.
Over time, we will add new ways to get skill shards so newer players can get up to speed quicker and long term players can advance more of their collection (we're adding a bit more you can get over time with PVP itself, and Sacrifice will be another avenue for getting more skill shards too), but we expect using skill shards to finish maxing out characters to be a long term goal that isn't easily shortcutted/reduced.
That's something we can probably look at, but there's a lot of people who are involved in signing off on the special attacks of Eddies, so I'm not sure if trying to shorten it is a practical thing we can do at this stage. Definitely a consideration for future characters.
Oh, that skill isn't intended to do a lot of damage, but it actually is supposed to scale with Defense. We'll add a note for the final patch notes. Thanks for pointing that out!






