Since the release of the Doom Tower, we've been looking for ways we need to improve or tweak it. While we're still working on the next full rotation, we have made a few changes to the current Doom Tower Bosses to help make them a little less easy to beat with gimmicks and a little more strategy-oriented.
Here's what you need to know:
- The Nether Spider will now always attack with her second skill, Brood Feast, at the beginning of the round.
- Three of the current Doom Tower Bosses – the Frost Spider, the Nether Spider, and the Magma Dragon – now all have a new passive skill. That skill is:
Almighty Strength: damage from skills that scale based on enemy MAX HP (including poison detonation abilities) cannot exceed 10% of the Boss' MAX HP when attacking the Boss.
- Two of the current Doom Tower Bosses – the Frost Spider and the Nether Spider – also have another new passive skill. Here's the skill:
Almighty Persistence: all Turn Meter reduction effects are decreased by 50% when used against the Boss.
That's everything! Go ahead and try out these changes for yourself in the new rotation of the Doom Tower. As always, please let us know what you think of these changes on our official forums or over on our Discord.
Good luck, and happy raiding!
Thank you for making the game worse and worse.
Now progression in doom tower is nearly impposible for most of the players.
The community is telling you for month that we need: possibility to farm books, we have an issue with silver, only a few "champions" in the game are good and they are nearly impossible to get.... It seems that you are really listeing to the community but doing the opposite of what they are asking for.
Also the "Arenas" (Classic as well a Tag Team) are broken for neary a year now - the only comment on bad revies is "we are looking into this topic"
So I waited a bit to post. I have a couple thoughts and Im not sure if the Devs or decision makers will reply or not.
1. Communication. If DT is meant to be end game content and is meant to be hard to completed by design be very clear about that. Say that the dev goals are that only x% of players will be able to complete. Say x% of players are doing this and our goals are to have x% reach this stage and x% that stage. It makes it more of a challenge than what is percieved as a swipe at players.
2. Changing bosses to make them harder but using phrases that minimize the thought and work (gimmicks specifically) put into the design of a team is a direct insult to the players who have worked and theory crafted to make a working team. This IS strategy. It may not be the intended stragety of the devs, but it is strategy. Belitting the players you want to play your game is not helpful to the player base.
3. If you do have a strategy in mind that the player base is missing, give us a hint. Have a dev stream every week ot two. Hire a community manager that is incharge of interface betweein the Devs and the players who will help the player base see where the Devs are trying to lead us.
4. Money. The goal of raid is to provide and interesting enough gmae that the company can afford staff and devs to further the game. This is good and needs to happen because if you dont make money we dont have a game to play. In the end having a good evaluation of the income model of several thousand $10 a month spendres versus a couple hundered $1000 a month spenders might be a good tool to shape direction. after that see number one.
I am glad you made this change Plarium. This greedy move will cost you. Mark my words!! All the budget players who maybe spend like $50 a month...I bet they get smart real quick! You moved the goal post twice now with DT to score some money...we see through you now!! I'm never spending again
a) Poorly-implemented changes with no prior warning / consultation with player base.
b) Lies in patch notes: "we have made a few changes to the current Doom Tower Bosses to help make them a little less easy to beat with gimmicks and a little more strategy-oriented."
c) Ultimate motive - spend more on sacred shards - completely obvious.
I'm no whale, I did contribute though. Not any more!
I have tried again all weekend to progerss up DT and no matter what combination i use i cannot get past the 2nd secret room or the second boss so unless you make it easier to get the legendary characters to do this i feel you are going to loose a lot off players, here is an idea for you to concider what should you should of done was to have levels like you have in campain and clan boss and have champions as rewards which would allow you to progress on to the next level this would give incentives for players, to want to get better at the game and have a far better enjoyment i will not pay anymore money to play this game unless you sort out this problem
Hi!
I am here to address the most talked about issues with the change.
Great job, you made DT bosses a lot harder for those without the most hard to get legos by completely nullifying cheap heroes like alure and armiger.
Meanwhile you provided nothing else to replace them.
We are still working on the Doom Tower balance, catching bugs and potential problems. Right now, turn meter manipulation allowed to avoid the challenge of those bosses entirely while other tactics were disregarded as less officiant. We don’t want to prevent this mechanic altogether, like in the Dragons Lair, but having one particular champion on the team should not prevent bosses from taking any actions during the battle.
“We will change Doomtower, making the pool of viable Champions more varied.”
Instead, you narrowed the range of champions that can be used, and as a result we have fewer viable champs to solve the task.
This limitation lessens the impact of some champions on the bosses. As turn manipulation become, less viable option, the need for a more strategic approach to the boss will let more varied combinations shine.
We understand the confusion behind that sentence and will do our best to be more specific in our statements.
Great change with scaling enemy hp based dmg skills. However other changes might be problematic :)
Glad that you liked the enemy hp based dmg skills change. We will keep monitoring changes, the balance of the Doom Tower and make appropriate changes.
The only annoying thing about it all is that Plarium acts like they do us a favor with this...and fanbois like Jimbyy just act like we should all be greatful or leave. While I agree that DT is kinda meant for the end game community...could have thrown the rest of us a bone and left Normal stage alone or something.
Thank you for your suggestion. I will forward it to the development team. It is a balance change to renew the intended challenge of the Doom Tower bosses. We are sorry if there were any confusion in the news.
Are we saying that now it basically caps poisons at 2 debuffs on the boss, or does it only limit the damage when you blow them up?
Zavia's Deadly Catalyst skill doesn't scale off enemy Max HP - so what's the deal?
Some ability's while not directly connected with enemy Max HP are interacting with mechanics that do. In this case, the skill's max damage is calculated from poison stacks, which scale off enemy Max HP. The Klan Boss has a similar passive skill for precisely the same reason.
Thank you for your immediate feedback. We will keep working on the balance of the Doom Tower. While the Tower is an end-game feature with a high difficulty, we will do our best to make the challenge fair and rewarding.
Have a good one