xandergonefar said:
So by making those moves multiplicative rather than additive, would that be a nerf
Hi,
Just to be clear what the difference is:
We have -30% damage reduction from artifact set and -10% from the skill. In total, it's -40%, skills and set are additive.
Example of how it will work after 1.15:
We have -30% damage reduction using the set of artifacts and then we remove -10% from that previously removed number.
Whilst there are many questionable things here it is important to focus on the positives. The clan boss is a great change and looks good so great work plarium. Please keep fixing champions and bring us the void dungeon. Also the arena tournament looks good.Thank you for your feedback.
Here we go with another round of LOSING PLAYERS because your not listening (for whatever reason) and not willing to make simple and necessary changes to things, such as letting the energy pool go up with the increased player level cap....Lets atleast hope that the 5lvl milestone rewards wont be as underwhelming as the daily login rewards you added. Its such a shame really, so many of us want to be on your side. We want to believe your turning a corner and becoming better as listening to us and what WE need in the game to continue to be your customers...which you should always remember...
I will say that if NOTHING ELSE, I am pleased with the clan boss change. Even if it was something that should have happened long ago, atleast its happening now and is a welcome improvement in the function (not content) of the game. SO we can all get the damage we need without worry.
Please please do something about rank upgrading. It is such a pain to scroll through every time to the bottom of the 200 champs to fuse 1 to 2 stars. Before 1.13 it would just automatically stay at the place where you last chose the champ but after it goes right to the top. That would be such a huge QOL thing for us. Also, if there was a way to upgrade more than one champ at a time that would be amazing.I will forward your suggestion, thank you.
Thank you for pointing that out. I will find the info about that.
Main question is about heroes balance.
Skrags 15% damage reduction is now multiplicative but norogs 15% damage reduction stays same addative! Same as coffin smashers 5%. What's the point of nerfing this meanic only on half of the heroes. Or I didn't got it right?
Plarium, thank you for the update during this very difficult time, not only for us, but also for you and your family. It is very much appreciated. There are some very good suggestions in the comments. Please don't let the comments made in frustration obscure those nuggets...Thank you for your efforts!! I wish the best for you and yours.Thank you for your kind words.
Pls follow the forum rules. Posts are only deleted if they go against the rules.Man I love how you deleted my post even though it was amongst the most upvoted here just because I wrote f and a couple of stars. I did make it as polite as I could.
See a negative comment? Just delete it :D
Way to go Plarium, you have lost yet another player.
Yes I did read the forum rules. No I don't think I broke any of them. Anyway it doesn't matter to me anymore. I get the message. Good byeRafiki said:Pls follow the forum rules. Post are only deleted if they go against the rules.Man I love how you deleted my post even though it was amongst the most upvoted here just because I wrote f and a couple of stars. I did make it as polite as I could.
See a negative comment? Just delete it :D
Way to go Plarium, you have lost yet another player.
Rafiki said:Pls follow the forum rules. Posts are only deleted if they go against the rules.Man I love how you deleted my post even though it was amongst the most upvoted here just because I wrote f and a couple of stars. I did make it as polite as I could.
See a negative comment? Just delete it :D
Way to go Plarium, you have lost yet another player.
160plus said:
So if the clan bosses no longer die, will there be no more double chests?
As long as you get the clan boss down to zero (or the point where his HP becomes infinite), you still get double chests, like before. The difference is that you can still get double chests even if he's already down before you get an attack in. Or if he has some pitiful amount of HP left, forcing somebody to waste a key to finish him off without being able to do enough damage for a chest - won't have that problem anymore either.
So it should get everyone at least as many chests as before and sometimes more.
Hobgoblin_V said:
Increasing the energy cap with gaining levels from levels 60-100 makes SOOO much sense. Rewards the players who have been loyal, is a smart move by Plarium. It does not have to be much, maybe 1 energy per level, with the boosts to max energy happening every 5 levels.
Level 65 - 135 max energy
Level 70 - 140 max energy
Level 75 - 145 max energy
Level 80 - 150 max energy
Level 85 - 155 max energy
Level 90 - 160 max energy
Level 95 - 165 max energy
Level 100 - 170 max energy
Make the amount of XP needed to go from 60 - 100 much, much higher, so it would take a LOT of game play to even get to level 80, for example. This XP requirement can continue to rise exponentially all the way to 100, so it would take someone playing 1000 energy per day a full year of game play to get to level 90, for example.
So maybe in 3 months, we might see dedicated players at level 70, then in 6 months, the highest level players at level 75, and level 80 players by next year. You get the idea. This adds meaning and incentive to these levels. So in a year, if there is someone who is level 85, it is like - WOAH there is a level 85 player. That person is DEDICATED! The account level becomes something similar to platinum arena avatar pictures - more like bragging rights, but with the perk of more energy being something people really, really want. We might see players in the level 90-95 range in 2 years, and maybe the first player to reach 100, around 2-3 years' time.
If Plarium makes level 60-100 a rapid progression, then soon everyone will be running around at level 100 in 3 months, still with 130 max energy and it won't mean anything,
Plarium, please make account levels meaningful!
I agree with all of this from the OP, and want to commend it on being well stated.
I've been part of a lot of gaming communities for a long time, including playing with developers at Blizzard. There has been a lot that has impressed me with Raid, and I can tell a good amount of time/effort went into supplying this and recent updates. I would say to anyone reading this to keep up the good work, BUT don't be afraid to keep making changes! As long as you don't give up on fine tuning, and balancing those changes it should end up making a better experience for the player. What's been made well can be made better. One thing I can see being done well is having a good level of responsiveness to the players. With that last piece of advice in mind don't take away achievements by catering to the lowest denominator, and don't make the high end inaccessible either. There is a way to make both introducing the game, and playing it over the arc of time/difficulty/experience satisfying on all ends.