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Update Highlights 1.15

Update Highlights 1.15

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29 апр. 2020, 14:3029.04.20
29.03.19
67
Finally the clan boss is how it should have been when you made the game.   Fixes to your errors,   Quality of life issues fixing your weird problems.   Chest increases as it was utter garbage before.   And level increase without the energy which was the only significant thing about increasing our levels.  Wtf another minimum effort award for you.  Bet you are going to call this another huge feature update?
29 апр. 2020, 14:3029.04.20
09.03.19
1
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.
29 апр. 2020, 14:5729.04.20
17.03.19
2

Wow nice ARENA patch.. that was big turn-off for beginners (as they faced lv.60 user with all maxed leveled champions in like Bronze 2~4)


What a thoughtful and quality-enhancing patch. Well done Plarium! way to go!
29 апр. 2020, 15:0529.04.20
17.01.19
862

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. 

29 апр. 2020, 15:0829.04.20
17.01.19
862
Kilgorn said:

I wish you lot would fix Altan's A2.........
Can you, please, elaborate on that, so I can forward your feedback. 
29 апр. 2020, 15:1029.04.20
17.01.19
862
Kakophonix said:

I wish to see some day 'training arena' for clanmates. We really needed duels to check how some team works against specific champs or teams.
Thank you for the suggestion. I will forward that to CMs
29 апр. 2020, 15:2429.04.20
17.01.19
862
acockerill73 said:

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.
29 апр. 2020, 15:2829.04.20
1

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.

29 апр. 2020, 15:3829.04.20
17.01.19
862
Fractious said:

Love the Clan Boss and Arena update!
Thank you for your feedback.
29 апр. 2020, 15:4029.04.20
17.01.19
862
nizhnikovm1 said:

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.
29 апр. 2020, 16:0129.04.20
17.01.19
862
герач said:


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? 


Thank you for pointing that out. I will find the info about that.
29 апр. 2020, 16:1629.04.20
2

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.
29 апр. 2020, 16:5929.04.20
17.01.19
862
lorelogic said:

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.
29 апр. 2020, 17:0129.04.20
29 апр. 2020, 17:43(отредактировано)
17.01.19
862
Rafiki said:

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.
Pls follow the forum rules. Posts are only deleted if they go against the rules.
29 апр. 2020, 17:2129.04.20
2
Angry Lady said:

Rafiki said:

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.
Pls follow the forum rules. Post are only deleted if they go against the rules.
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 bye
29 апр. 2020, 17:4729.04.20
1
So the change to Duchesse Lilitu made her skill useless, unless We use Stalwart? I understand that adding can get problematic when closing in to 100% but why not just hard cap it to 50% instead of nerfing separate champions. Whats the point of having etheral ways now that it does close to nothing?
29 апр. 2020, 18:3529.04.20
22.08.19
3
Angry Lady said:

Rafiki said:

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.
Pls follow the forum rules. Posts are only deleted if they go against the rules.

29 апр. 2020, 18:3529.04.20
22.08.19
3
So if the clan bosses no longer die, will there be no more double chests?
29 апр. 2020, 20:5929.04.20
14.04.20
1343

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. 


29 апр. 2020, 21:2429.04.20
1

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. 


I will reserve judgement on the update til I get some experience with it.  But I think the best way to implement this change is to have 3 phases to the boss, and basically add the 3rd.  Keeping with the original kill or race to kill dynamic of phase 1-2 remains the core achievement, and should unlock the 3rd "endless/unkillable" phase.  Additionally I think rewarding or even just acknowledging/tracking clan milestones and stats like; fastest kill, highest player damage output, biggest crit hit, largest damage absorbed, or accumulative damage by clan/player during endless phase would be a great way to improve the boss fighting experience as a group.