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!
I think it is incredible boring with all the turn meter manipulation. If you have lyssandra and alure, you win all boss figts as they never take a turn. Boooring. (And yes i'm envious as I dont have them) So one one hand I welcome the turn meter manipulation change. But why the other changes?
I'm 220 days in this game, and I managed to get to Normal 120 and Hard level 40. Which seems fair considering my roster and playtime. However I used Poisen bomber strategy to get by Nether boss, armiger and coldhearts to get by Magma and Duches and Vergis combo to slowgrind the pesky scarab king.
Now you taken those options away from 3 of the bosses, I struggled even on level 20 Normal!?
If the changes was acompanied with reduced difficulty of bosses I understand and aggree with the changes, but not as they are now. You simply removed my ability to climb the normal tower.
If you want to cater for the Youtuber whales by making it more difficult you should have ramped the difficulty of hard level 80-120. Like hockey stick ramping!
330 resist and 250 acc on bosses on final level of Hard!?!?! It should be in the 500-600 range!
So why hinder all normal ppl to progress because you yet again didnt balance the endgame difficulty correctly?????
I want my poisen bombers back, I want my Vergis hacking at the nasty scarab king for 40 minutes. Removing turn meter manipulation is fine If you lower the difficulty so its possible to complete with clenser and healers. But I got this feeling I'm gonna get stuck at normal level 40.
Going from level 120N+40H to level 40N is going to upset me and others. Do you understand we have invested time and resources to climb this tower, and with a tiny release note its all wasted and we have to start ower?
Do you understand why we are upset?
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!
They promissed us more diversity. Now we have to build debuff remover, witch are not that often seen on dungeons. And every one is complaing that we cant kill DoomTower Spider like the normal dungeon spider.... with Turnmeter Abuse and Max Health Nuke. Its a step forward that we can´t use the same tactics and champs for doomtower that we use in normal dungeons. So we have to build more champs. = more diversity
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
Quoted from Valkyrie:
"We want to change the current metas consisting of specific champs with the help of which only can you complete the DT-challenges, and make the pool of those viable Champions more varied."
How on earth did anything in this patch make the pool of viable champions more vaired???
It took away options, which is fine, but it did not present ANY alternatives.