Lol Asmo. I very much doubt they’ll change anything. A grand majority of those tickets gave me wooden and iron chests. 50ish Gold, 30ish Ruby and about 15 Diamond Chests. Of course all with nothing worthwhile above blue rarity
I would like to report about playability after update from a level 50(169) player with gear and spells on legendary and epic level.
Before I only played level 100 skirmishes and dungeons mainly without any reduction in armor, and resistance. As well every PvP I closed with 2500 score and every event on max score.
Now I can hit level 70 dungeons and skirmishes mostly, level 80/85 rarely and level 100 never. Max possible score in PvP is 2475 now at about 50% chance. Score 2500 is impossible.
Causes: 1. Low mana spells are drastically increased from 55 to 100 while 2. the starting mana values by i.e. bone rings are stronly reduced and 3. The mana refresh rate by elven charm was drastically reduced as well 4. Barrier reduced
As consequence it is not possible 1. To fill the mana at first turn 2. Mostly possible to fill at second turn. But not enough gems to create a stun barrier → now already got 2 hits by enemy (armor abot 14000 to 20000 down)3. If at 3rd turn I cannot create a stun barrier, I will be dead lateron.
In case of level100 dungeons with dragons there is a special problem with dragon breath which is too mighty and the mana fill rate is too high (full at 2nd turn). For a level 100 dragon three turns are needed at least. If possible, a stun must be avoided at 1st turn and hit taken on armor. At 2nd turn a stun barrier is needed and can hopefully be created because dragon use now its breath. But at 3rd turn a stun is not possible. So I will be dead despite damage by 3 legendary offense spells (smite, sacred flame, sunburst)+ devine steed plus hit damage by legendary weapon
Even with mythic weapon and spells this wont be possible!
Speaking about uplevelling:
since XP- level 168 I needed more than 30000 XP- points for next level. Before update I got stones ( PvP 30; skirmish 70; dungeon 140 ) to build the road to citadel-heaven. But now you gave us only pebbles (PvP 10; skirmish 18; dungeon 35) whereas highest XP-values are not reachable. But we need rocks to reach level 200 and more!
When I was power-playing I made about 1000 crests and about 15000 XP per day. But now I am on about 300 crests and 1500 XP per day only.
I doubt it very much too. But, I’m just curious to see the answer to this question. I stopped the game, as well as their other project.
Thank you for sharing your experience, for those of us who could not update.
STILL CANNOT UPDATE TO LATEST VERSION!
(placeholder text here because it’s not allowing that as is)
Reading >>> Shouting
Any word on when these two changes will go into effect, most importantly the second one? Those that have updated have not had the scoring adjusted and are still getting affected on the leaderboard as a result.
EDIT In conferring with some folks who are under the update, it does appear that the second bullet has been done. As @Kafka says, the event reward scores have been adjusted, not the scoring of the players themselves. So the misalignment on the scoreboard will just persist until everyone updates. So it looks like we are just waiting to see the Eveline changes.
Considering these are now TWO updates I’m missing out on, I have every right to shout because I am literally unable to play the version that is the most recent, and therefore has the latest balance changes, bug fixes and overall playability. This version disparity may impact my ability to transfer my save data when it launches on Steam. I worked very hard to barely be unable to finish this game and by god, I will fight tooth and nail to get through those last few sections by any (legal by ToS) means necessary.
There is another area where playability resulted in a strong decrease now in 1.01:
The tavern / goals area
Before update from 0.39 I was level 50(169) and reached ( remark: because update was done automatically I had no chance to make screenshot, but I try to remember correctly):
Progress (Gold): 11,5 of 15 % max
Masteries: 12,5 of 15% max
Speed: 14,8 of 20% ( not sure)
Power: 42.3 of 45% max
After update to 1.01 my progress was considered in recalculation, but
- ended in very low values
Gold 5,1%
Power 1,5%; masteries 1,8%
New was vitality 4,5% - showed very low max values
Gold 5,5%; Masteries 5,4%
Power 5,1%; Vitality 5,1%
So I lost about 40% in Power, 10% in masteries and about 15% in Speed.
Gold is also lower, but doesnt matter. There is always too much (more than 20000 a day)
New max goals percentages in 1.01:
-
Progress (Gold) → +5.5%
- Complete Chapters: 1, 3, 5, 6, 9, 10, 12, 15
- Side Quests: First Sidequest, one each (14 total) for completing each Follower’s full sidequest chain
- Join a Kingdom
- Join a Open PvP Tourney: one for each Rank (Bronze, Silver, Gold , Platinum, Challenger)
- Join a Restricted PvP Tourney: one for each Rank (Bronze, Silver, Gold , Platinum, Challenger)
- Join an Elite PvP Tourney: one for each Rank (Bronze, Silver, Gold , Platinum, Challenger)
- Reach Citadel Level: 20, 40, 60, 80, 100, 120, 140, 160, 180, 200
- Follower Level-Ups (Reach Level X on Y Followers): [10, 1] , [20, 3], [30, 5], [40, 10], [50, 15]
-
Heroes (Masteries) → 5.4%
- Cast Assassin Ultimate Spells: 200, 500, 1000, 2000, 5000
- Cast Beserker Ultimate Spells: 200, 500, 1000, 2000, 5000
- Cast Necromancer Ultimate Spells: 200, 500, 1000, 2000, 5000
- Cast Paladin Ultimate Spells: 200, 500, 1000, 2000, 5000
- Cast Shaman Ultimate Spells: 200, 500, 1000, 2000, 5000
- Complete Story with each class: (5 total)
- Reach Level X for each class: (every 10 levels, one set for each class)
- Create a first Hero
- Reach Level X on any Hero: 10, 25, 50
- Defeat same hero class as PvP Opponent 10 times: (one each for each hero class)
-
Battle (Power) → 5.1%
- Clear a Challenge at Level X: 10, 20, 30, 40, 50, 60, 70, 80, 90, 100
- Defeat Enemies in Events: 10, 30, 75, 150, 300, 700, 1000, 1500, 2500, 5000
- Defeat Dragons: 5, 15, 50, 100, 250
- Win any battle: 20, 50, 100, 250, 500, 1000, 2500, 5000, 10000, 20000
- Beat any dungeon: 5, 25, 100, 500, 1000
- Win any PvP Battle: 5, 25, 100, 500, 1000
- Win any skirmish: 5, 25, 100, 500, 1000
- Win a single Co-Op battle
-
Collection (Vitality) → 5.1%
- Equip first armor bonus (2 piece set)
- Equip first full set of armor (6 piece set)
- Obtain a set bonus at Uncommon rarity: 2, 4, 6 pieces
- Obtain a set bonus at Rare rarity: 2, 4, 6 pieces
- Obtain a set bonus at Epic rarity: 2, 4, 6 pieces
- Obtain a set bonus at Legendary rarity: 2, 4, 6 pieces
- Obtain a set bonus at Mythic rarity: 2, 4, 6 pieces
- Obtain a Spell set bonus: 2, 3, 4 spells
- Raise a spell to level X: 10, 20, 30, 40
- Raise a weapon to level X: 10, 20, 30, 40
- Raise an armor piece to level X: 10, 20, 30, 40
- Raise an accessory to level X: 10, 20, 30, 40
- Raise a minion to level X: 10, 20, 30, 40
- Raise a single piece of any gear to level 50
- Collect 25 minions
- Collect 10 spells
- Own unique pieces of gear: 25, 50
- Raise an item with an elemental attribute to level 45: (one for each elemental color)
That’s some small boost numbers, and almost irrelevant. Most veteran players here will likely have the majority of this list of this list auto-completed outside of the kill tasks.
Personally I’m glad that the goals were reworked and that the bonuses have been reduced significantly, although I understand those that are frustrated having invested a lot of effort in completing as many of them as possible during Early Access. By lessening the goals bonus it allows for more design space and options down the road and reduces the huge stat differential in players based on goals completion right at the start of launch.
By lessening the goals bonus it allows for more design space and options down the road
Very true.
reduces the huge stat differential in players right at the start of launch.
Depends on one’s perspective on the changes.
Did the changes reduce the bonus stat differential from Goals for launch? Unquestionably.
However, the broader paintbrush stroke that I haven’t really seen much discussion on yet is in regard to the net effect of all the gear changes and nerfs. While the nerfs in general were needed and does open design space for power creep down the road, the net effect of all of these changes are to push players towards ascending gear to Legendary and Mythic as the raw stats and attributes are where the vast majority of power progression is now obtained. To that extent, there will be a vast differential in power at launch between a player with Epic 35 gear versus one in Legendary/Mythic 45 gear.
Thanks for posting the list as I’m still on 0.39 with the update(s) no longer published.
It doesn’t look like much effort was put into redesigning the type or structure of the challenges, just a wipe to existing players, and a significant reduction in the overall strength of goals. The numbers look again like they were picked quite arbitrarily and in most cases jump from trivial to **** that for the effort needed to earn that 0.1% bonus.
It was already fed back many moons ago in the discussion on kingdom bazaar deals that the +5% bonuses there amounted to trivial and insignificant amounts, so good to see that feedback was really taken on board with the redesign here.
It was already fed back many moons ago in the discussion on kingdom bazaar deals that the +5% bonuses there amounted to trivial and insignificant amounts, so good to see that feedback was really taken on board with the redesign here.
As someone who contributed to that conversation, it was particularly about the Master of Arms title which conferred a 5% bonus to Honor earned which mathematically resulted in 0 bonus Honor earned, a numerically pointless benefit. Apples and Oranges.
One of the Kingdom titles, Master of Arms, confers a 5% Honor Bonus to the Kingdom member with the “Highest Hero and Citadel Level”. The question is: Does this actually confer a meaningful benefit? My view is: NO. Having held the title for multiple weeks and having not held the title for multiple weeks before that, I can say that I have never received more than 10 Honor per PVP match. After checking with several people, they have not received more than 10 Honor per PVP match as well. Since we k…
It doesn’t look like much effort was put into redesigning the type or structure of the challenges, just a wipe to existing players, and a significant reduction in the overall strength of goals. The numbers look again like they were picked quite arbitrarily and in most cases jump from trivial to **** that for the effort needed to earn that 0.1% bonus.
Both the whacktastic “balance” changes (quotes for reasons) and the changes to goals are absolutely a soft wipe to existing players. They just are. They aren’t even cleverly disguised!
However… that isn’t automatically a terrible idea. Teeny tiny inventory space? Terrible idea. Endless chests of dryer lint and half chewed gum? Terrible idea. Everything related to kingdoms right now? Terrible idea. But dialing back the advantage for EA players a bit? I can see some merit for that.
Today let me report another kindcof unbalance concerning experience points.
- It is nearly impossible now to increase citadel level on 50(169). I need more than 30000 points but onlyvgot dradtically reduced portions of 10/18/35 for PvP/skirmish/dungeon.
- Therefore it is nearly impossible to increase 3 leveld for weekly events. So I started my 11th hero!
What did I find out:
This area is not XP-adapted!
At chapter 1 I got 30 -38 XP for the skirmishes. The side quest resulted in 42 XP.
But for the dungeon I got 8 XP only!!!
Chapter2 now started with 38.
This means there is no reason to play a dungeon at high level because
- XP is much lower
- contents of gear, spells or minions in the dungeon chests is not useable (all my gear, spells and minions is on epic or legendary level and have no vault space left).
As consequence now I have to play the story, delete hero and start again?
I cant understand why the XP of a level 100 dungeon was so drastically reduced to 35, if it is so tough to be successful.
I would expect that for every level new and higher XP- values will be adapted and increasing with dungeon level.
This means there is no reason to play a dungeon at high level because
- XP is much lower
- contents of gear, spells or minions in the dungeon chests is not useable (all my gear, spells and minions is on epic or legendary level and have no vault space left).
These are great points. As I said in my Patch Notes post, the XP issue needs to be explained. It feels like they just wanted to put a hammer down on folks with a high citadel level and have effectively made it entirely unrewarding. As you note elsewhere, the weekly Quest Pass goal of gaining 3 levels is entirely absurd and undoable by anyone with a high citadel level.
So basically - we have 1. March today - a big day for PQ3.
For now the Steam release is rather a failure - mostly negative reviews…
For me thanks to Steam I was able to play latest version. And to be honest the game is drowning even more each patch. Whatever you do the game is less and less rewarding for players. The chest mostly contain shit, and it does not really matter much if you spam 100 lvl dungeon or 35 lvl skirmish. The nerf on most items made them almost useless now and many spells usage changed completely. XP? what XP? do we even get XP? And I just got 1-hitted in lvl 100 skirmish, beside my 35-45 lvl gear…
Shame is that it is also the same for new players. Nothing changed here from the time I started playing. The graphics won’t help to keep the players. Game has to be rewarding not kicking in the face from the start.
I am still not able to update on my Android devices, so maybe I should go back and play the previous version still
If you’ve installed the Steam version and connected it to your account, you won’t be able to play the previous Android version.
Aha, but I still cannot see the update. So now I am unable to play on Android at all.
Fantastic!