Oberron’s Belt power boost is only giving 1% instead of the expected 10% power boost
Ok, 64k Gem question that everyone is going to ask, so might as well get it out of the way now…
Unless the patch lands exactly at the moment of the planned release window (this coming weekly reset), the patch will miss the beginning of the next Quest Pass.
This likely means the changes will be coming in-line with the planned release date for the update next week, whatever day that ends up being. How is this going to work on release day? Will the update be forced to avoid a situation similar to the PvP one when 1.5.0 launches?
Given that keys continue to be devalued since the early access/launch, is it possible that some consideration can be given to changing the kingdom crest rewards from keys to something else, let’s say Marks? The key rewards are incredibly outdated and have very little value. It would be nice to receive something more rewarding for player activity in kingdoms.
I’ve passed on the feedback about Keys in Kingdom Crest rewards
Following up on Oberron’s Belt this morning. But once I get some more information I’ll update here or edit this post to include it.
The update is definitely set within the window we have described, so it will still be in line with the next Quest Pass
Versus scoring information from the development team “the points have been halved for each turn, from 10 down to 5, to account for the extra turn the enemy takes. This means scores should be similar to what was seen previously”
Don’t think it was mentioned here, but also shared feedback about Season specific Spells with a Stock of 1 being available again. Ideas discussed so far that once a Season is in the Archive, there is no longer a Stock limit on these spells, or rotating offers for these Season only spells. This would be beneficial for anyone who purchased a Season spell and either accidentally or intentionally salvaged this spell.
1.5.5 is expected to release at tomorrow’s reset time!
When the update goes live, the Kingdom tab in-game will be locked for anyone still on 1.5 to prevent any issues between players on 1.5.5 and those who have yet to update to 1.5, especially with the changes coming to Kingdoms.
Maybe I am reading this wrong. But I can’t figure out how this solves the problem.
What I mean is this:
Prior to 1.5, in order to achieve max score, you had to cast spells and kill on turn zero. Because it was possible to cast and kill on turn zero, it meant that anyone wanting max rewards had to do that.
In 1.5 two things changed. First, it is no longer possible to cast and kill on turn zero. Yay! Awesome. This means everyone no longer has to wear the same gear and do the same thing to max their score! Except no. Because, second, now there are turns between our turns. So… since it is POSSIBLE to match skulls and kill on turn 0.5 (our half of the first turn) to achieve max score, it forces us to all to do exactly that. 1.5 did not solve the problem of everyone being forced into a very narrow meta. It just changed what that very narrow meta is.
If I am reading correctly, it sounds like only the points for turns have changed in 1.5.5 and not the fact that the enemy turns now count. If so, then we will still be forced to kill on turn 0.5 with skulls, in order to achieve max score.
Not only is this skull-fall-slot-machine incredibly boring and tedious, it also pretty much rules out using AP for pvp.
This is my take as well. I explained here the issue and I still don’t see how the developers’ response deals with the issue.
Whether you get 10 or 5 doesn’t matter. It still comes down to requiring a build that generates enough skulls to eliminate your opponent on the first turn. This has also driven numerous players to return to the “Conan” build, where by you essentially equip a high level weapon and nothing else so as to match with another undergeared opponent to minimize the number of skulls needed to win that first round.
The developers can’t possibly think this is a “better” result?
I really hope that Kingdom Crest rewards are improved. Right now I do very little damage to the dragon in the Kingdom Defense. My biggest contribution is getting Kingdom Crests, but since the rewards are so low for seasoned members, it feels I am making no relevant contribution to my Kingdom.
Thank you very much for taking our concerns and feedback into consideration.
So, the pvp solution doesn’t appear to be what we wanted. Now a skull kill match on your first turn will get you 2488. Spell kill on your second turn will get the 2475. Functionally no different than prepatch really.
The frustrating part about this is that the developer(s) clearly have no clue what outcome they want in PvP. After voicing complaints about Starting mana issues (twice! once in EA and then most recently) providing only those players with very specific builds the opportunity to win gem awards, they have basically recreated the “problem” by forcing players to now have a very specific but different build than before in order to win the same gem awards.
It’s really disappointing to have a lot of players provide solid feedback and information for it to result in this outcome.