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Release Notes for Android Open Beta 1.2.47

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  • hades0505
    replied
    Originally posted by vo1d View Post
    Adrian (Developer) The update is cool in general, but the issue with ad-boxes in nasty. I've played for 6 hours or so and got just a few boxes.
    One more thing to mention: you've fixed reflection aura - this is good, so why not fixed red arrow aura not being dispellable at the same time?)
    You mean the red aura that boosts damage? It definitely can be silenced, although it visually seems to be active. Same as with reflection aura: visually (the circle) remains while the monster is silenced, but its effects are subdued.

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  • SSakulCZ
    replied
    OK its 3 weeks i started this game , Curently 70 mage, 70 warrior , 237 CL and i can say this game is more and more frustrating

    - Drop rate : Before trials .. ppl could get Legendary sets on Stories , now i have no idea from which level of trial we can get em ( kinda funny .. farm high trials when u need better equip which dont drop )
    - Gorgona should drop Apprentice set, not Arcanist (again old players have this stuff , for newcomers .. GL with that )

    - Dungeons map .. for mage on phone .. its better to abbadon .. to dark and to small space to maneuver

    - Switching skills at trials ( that is most frustrating ) since i play on phone .. i using fireball vs monsters , but than its pretty hard to keep bosses under silence and two finger atack em .. WHY the hell we cant switch LEFT + RIGHT atack ( i dont talking about changing skill but this is just bullshit ) atleast so i dont need to use 2 finger on ELBAN chasing me when i need to constantly keep him silenced + pulled etc

    - Singularity + Timewarp - if is singularity casted during timewarp, its wasted at the end of timewarp, if its casted before , its stops pulling bosses away ..

    - Time at Trial after another nerf( pulling ) - Is there reason why there is 10min timer ? Isnt better solution just set for example 3-5 min TIMER after boss spawn ?

    EDIT : Seems drop rate improved in beta - Thx a lot

    Last edited by SSakulCZ; 08-07-2017, 04:04 PM.

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  • vo1d
    replied
    Adrian (Developer) The update is cool in general, but the issue with ad-boxes in nasty. I've played for 6 hours or so and got just a few boxes.
    One more thing to mention: you've fixed reflection aura - this is good, so why not fixed red arrow aura not being dispellable at the same time?)

    Leave a comment:


  • Led
    replied
    1 key thing to remember when thinking about items with % chance of bonus attack or effect is there is a mandatory 20 attack cooldown after each attack that procs the effect.
    This in turn means that a 10% chance is only a 10% chance after 20 attacks have passed, making it at best 1 in 30 chance (3.33%), so if you are loosing more than 3.33% DPS swapping to a Deidere's for example then you are loosing out on DPS.
    Don't get fooled by the fake stats and effects shown in named and set items. This can be easily tested in the training grounds.

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  • Loque
    replied
    Originally posted by vo1d View Post
    I don't think so. I've spent hours testing Deidere's in training grounds and trials, with different equipment and so. It clearly gives you à boost when naked, but I hardly notice any difference when fully equipped. I don't mean dps or anything, only number of hits.
    ​​​​​Didn't test with a shield though, only duel-wielding.
    Thanks for applying the groundwork with regards to DR, I was unaware and hopefully oblivious it may be the ultimate weapon with high base damage.

    The chance for a weapon to roll higher base damage is however another welcome addition to the recent updates.

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  • vo1d
    replied
    Originally posted by Loque View Post
    Diedres Resolve with with high average dmg would kick ass.
    I don't think so. I've spent hours testing Deidere's in training grounds and trials, with different equipment and so. It clearly gives you à boost when naked, but I hardly notice any difference when fully equipped. I don't mean dps or anything, only number of hits.
    ​​​​​Didn't test with a shield though, only duel-wielding.

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  • Loque
    replied
    I'm thinking both forged and also weapons that drop. Hopefully so because a Diedres Resolve with with high average dmg would kick ass.

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  • Guest
    Guest replied
    Originally posted by Loque View Post

    Also I found in the release notes : Increased the chances for weapons to roll values closer to max damage.

    Is this for weapons that are forged or weapons that also may drop? Or both
    From my drop I am choosing both

    Leave a comment:


  • Loque
    replied
    Originally posted by Adrian (Developer) View Post
    Hi all,

    We've release build 1.2.47 in open beta on Google Play. To opt-in follow this link: https://play.google.com/apps/testing...mageandminions
    Any progress made during the beta will be kept after the beta ends.
    Your profile will not be locked to the beta version, so you can go back to the current live version anytime you want.

    Release notes:
    • Heatseeker missiles now inflict the correct amount of damage.
    • Blizzard ability has received a consistent damage buff and visual upgrade.
    • Combat text information has been condensed to make it more legible.
    • Monsters disengage from combat if they cannot attack the hero or aren't damaged for a while (15 seconds from entering combat)
    • Removed stalls happening when approaching a group of monsters.
    • Damage reflect aura on monsters now apply a damage over time effect instead of directly inflicting damage.
    • Minimap is now visible while in combat.
    • Updated the ad-delivery SDK.

    Have fun!
    Also I found in the release notes : Increased the chances for weapons to roll values closer to max damage.

    Is this for weapons that are forged or weapons that also may drop? Or both

    Leave a comment:


  • abc127
    replied
    Originally posted by Mohin View Post

    What is "stragglers"?

    I didn't check this, usually I am fighting until death not runnig away
    Ah, ok, wasn't you. I can't find it now.

    A straggler is one that is slow to arrive. For example, a revenant or zombie in a big pull. You kill the mob and then go get that one last (straggler)... I can see that being a nuisance now that they'll stop fighting.

    Leave a comment:


  • Guest
    Guest replied
    Originally posted by hades0505 View Post

    I don't see the necessity for this: with the enemies going idle after 15 seconds of not engaging in battle, it is pretty much irrelevant (at least from my point of view).
    Try to make big pull and than pray if you will have a luck to cast SW and restore your life or you will be dead.

    Originally posted by abc127 View Post

    @M0hin Are you having issues with the stragglers? So far I haven't even noticed, but now that they'll walk away, I could see that beimg a problem.

    On that topic, someone (you?) mentioned the mobs might be going back to full power when they disengage - I'm testing on that this morning and don't think it's happening that way. The power bar disappears, but when I re-engage it looks like their life is where it was when they disengaged.

    ​​​​​
    What is "stragglers"?

    I didn't check this, usually I am fighting until death not runnig away

    Leave a comment:


  • Machiavel
    replied
    Originally posted by abc127 View Post

    On that topic, someone (you?) mentioned the mobs might be going back to full power when they disengage - I'm testing on that this morning and don't think it's happening that way. The power bar disappears, but when I re-engage it looks like their life is where it was when they disengaged.

    ​​​​​
    It was me. I might have been mistaken on this. Maybe when I engaged I didn't do enough damage.

    Leave a comment:


  • abc127
    replied
    Originally posted by Mohin View Post
    Another thing is that maybe turn the map on when in combat is good thing I don't recognize now when I am in combat can you change anything in that, maybe map color?
    @M0hin Are you having issues with the stragglers? So far I haven't even noticed, but now that they'll walk away, I could see that beimg a problem.

    On that topic, someone (you?) mentioned the mobs might be going back to full power when they disengage - I'm testing on that this morning and don't think it's happening that way. The power bar disappears, but when I re-engage it looks like their life is where it was when they disengaged.

    ​​​​​

    Leave a comment:


  • Machiavel
    replied
    Originally posted by hades0505 View Post

    I don't see the necessity for this: with the enemies going idle after 15 seconds of not engaging in battle, it is pretty much irrelevant (at least from my point of view).
    A little green dot or red dot on top corner of map would serve both maybe. Or even the line around the map could be greenish and red. That could be nice

    Leave a comment:


  • hades0505
    replied
    Originally posted by Mohin View Post

    Another thing is that maybe turn the map on when in combat is good thing I don't recognize now when I am in combat can you change anything in that, maybe map color?
    I don't see the necessity for this: with the enemies going idle after 15 seconds of not engaging in battle, it is pretty much irrelevant (at least from my point of view).

    Leave a comment:

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