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Originally posted by Mhongix View Post
From what I understand, there's a chance to get legendary on all trial levels but the chance, quantity, and quality just increases as you go up.
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Originally posted by Ahira View PostQuick question for everyone that has hit trial 42 or better.... when do legendaries start to drop?..... I saw from reds post at 80 all 3 are legendary. Any help would be appreciated. Thanks, Ahira
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Quick question for everyone that has hit trial 42 or better.... when do legendaries start to drop?..... I saw from reds post at 80 all 3 are legendary. Any help would be appreciated. Thanks, Ahira
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Originally posted by Qeltar View PostIt really feels like there is just something wrong with the dragon encounter. More than once I see "taking a deep breath" on the screen, the tell for the breath weapon, and I immediately try to move but I'm already locked in place. I keep attacking, but I can't move, and then the breath starts and I of course still can't move, plus the apple/potion thing.
I'm assuming the point of the tell is to let me move out of the way but I often can't. The end result of all of this is I have to take the full brunt of the attack.
EDIT: I think maybe this is related to the expanded boss hitboxes mentioned at some point. The dragon is huge and it can be hard to find a place to move laterally out of his range. I had a bit more luck moving towards the edges of the screen to tap but this maybe needs adjustment.
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Originally posted by Mhongix View Post
3.) I personally like the encounter changes, because now we have to be attentive and do more than just click and spam. Soon, we will figure out the boss patterns and get used to tackling them that we might beg the devs to change their behavior again to be more challenging.
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Originally posted by Qeltar View PostIt really feels like there is just something wrong with the dragon encounter. More than once I see "taking a deep breath" on the screen, the tell for the breath weapon, and I immediately try to move but I'm already locked in place. I keep attacking, but I can't move, and then the breath starts and I of course still can't move, plus the apple/potion thing.
I'm assuming the point of the tell is to let me move out of the way but I often can't. The end result of all of this is I have to take the full brunt of the attack.
EDIT: I think maybe this is related to the expanded boss hitboxes mentioned at some point. The dragon is huge and it can be hard to find a place to move laterally out of his range. I had a bit more luck moving towards the edges of the screen to tap but this maybe needs adjustment.
2) I find it easier to move by double tapping (at least for warrior). If you have high attack speed and slow device, it can affect your reaction time as well.
3.) I personally like the encounter changes, because now we have to be attentive and do more than just click and spam. Soon, we will figure out the boss patterns and get used to tackling them that we might beg the devs to change their behavior again to be more challenging.
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It really feels like there is just something wrong with the dragon encounter. More than once I see "taking a deep breath" on the screen, the tell for the breath weapon, and I immediately try to move but I'm already locked in place. I keep attacking, but I can't move, and then the breath starts and I of course still can't move, plus the apple/potion thing.
I'm assuming the point of the tell is to let me move out of the way but I often can't. The end result of all of this is I have to take the full brunt of the attack.
EDIT: I think maybe this is related to the expanded boss hitboxes mentioned at some point. The dragon is huge and it can be hard to find a place to move laterally out of his range. I had a bit more luck moving towards the edges of the screen to tap but this maybe needs adjustment.Last edited by Qeltar; 10-06-2017, 02:55 AM.
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Originally posted by Dave View PostThe "gameplay" aspect of that is you run outside of the circle, as soon as you cross the line of the circle the stun is cancelled.
They seem to have it attempt to do the stun at a high frequency which leads to the frustration as it's possible to get caught in a loop due to the duration of the stun.
I'm hoping this is not design intent because I can't imagine any reason they'd want it to be...
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The lazy fix as opposed to coding it properly would be just to reduce the duration of the stun.
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Originally posted by Qeltar View PostThe dragon "chain-stunlock-can't-move-or-use-apples-or-potions-or-do-anything" routine is terrible.
In my fairly considerable experience, powerlessness is universally despised by gamers. Blast me if I fail to move out of the way fine, but not 10 seconds stuck there unable to do anything.
And I still don't see how it's an "improvement" to force defensive meleers to have to run for their lives every few seconds or insta-die. It's not even challenging, just tedious.
They seem to have it attempt to do the stun at a high frequency which leads to the frustration as it's possible to get caught in a loop due to the duration of the stun.
It's similar to Magroths stun from the charge, you have to time it essentially lazily. If you attempt to engage from the sides or even from behind whilst he's still charging even though HE'S facing the wrong way you get stunned and then you wipe in his AOE.
it's actually better to just eat the stun and then move out of the AOE as you're more likely to have time to move out of the AOE square.....massively engaging gameplay
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Magroths charge,it's directional however if you position yourself behind him he still stuns you whilst running in the opposite direction.
This is not engaging game play.....
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I think this may have been reported already. Every now and then one of my minions will go invisible and aggro every group of monsters within a screen and a half or maybe more but the aggro group doesn't find my hero so they give up
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