pasa_ wrote: R56 just went live, without this level increase yet. Though they nerfed mStorm, unannounced, as usual, in middle of tournament the character is important, as usual.
GrumpySmurf1002 wrote: pasa_ wrote: R56 just went live, without this level increase yet. Though they nerfed mStorm, unannounced, as usual, in middle of tournament the character is important, as usual. Wait, what'd they do to mStorm?
vetheran wrote: theHappyDance wrote: BTW, for anyone interested, Puzzle Quest 1 and 2 are both on sale for $5 in the steam summer sale. Unlike this game, those are both finished products that you can pickup and play whenever you want and don't have constant changes to screw you over. For the love of... Do NOT pick those up, it's a trap! I've tried PQ2 and the AI is infuriatingly hard. You will cry.
theHappyDance wrote: BTW, for anyone interested, Puzzle Quest 1 and 2 are both on sale for $5 in the steam summer sale. Unlike this game, those are both finished products that you can pickup and play whenever you want and don't have constant changes to screw you over.
AkaTobi_85 wrote: GrumpySmurf1002 wrote: pasa_ wrote: R56 just went live, without this level increase yet. Though they nerfed mStorm, unannounced, as usual, in middle of tournament the character is important, as usual. Wait, what'd they do to mStorm? Apparently they made her red cost more AP at higher levels, but I don't know about it myself.
Lyrian wrote: Essentially, the devs resigned mStorm to be a weaker version of her 3*** lazy version. This follows a developing trend where the original versions of characters are being nerfed to make their gold versions much more desirable (See Daken for an example). With CotM at 9 Red, for 48 damage per enviro, she is pretty much permanently shelved by design.
elusive wrote: I'm a little confused about how this is working (the character level shift thing, not the Storm/environment tiles thing); are my 141 characters going to automatically get an extra 25 levels when this rolls out? From what I could garner from the main post, the number of levels are increasing but stats are staying the same (i.e. a 166 character will have the same stats as a 141 character). So did I get that right? I shudder at the thought of having to dump a ton of iso into my 141 guys just to get them back up to what they were before.
theHappyDance wrote: IceIX wrote: We're currently planning on making a change (likely during the week of 7/1) to alter the starting levels of each of the rarities of characters past 1*. The max levels will be shifted according to this same amount, making the new top ends change accordingly. Characters will automatically shift the number of current levels equivalent to their rarity. This change will be retroactive, so all characters in the game will automatically be adjusted to the new levels. These changes are intended to make gaining a brand new rarer character immediately useful for those players topped out or transitioning from one rarity level to another. The changes to levels are as follows:Rarity Current (Base) Current (Cap) New (Base) New (Cap) Change 1* 1 50 1 50 +0 2* 6 85 15 94 +9 3* 15 141 40 166 +25 4* 30 230 70 270 +40 Leveling costs are unchanged with those costs simply shifted as well. So a 3* character leveling from 15->16 will cost the same amount as a post-shift 3* leveling from 40->41. Is there any possibility I could get my hands on the updated stats tables for all the characters, so I don't have to find a trainer and make a dud sandboxed account in order to pull all that data for my roster tools? Thanks.
IceIX wrote: We're currently planning on making a change (likely during the week of 7/1) to alter the starting levels of each of the rarities of characters past 1*. The max levels will be shifted according to this same amount, making the new top ends change accordingly. Characters will automatically shift the number of current levels equivalent to their rarity. This change will be retroactive, so all characters in the game will automatically be adjusted to the new levels. These changes are intended to make gaining a brand new rarer character immediately useful for those players topped out or transitioning from one rarity level to another. The changes to levels are as follows:Rarity Current (Base) Current (Cap) New (Base) New (Cap) Change 1* 1 50 1 50 +0 2* 6 85 15 94 +9 3* 15 141 40 166 +25 4* 30 230 70 270 +40 Leveling costs are unchanged with those costs simply shifted as well. So a 3* character leveling from 15->16 will cost the same amount as a post-shift 3* leveling from 40->41.
Rarity Current (Base) Current (Cap) New (Base) New (Cap) Change 1* 1 50 1 50 +0 2* 6 85 15 94 +9 3* 15 141 40 166 +25 4* 30 230 70 270 +40
IceIX wrote: I'm looking into gathering that info in an easy to digest form, as the files that we use internally have to be mangled for use. Doesn't make for anything very human readable. Those charts would be helpful to everyone though, and a similar runthrough for the characters max stats could save Nonce a bajeebus-load of time.
jozier wrote: iPulzzz wrote: Sorry if this has been said before, but I suspect this is also a ploy to make seed team climbing unviable, by making everyone take longer to kill.. Though with increased damage, who knows Only the featured character gets an increase in levels on the seed team. The 1*s remain unchanged.
iPulzzz wrote: Sorry if this has been said before, but I suspect this is also a ploy to make seed team climbing unviable, by making everyone take longer to kill.. Though with increased damage, who knows