"David wrote: Moore"]Hello, Apologies that we didn't make this clear in the previous patch notes. We'll definitely try to rectify that in future. Demiurge did a balance pass on the ability and match damage of 2-Star, 3-Star, and 4-Star heroes above their Max Level in preparation for the introduction of Champions. Added line to the OP: "Ability and match damage of 2-Star, 3-Star, and 4-Star characters have been re-tuned when above their Max Level."
Pylgrim wrote: Yes, please. More clarification is necessary...I know you are not a developer, David, but please rope one into explaining exactly what is going on.
"David wrote: Moore"]3 and 4-Star Hero powers have been adjusted. Powers are stronger at lower levels, slightly weaker at medium levels and unchanged at Max Level.[/color]
GurlBYE wrote: if this is intentional is stupid. I know my boosted Classic Storms blue did 2888 before, now boosted and champed it does 2541. it's not a huge difference but I can't see why it was lowered at all.
Monged4life wrote: The change to how characters are boosted has been confirmed as a bug by David Hifi Moore in the sticked Champions FAQ thread. It is NOT intended.
princexude wrote: "David wrote: Moore"]3 and 4-Star Hero powers have been adjusted. Powers are stronger at lower levels, slightly weaker at medium levels and unchanged at Max Level.[/color] I dont understand with that... Can somebody help me explain? Why do we need to upgrade our heroes to champion if they will get weaker?
puppychow wrote: princexude wrote: "David wrote: Moore"]3 and 4-Star Hero powers have been adjusted. Powers are stronger at lower levels, slightly weaker at medium levels and unchanged at Max Level.[/color] I dont understand with that... Can somebody help me explain? Why do we need to upgrade our heroes to champion if they will get weaker? My understanding is that non-maxed characters became weaker. The problem here is that I suspect for 3*s, the max level being used is a max champ's 266, rather than 166. That would account for the decrease in damage that we're seeing now. So even if you stayed at 166, the game considers your character to be at medium level (out of the new 266 max) and you would still see a decrease in damage.
fmftint wrote: Jonny1Punch wrote: So what CAN our stockpiled HP do now?!? I know I have a ton saved from the sale and if we can convert it to CP or use it to gain CP then that's not too bad. Hopefully it has a new function to smoothly and fairy transition to CP as our new currency. But if it's solely for roster spots and shields now then this is a huge,gigantic issue and refunds are deserved if you purchased HP recently as many of us have. Hoping for more clarification soon from any dev. new character slots
Jonny1Punch wrote: So what CAN our stockpiled HP do now?!? I know I have a ton saved from the sale and if we can convert it to CP or use it to gain CP then that's not too bad. Hopefully it has a new function to smoothly and fairy transition to CP as our new currency. But if it's solely for roster spots and shields now then this is a huge,gigantic issue and refunds are deserved if you purchased HP recently as many of us have. Hoping for more clarification soon from any dev.
zodiac339 wrote: GurlBYE wrote: if this is intentional is stupid. I know my boosted Classic Storms blue did 2888 before, now boosted and champed it does 2541. it's not a huge difference but I can't see why it was lowered at all. And Classic Storm already has a major flaw with her very fragile health pool. Most non-boosted 2 stars have considerably better health than her boosted version, and with the required mission for her that has that dang Kishun and his ridiculous Caltrops, she especially loses big chunks of health even without a single countdown tile finishing. It is weird that her Wind Storm does less damage boosted than before, considering it's more powerful than before unboosted.
Buret0 wrote: But srs talk bros: why is your whole team walking over the caltrops? I mean, you do the match damage and end up stepping on the trap with character A. Why do B and C follow you over the traps? I mean, when Fury's Demolition goes off, the explosion doesn't hit the whole team, when Daredevil's Ambush is set off, he doesn't hit the front character and then subsequently hit the rest of the team as they all walk through the same ambush, why are they all walking over the same caltrops? In game, this ability makes no sense.
Msm2008 wrote: fmftint wrote: Jonny1Punch wrote: So what CAN our stockpiled HP do now?!? I know I have a ton saved from the sale and if we can convert it to CP or use it to gain CP then that's not too bad. Hopefully it has a new function to smoothly and fairy transition to CP as our new currency. But if it's solely for roster spots and shields now then this is a huge,gigantic issue and refunds are deserved if you purchased HP recently as many of us have. Hoping for more clarification soon from any dev. new character slots Is this correct? Or has there been some confirmation that HP can be converted into CP? I'm sitting on 20k HP which I've been saving for IMHB once I finally get a blue cover for him. However, if I won't be able to use HP after Jan 13 to do that, then I would probably spend 3/4 of it by tonight on other 4* covers. I almost never come on this board but perhaps I should every so often just to avoid getting blindsided by something like this.
jigawatt wrote: This issue is still a huge elephant in the room for me. Is cp going to start raining down twice as much in rewards? It's been vital for my enjoyment of the game so far to be able to whale covers of preferred characters (2* and 3*) instead of peddle around for a month or 3 or 4 waiting on one measly drop out of 13. You're *losing* a lot of entry level money taking that ability away. could care less about roster spots
pheregas wrote: I'm sorry if I've missed it, but with the new CP system going into play tomorrow, has their been any dev feedback on how this is supposed to work or is it just supposed to be a surprise?