Mauro Pena Forte
Farmer
Tripling the number of advances doesn't help us at all. This minigame is really bad...
With chest keys increased, I don't know what to say. Reducing on health potions might help but it cannot overcome the vague feeling of obtaining more keys and covering more prize progress(300).Health potionspending not getting reduced means, it will be hectic to play reaching 300 though with new modified chest key requirements and progress.
Because 85, 45 and 10for health potion disturbs the mini-game. If we want to keep a interesting game, health potion need some slight reduction like,
10, 35 and 60(max)
or
15, 30 and 60(max).
After rush quest, 150free + 250quest, total 400per day are possible. Hence,
For a Dungeon,
Twice picking multiple ability cards, free and 50 = 100
5 times doing redraw with 5 = 25
Health high potion 85 value usage maximum 4 times = 340
Based on this, overall amount of used will be (340 + 25 + 100) 465.
So 465 - 400 = 65shortage.
Also using 85health 4times if reduced to 3times, cannot guarantee to kill the boss because 9th or 10th card getting defeat will be guaranteed.
so you should chose Vampires. because Zombies would have a disadvantage against vampiresUnless you are advised to use a deck 2 times in a row...
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Had something similiar yesterday. Game suggested 3 times in a row to use Zombies to me. I don't care anymore. They make the event worse with every update, I will spend my teeths whenever I get somewhere close to finishing one dungeon, but I will only play the free dungeons every day and nothing more. It's the worst event ever and I play for 7 years now. It's clomplete failure and if Inno can't see that, then they person who makes the decisions should be replaced, because this person is blind. This thread has more complains and people saying it's a failure, than I've ever noticed in a single thread for an event, even for this year. This year is clearly the year of bad event mini game ideas.Unless you are advised to use a deck 2 times in a row...
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I‘m sorry but I doubt your calculation. You say you spend 275 on average and end the dungeon with 4-5 cards remaining. How? I normally spend 250 on cards and end up with 0-2 left. And I need to heal once or twice in between.My initial thoughts on the update are quite positive. The number of have gone up from around 5.5k to 14.5k, perhaps another 500-1000 from incidents. That's not quite the 3x increase that we see in grand prize progress requirement, but it's not too far off. Based on the previous balancing you could get a lot more progress than required, and even with this slight nerf it should be very possible to get well above the required 3000 progress (2400 with league reward).
- 15,000 / 21 days = 714 per day
- I spent 275 on average my first 4 games after the update. That has gone up a bit since then, but I think 350 on average could be doable.
- You get 68 progress per full dungeon, plus 25 progress per thief, plus 3 progress per remaining card (I usually have 4-5 remaining cards, so let's say +15). That's around 175 progress per day with 1 thief, for a total of around 3.7k progress.
- You can also play games where you spend very few for a few redraws, aiming for at most enemy card 9. From these I get around 30-40 progress, so with 1 of these per day as well in addition to 2 full dungeons you can get an additional 6-800 progress.
- You can get around 500 progress if you get the daily double reward from gold chest. The daily challenge is worth around 3 progress per day on average, for an additional 60 progress.
- So all in all, I wouldn't be surprised if you're able to get 4-5000 progress.
Additionally, daily special chance should actually be increased slightly. Yes the key requirements are tripled for bronze and doubled for silver/gold, but we should be able to get more than twice the amount of keys compared to before.
Main downside is the removal of rewards from dungeons, but I'm fine with that in exchange for much more room to play the event. We started out being lucky to get to play 10 full dungeons, now we're perhaps looking at 40 full dungeons across the event, that's a massive improvement if you ask me
Use the redraw generously: redraw for advantage to win in 1 card instead of 2, redraw to avoid excessive overkill so you have stronger cards later in the dungeon.I‘m sorry but I doubt your calculation. You say you spend 275 on average and end the dungeon with 4-5 cards remaining. How? I normally spend 250 on cards and end up with 0-2 left. And I need to heal once or twice in between.
That's what I do. Just spent 700 incl. 2 Thief cards, i.e. 500 without them. And I used quite a number of redraws. But when your opponent is a vampire and you run with a zombie deck and draw a Thief and 2 zombies redraw doesn't help because you still lose 6-8 health in one fight.Use the redraw generously: redraw for advantage to win in 1 card instead of 2, redraw to avoid excessive overkill so you have stronger cards later in the dungeon.
Then you re-redraw in that extreme case. I do think his 275 is a bit low an estimate - but i am under 400, including obtaining and using thief cards, on most runs.That's what I do. Just spent 700 incl. 2 Thief cards, i.e. 500 without them. And I used quite a number of redraws. But when your opponent is a vampire and you run with a zombie deck and draw a Thief and 2 zombies redraw doesn't help because you still lose 6-8 health in one fight.
that dungeon should only be a free runBut when your opponent is a vampire and you run with a zombie deck
Yeah, personally I think there’s quite some potential in the invention of the grand building spawners. Spawners been locked away behind top5% alongside the top1% makes feeling investing in leagues a bit more "safe." If you're dropping out of 1%, at least you're still get a spawner. Besides that it'll be encouraging active participants to invest. Aiming at the weaker spawner of top5%.This! And also getting a silver upgrade in the gold league instead of renovation kit.
Or both because it costs no one nothing.
good changes, especially the redraw costs
- We have changed the redraw costs from 25 to 5.
- Costs for continuous redrawing will now increase by a factor of 4, instead of 2.
- We made the choice of your deck more meaningful! Some enemy cards are now guaranteed to be of the faction mentioned in the beginning.
- Dungeons now start out easier and become more difficult! Later enemy cards now have even more health for example.
- You can now gain for the Stormspire from the boss at the 11th encounter!
we get more currency to play more boards, this ist good.
- We increased the you can get from quests!
- Rush Quests now provide 120 (previous 90)
- Daily Quests now provide 250 (previous 170)
- The Daily Free Currency Quests now provide 150 (previous 80)
- The Milestones now provide 400, 600 and 900
- from incidents have been increased as well.
- You now need 300 Grand Prize progress per reward. (previous 100)