Announcement

Collapse

Forum Rules [Updated 12/21/2016]

MAIN RULES OF THE FORUMS

Please respect your community. Respect each other as you all enjoy the same thing – The Game.

We encourage open and friendly discussion of the game and the Community. Moderators and Staff have final decisions on all matters, and are here to make sure that the Community remains a friendly, fun place appropriate for players of all backgrounds, ages and groups.

It is the forum member's responsibility to stay up to date on forum rules and to honor the behavior outlined.

PURPOSE OF THE FORUMS

These forums provide an area for constructive player discussions of the game. It also allows players to
help each other identify bugs and issues, and help each other reproduce and resolve them.

These forums are not the most direct way to contact support. If you’re having an issue with your game and you need direct assistance, please tap on the FAQ/Support tab within the game.

CHANGES OR IMPROVEMENT

Please make sure to stay updated on these rules by reviewing this page from time to time.

SET RULES

This is a private board. As such, decisions made are final.
We reserve the right to remove any message board content without notice for any reason.


Rule 1: Responses to rule violations
Violating these rules will result in warnings, either formal or informal, suspensions, banning, or other sanctions.

Rule 2: Respect other users on the forums
- Do not make attacks or insult other users, either in the forums or through private messages. Disagreements and debates are fine, but don’t make it personal.
- Do not attack groups. This includes professions, races, religions, sexual orientations, genders, incomes, or even vague groups like “you people.”
- Do not use ill terms which are offensive to groups, do not “flame”, “troll.” or “haze”.

Rule 3: Respect the forum purpose and structure
- Make your posts in the appropriate forum.
- Please use the Search function. If a relevant thread already exists, please post there instead of creating a new thread about the same topic. Duplicate threads will be closed to keep the forums orderly and easy to navigate.
- Keep off-topic posts in the off-topic forum.
- Don’t start discussions about games that are not ours.
- Do not cross-link to other message boards or websites unless approved by a moderator.

Rule 4: Respect the law
- Do not post anything illegal under U.S. law, or encourage other users to break the laws of the U.S. or their country of residence.
- Do not encourage users to break terms of service. This includes giving information about how to find scripts, exploits, or cheats, as well as arranging to buy or sell accounts or virtual goods.

Rule 5: Respect the audience
Think about who you're talking to. Users may be as young as 13 on these message boards, and may be male or female, and from countries across the globe.
- Keep your language civil. Profanity is frowned on.
- Do not post Adult Material, inappropriate graphic sexual content in any format, or links to sexually explicit sites.
- Do not post graphic images or explicit descriptions of violent acts.
- Do not use an avatar or signature that could offend other users. They have to look at it a lot.

Rule 6: Respect privacy
- Do not post any private emails or private messages unless you have the explicit permission of each person involved in the exchange.
- Do not post private communication between customer support, members, moderators, or administrators on these forums, or anywhere else. (This include support ticket responses)
- Do not post any information covered by a non-disclosure agreement or beta testing agreement. Even if you somehow have inside information about our competitors, for legal reasons we don’t want to hear it.
- Do not post Facebook information about other forum users.
- Do not post any private information about other users.
- Do not post in-game information in an attempt to have other players attack your target. Be careful to not cross the line into bullying.

Rule 7: Do not spam
- Do not post repeatedly about the same topic.
- Do not spam users on the forums or through private messages.
- Do not start a thread without actual purpose.
- Do not start a thread about a news story or article unless you make it clear what the story is about, and offer your own opinion to start a discussion.

Rule 8: Respect your account
- Do not share your account information with other individuals. You will be held responsible for any rules violations that occur under your account.
- Do not create new accounts or use other tricks to avoid suspensions or bans.
- Do not create ‘sock puppet’ accounts – multiple accounts created just so that you can agree with yourself and make it seem like your ideas have more support than they do.
- Never include your e-mail address or any other personal information in posts.

Rule 9: Respect the Moderators
- Do not post using the color red. This color is reserved for moderators.
- Do not impersonate moderators. Do not claim to speak for the moderators.

Rule 10: Respect the decisions of the moderators
- The moderation teams reserves the right to warn, suspend, or permanently ban users judged to be acting against the spirit of the rules, even if the user is following the letter of the rules.
- Do not argue with moderators about moderator decisions. You can disagree with a moderator’s opinions, just like any other poster, but when they post moderator actions in red text, it is considered final.
- Moderators have no access to your game account. If you have an issue you must contact customer service.

Generally, BE NICE. There is nothing wrong with being nice to each other.
See more
See less

New General, Guilds Power Changes, and more.

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • New General, Guilds Power Changes, and more.





    New General: Muse


    1) Her power modifies the Mage passive class ability (e.g. does 10 damage to all enemies in a tower upon victory) by a %.

    2) This power was on existing heroes, Zurran and Alexandria. They originally had a flat damage increase but we changed it to % based for all 3 heroes. Also all 3 heroes can be linked via Hero Alliance.

    3) We did increase the stats of Zurran so that he is still better than Muse.

    4) The most important is that the hero power modifies the new improved mage passive ability. The mage passive ability has been improved such that it the damage is modified by the damage rune. The mage passive ability now does base 10 damage + (10% * damage rune) (Note: max bonus damage from rune is 50). The hero ability has an additional % multiplier on top of that damage.

    Example:

    If my damage rune benefit is +400 damage, upon victory with a mage you now do 10 + 40 = 50 damage to all enemies in a tower. If you have Muse with a 16% bonus, you will do 58 total damage (50 * .16 = 8 bonus damage)







    Guild Power Changes:

    Base Powers

    Warrior= no change

    Rogue = base bonus + 20% of damage rune benefit, max potential at + 100 @ +500 Damage Rune benefit

    Cleric AOE Heal = 10 + (Health Rune benefit / 10), max + 50 @ +500 Health Rune benefit

    Mage AOE Damage = 10 + (Damage Rune benefit / 10), max + 50 @ +500 Damage Rune benefit


    Resistance

    For every point of damage resisted, the defender also resists half that value taken from the attacker rune benefit. So if you resist 40 damage, you will resist an additional 20% of the attackers rune benefit.



    Might

    No change

    _________________

    Warrior

    Whirlwind (no change)

    Leadership : base + (damage bonus % of damage rune).
    Example: +6 damage bonus will now give +6 damage PLUS +6% of damage rune benefit
    The caster will use his damage rune benefit. Wingmen will use their own damage rune benefit in the formula.

    Shout (see leadership)

    Confidence : 10 per + 5% damage rune benefit. Stacks 5 times.

    Sentinel I : total shield 100, effect is absorb 5 damage + 5% of attacker damage rune benefit
    Sentinel II : total shield 150, effect is absorb 10 damage + 10% of attacker damage rune benefit
    Sentinel III : total shield 250, effect is absorb 20 damage + 20% of attacker damage rune benefit
    Guardian : total shield: 200, effect is absorb 15 damage + 15% of attacker damage rune benefit
    Amount of Total Shield reduced per hit is the base amount absorbed per hit. (ie 15 for guardian)

    _________________

    Cleric

    Heal (already changed, tweaks forthcoming)

    Cleanse : heal amount = base heal + 10% caster health rune benefit. Removes negative debuffs as normal.

    Dispel (see cleanse)

    Resurrect : base heal + health rune benefit. Applying this buff to an ally will confer TARGET health rune benefit when triggered along with the inherent base. Example- when resurrect is triggered, it will confer an additional health healed equal that specific players health rune benefit (not the caster of the spell, unless it's cast on themselves!).

    Revive (see resurrect)

    Fortitude : Target power will give base bonus + target's health rune benefit.
    Example: Your base bonus is assumed to be +100.
    If you cast fortitude on yourself and you have a +500 benefit from your health rune. Your guild battle health will go from 6000 to 6600 (6000 + 100 + 500) in the Guild Battle.

    If you cast fortitude on your guildmate who has a +200 benefit from their health rune (even though you have a +500 health rune), your guildmate health will go from 3000 to 3300 (3000 + 100 + 200) in the Guild Battle.

    _________________

    Rogue

    Lacerate : lowers target health by 100 + 10% caster damage rune benefit
    Wound I : lowers target health by 50 + 5.0% caster damage rune benefit
    Wound II : lowers target health by 75 + 7.5% caster damage rune benefit
    Wound III : lowers target health by 125 + 12.5% caster damage rune benefit

    Evade (no change)

    Ambush : damage +50 + 25% caster damage rune benefit
    Backstab I : damage 20 + 10% caster damage rune benefit
    Backstab II : damage 40 + 20% caster damage rune benefit
    Backstab III : damage 70 + 35% caster damage rune benefit
    Backstab IV: damage +85 + 40% caster damage rune benefit
    Backstab V: damage +95 + 45 % caster damage rune benefit

    Poison : base damage + 35 + 10% attacker's damage rune (lasts 5 hits). Example: Anyone hitting a poisoned target, will receive 10% more damage from the attackers damage rune benefit.

    _________________

    Mage

    Polymorph (no change)

    Mana Shield I : absorb 60 damage + 30% of attacker damage rune benefit
    Mana Shield II : absorb 80 damage + 40% of attacker damage rune benefit
    Mana Shield III : absorb 120 damage + 60% of attacker damage rune benefit
    Mana Shield IV : absorb 135 damage + 67.5% of attacker damage rune benefit
    Mana Shield V : absorb 150 damage + 75% of attacker damage rune benefit
    Magic Barrier : absorb 100 damage + 50% of attacker damage rune benefit

    Confuse (no change)

    Mirror Image (no change)
    Last edited by Guest; 04-17-2013, 11:33 PM.

  • #2
    Originally posted by Flarin View Post
    Leadership : base + (damage bonus % of damage rune).
    Example: +6 damage bonus will now give +6 damage PLUS +6% of damage rune benefit
    The caster will use his damage rune benefit. Wingmen will use their own damage rune benefit in the formula.

    Confidence : 10 per + 5% damage rune benefit. Stacks 5 times.
    Are the warrior powers capped at all?

    Asking because the potential for level 5 leadership (30 damage + 30% damage rune) + meekah-boosted confidence at 10x (100 + 50% damage rune) for a total of 130 + 80% damage rune, on top of the original damage rune bonus and possible spreading with whirlwind seems extremely overpowering.
    Last edited by Newershadow; 04-17-2013, 11:27 PM.

    Comment


    • #3
      Unless it specifies a cap I do not think there is one.

      Comment


      • #4
        Originally posted by Padaxan View Post
        Unless it specifies a cap I do not think there is one.
        Warrior powers are kind of ridiculous then. Warrior had enormous damage potential already - and you basically doubled their rune bonuses if they have the staple powers and a general. Even taking into account shout @ 16% instead of leadership 5, that's (with L4 Meekah) 45%+16% -> 61% damage which isn't resisted by Resistance. Instead of 100% + 106 before changes, they now get 80%+61% before whirlwind. Breakeven point is a rune of ~260. lol there is no breakeven because it's on top of the old values.

        Rogue basically cancels resistance with their bonus and that's it, Mage and Cleric (mage up to 250% of damage rune spread evenly is interesting, cleric will be underpowered for a while but now that there's a reason to build health runes that will be interesting as well), but that's an absurd amount of damage.
        Last edited by Newershadow; 04-17-2013, 11:38 PM.

        Comment


        • #5
          Resistance

          For every point of damage resisted, the defender also resists half that value taken from the attacker rune benefit. So if you resist 40 damage, you will resist an additional 20% of the attackers rune benefit.
          I'm not sure I understand this. When I was attacking, it told me I was resisting 23 rune damage. I have a 116 damage rune so that's 20%, but as I understand it, the defenders damage rune didn't originally affect me.

          So if someone with a 400 damage rune attacks me, do I resist 23 damage based on my rune? Or 80 damage based on theirs? Or some combo?

          Comment


          • #6
            Originally posted by Ineluki View Post
            I'm not sure I understand this. When I was attacking, it told me I was resisting 23 rune damage. I have a 116 damage rune so that's 20%, but as I understand it, the defenders damage rune didn't originally affect me.

            So if someone with a 400 damage rune attacks me, do I resist 23 damage based on my rune? Or 80 damage based on theirs? Or some combo?
            They resist 20% of your rune.

            Comment


            • #7
              Slotted gloves/helm really need to come to iOS now even more than they did before...

              Comment


              • #8
                You just made Zurran a crappy drop. Instead of more than double damage compared to a non specialist hero, he now needs to have all three specialists, aligned in order to do a measly 20% more. Thats 10 more damage at a +400 rune (as in your example) if i understand correctly. Meaning a non specialist does 50 and Zurran with 2 allies 60? Up until now he did +120% with only Alexandria... Why? Are you considering a refund to all Zurran buyers that feel a bit robbed? They didnt pay for a 20% bonus but a 120%!!

                Comment


                • #9
                  For the cleric abilities above, do you still need a heal victory for the health rune to be implemented?

                  Comment


                  • #10
                    Originally posted by John944615 View Post
                    For the cleric abilities above, do you still need a heal victory for the health rune to be implemented?
                    Only for the power "heal", which is changing to feedback of Major Heal and Minor Heal.

                    For PATH CREDIT, you may have to pass the check still... but there's not differentiation in the buff applied.

                    Soon feedback will tell you if you got credit or not.


                    I could be wrong about this ofc, it's just my current understanding.
                    Last edited by Guest; 04-18-2013, 12:13 AM.

                    Comment


                    • #11
                      Confidence for warrior still works even stunned.. So does this mean their power percentage will be unchanged? I remember when gb starts and noone took warrior seriosly because of base stat of +10 to atk & def. now their uber powerful.
                      Pls do not hurt me... coz i know someone who knows someone that knows someone who can hurt you.

                      Comment


                      • #12
                        Sentinel III : total shield 250, effect is absorb 20 damage + 20% of attacker damage rune benefit
                        The dmg rune of who? The caster or the target, or the person who attacks the target?

                        Comment


                        • #13
                          Yay! My prediction about an upgrade to class abilities and resistance was correct
                          Last edited by General FoHammer {SKSAC}; 04-18-2013, 12:21 AM.

                          cvsup4.freebsd.org maintainer | grsecurity and pax developer | openssh-portable maintainer
                          Ψ ƒoєђąммєѓ Ψ in your feed

                          Comment


                          • #14
                            Originally posted by Alper View Post
                            The dmg rune of who? The caster or the target, or the person who attacks the target?
                            I want to say 20% of the damage rune from the attacker. Unless I misunderstood it, which wouldn't be shocking.

                            Originally posted by Padaxan
                            You know ETA's are a fool hearty exercise. SOOOOOOOOOOOOOOOOOOOOOOOOOOOON.

                            Comment


                            • #15
                              Originally posted by Yakushin View Post
                              I want to say 20% of the damage rune from the attacker. Unless I misunderstood it, which wouldn't be shocking.
                              It takes the % off the attacker rune.. that's what it says =/

                              the guy who has sentinel cast on him doesn't apply other than he gets dmg redirected from him to the sentinel caster.

                              Comment

                              Working...
                              X
                              😀
                              🥰
                              🤢
                              😎
                              😡
                              👍
                              👎