Lenka, what are you thinking?

Killer Bonnie

Well-Known Member
So nothing changes for Advent except instead of the hotel bonus a advent can regen slightly faster.

Changes for dueler - it looks like they took out the perception. They will travel faster. They get more money for duels 15 / 30 instead of 10 / 20 and duels take 25 - 50 % less time so instead of 10 min its reduced to 7 and a half minutes or 5 min if premium and they took out the ability to duel within a 15 min radius without having to travel.

Worker class gets Nerfed - In fort battles, your aiming and dodging are boosted by 15% (30%)* Currently its 20% / 40%. If it is higher, your building skill replaces hiding and setting traps. Also they are "workers" so most do not skill on hiding and traps. Everything else is the same.

They mention nothing about soldier class.
 

Artem124

Well-Known Member
i like the duel time cut in half for duelers..
but i hate traveling to duels.
i like sitting in town duelin everyone in 30min radius the most
also the 2% crit for everyone is stupid too.. duelers should be the only ones with crit advantage
speed was increased too much
duel moto wasnt decreased
 

Killer Bonnie

Well-Known Member
In fort battles, your chance of scoring a critical hit greatly increases to 10% (20%)*. Critical hits deduct an additional 10% from the maximum health points [everyone can critical hit with a 2% chance] Does this mean that all classes crit?
 

WhyN0t

Well-Known Member
Does this mean that all classes crit?
Yes. 2% chance. So...a crit once 3 fort battles for tanks. Great news. Not random at all. It will be super "fun" to get hit with 5k damage by a soldier and get KOed while trying to escape. Instead of lowering the critical damage or lowering the critical chance for duelists, they add crit chance (which was supposed to be duelist specific) to all classes, and the chance is so low that it's all extremely random. Why?
 

DeletedUser15368

They mention nothing about soldier class.
They specifically mention Soldier changes are coming to Beta on the next update, but no information about them yet. We can probably guess what will happen based on how fort battles are currently, though.
These class changes should stay in Beta until they're all done, tested, reworked, tested again... wouldn't make sense to release 3/4 of a heavily criticised update to production... level cap update

i like sitting in town duelin everyone in 30min radius the most
Some people also liked sitting in Forts when a fort battle has been declared and duelling half the map while not being duellable themselves, which may be partially why such a major change has happened, but I do think the movement bonus and faster duels make up for it.
Wasn't exactly fair to never know when a dueller class was coming to duel you, imo. Now you have to be quick to notice it.
As for duel motivation... well I agree that needs to go, if they aren't doing something with duel levels/exp soon.

So in other words the Adventurer class is still terrible at fort fighting. Great news!
Both the worst and situationally the best, as always.

Yes. 2% chance. So...a crit once 3 fort battles for tanks. Great news. Not random at all.
You mean, Random Chance, the thing the entire game isn't designed around or anything?
huh.

It's my favourite change of the entire update. I know people who like to not think about what they're doing and dump all skills into one point will cry about other classes doing some damage too, but wahhh.
Now are crits too strong at the moment? Absolutely. I think maybe that's because the HP is way too high these days. Is nerfing HP gonna be complicated because of how much damage leadership players do? probably.

We were "promised" further fort battle formula changes during the last batch, so for all we know these are intended to go alongside that, since the focus of a lot of the changes are fort battle based.



Updating Class bonuses has probably been the most requested thing since migrations, especially recently, so they've listened - to whatever degree you feel they've done so - and now is the feedback stage.
 

WhyN0t

Well-Known Member
You mean, Random Chance, the thing the entire game isn't designed around or anything?
No. It's different to have a 20% chance to land a crit and to have a 2% chance. In the first case you'll deal crits (almost) every fort, in the second, one crit in a few forts, which will make everything more random than it already is. And why should the soldier deal critical hits? I don't understand the logic behind this change. Decrease critical damage or decrease the duelist's chance to critical hits, but don't give crit chance to everyone.
 

Caerdwyn

Well-Known Member
These class changes should stay in Beta until they're all done, tested, reworked, tested again... wouldn't make sense to release 3/4 of a heavily criticised update to production... level cap update

^^^

This is the most important part... also the part INNO will completely ignore. Use Beta for beta testing and leave changes there until the tests are complete!
 

RaiderTr

Well-Known Member
Beta long lost its testing capabilities though that's the real problem.

Besides Inno doesn't really change things on feedback. Just little changes that don't really help.
 

foscock

Well-Known Member
Um.. 2% crit chance for everyone, every battle. So.. 50 rounds, everyone gets a crit. Have you even thought about how much damage that is? Did we really need MORE DAMAGE?

Advents get to regen quicker, omg, such a huge bonus, where can I sign up to change every toon to an advent?

Who is responsible for these dopey changes?
 
Sorry, i dislike this set of changes.

The problem of the adventurer class wasn't that the advents who are part of a town couldn't use that hotel bonus. Okay, that change is nice - but 10 or 20% bonus on regeneration speed doesn't matter. Today even less than before.
The problem of the adventurers is this: All those 10%/20% bonuses don't matter anymore.

The clover set alone gives +180% luck, +30% product drop chance (and 60% exp, 65% money, labor points, speed, and even some fort battle bonus).
The fisher sets with hancocks animal set gives about +170% drop chance and +140% money.
The advent bonuses, +10/20% luck and +10/20% drop, don't matter against that.

That injury avoidance is nice, but only as long the player is a newbie. As soon as a player has decent equipment and learned to avoid extremely low labor points and about the dangerous jobs injuries are easily controlled, and with the current crafting possibilities buffs are cheap.

The last adventurer bonus, the ghosting, is, once again, nice in theory, but less so in practice I'm not going into details, because we all know them. If not, just look at the battles of the german fort battle event at the end of the winter.

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The duelers lose this "battle hardened instinct", but... not really, most of them have the replacement script installed, anyway. No loss.
They'll loose that 15 minute radius. That's a negative, but their movement speed bonus will be increased from 10/20% to 25/50%. It's still a loss, i think, but a reasonable one. That 15 minutes radius meant that a dueler with a modern set didn't have to move away from the center of the map to rob everyone, and that was clearly not intended. I'm not sure of the impact, though.
They'll not be able to queue 9 duels anymore, unless they just go into the next big neighbor town and visit church builders. Not nice, but not critical.

They'll now receive 15/30% more money in a duel (up from 10/20). Really?
The jaguar warrior sets gave +90%. Clover +65%.
This bonus doesn't matter to the robbers, they'll hardly notice it, because an average church builder still carries $0 with them. It possibly matters to those of us doing 15 second jobs, but we've learned to kill ourselves every three days, anyway.

Sorry, i don't get it.
What's the point of these changes, apart from getting rid of the standing-in-the-center-misfeature?

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Workers…
Exp unchanged, banking fee unchanged, construction labor points unchanged, construction motivation unchanged.
That i get.

But the fort battle bonus…no. The boost for aiming and dodging is reduced from 20/40% to 15/30%.
That boost, while valuable, still wasn't overpowering workers. See, once again, the german fort battle event, where the winning team didn't use workers.

Replacing hiding/trap setting by building if the later is higher helps workers skilled for building somewhat - unless they have decent fort fighting gear, in which case it doesn't help at all, because of that "is higher" switch.

It doesn't help workers skilled for HP at all.
With full cortina right now i get 175 hit, 238 dodge with 17k HP on a defense. Next week it will be like 162 hit and 222 dodge with the same HP. My building set will give me 177 hit and 180 dodge with 8.9k HP (which is worse than my damage set).
Those 15 points more hit chance can't balance the loss of 42 dodging and 8k HP.

I don't get it. What is the reason for that?

Regards, Uwe
 

ra1g

Well-Known Member
The problem of the adventurers is this: All those 10%/20% bonuses don't matter anymore.
they do matter, since they are added on top of all the other drop/luck bonuses after they have been added together, so it makes a lot of difference
even the danger bonus is usable in today's game
 
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