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  Click here to go to the first Dev post in this thread.   Thread: 2021-10-14 Content Update (287131)

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    Spacetime Studios Dev TzatOps's Avatar
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    Default 2021-10-14 Content Update (287131)

    - All leveling advancement updates and gold loot changes have been reverted until further notice
    | | | |

    Need help? Please visit our Support Website at http://support.spacetimestudios.com

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    need more gold loot!

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    Lol, too much people got mad?I personally liked the xp from mobs becoming dominant sigh

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    Just dont nerf them so much, you rendered them useless.

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    THANKS

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    Dragons are overall

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    Thank you!

    /11
    amare et sapere vix deo conceditur

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    Please don’t revert it


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    Makes sense tho, since few people are strong enough to grind new expansion for xp at 81 cap

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    You forgot to reset all LB times created after this messy update lol
    amare et sapere vix deo conceditur

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    This something weird, first u made TK and dm maps easy like brakenridge then make it back to normal, question is In btw that time, Elite TK timed run also got Easier, nd before it used to be 2mins+ to complete now, ppl got it 30-40sec, will that be fixed too?? Or is it just gonna be like that, where some used bug as advantage and maks records?


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    Why changed XP wtff

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    The idea was nice but the nerf of difficulty was way too much.

    You should scale hp of mobs and their damage output not only based on their level but balanced it also on their gold loot drops.

    Taking in consideration the maps should be affected:

    Rengol maps
    Underhul maps
    Mausoleum
    Festerfang
    Deepmarsh
    Mogera
    Valley gates portals
    Elite valley gates portals
    Zodias maps

    Rengol underhul and mauso maps should be nerfed difficulty only for the levels matching those maps

    Decrease difficulty of 40% (hp and dmg output of mobs and bosses)

    While for the overall players maybe an idea of balance of difficulty and gold loot could be like this:

    Mauso: same difficulty / 20% increase gold loot

    Deepmarsh: 30% nerf difficulty / 30% decrease gold loot

    Mogera: 40% nerf difficulty / increase gold loot from spider boss of 50%

    Valley portals: 30% nerf difficulty / 20% increase gold loot

    Elite valley portals: 40% nerf difficulty / gold loot stay the same

    Zodias maps: decrease difficulty of 10% / increase gold loot of 75%

    Nerf difficulty means:
    - decrease hp of mob and boss
    - decrease damage dealt by mob and boss

    Nerf gold loot means:
    It the gold loot drop gap for a boss is between 25 and 50k with 100% gold loot, decrease of 10% means the gold loot gap (also with 100% gl gear) downs to 20k and 45k.

    (Maths might be wrong correct me if needed).


    The reason why the% of nerf and buff of difficulty and gold loot are different it is to balance maps which are harder even if older compared to newer and maybe easier.

    For example maus it is harder map, so increase gold loot is fair

    Deepmarsh its easy, so its fair to decrease

    Elite valley gates it is already too hard, so no need nerf but we can buff gold loot

    Zodias maps small nerf but increase gold loot to make us run.


    This idea should be good enough to make last 4 expansion maps all alive, not only for endgame maps, but also for newer players that will be able to start getting some gold even at lower level.

    This is why I suggest to add gold loot from bosses of underhul rengol and tindirin, obviously always following this balanced of nerf.


    About the xp. If you respect this whole concept, you can nerf xp from dailies of 50% easily, will not be a problem.

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    Quote Originally Posted by Aayushh007 View Post
    This something weird, first u made TK and dm maps easy like brakenridge then make it back to normal, question is In btw that time, Elite TK timed run also got Easier, nd before it used to be 2mins+ to complete now, ppl got it 30-40sec, will that be fixed too?? Or is it just gonna be like that, where some used bug as advantage and maks records?


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    Sorry some typos or wrong words, cant edit. Hope it is still somehow clear idea xd

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  17.   This is the last Dev post in this thread.   #15
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    There were some wrinkles with this content update that came to light. An easier path for advancement is still coming, we are just temporarily removing it until these issues are adjusted. We apologize for the quick preview of this content. =)
    | | | |

    Need help? Please visit our Support Website at http://support.spacetimestudios.com

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    In a scenario in which we need run zodias maps to get xp how the hc toons are supposed to level up? How to level in swamp, mauso or mogera when your armor is 2k barely? Lol

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    Quote Originally Posted by Sulphurea View Post
    In a scenario in which we need run zodias maps to get xp how the hc toons are supposed to level up? How to level in swamp, mauso or mogera when your armor is 2k barely? Lol

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    just do dailies if u wanna be safe

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    Quote Originally Posted by TzatOps View Post
    - All leveling advancement updates and gold loot changes have been reverted until further notice
    Hey devs you should try playing your game and try out the things you want to implement before you release (them). Its good that you guys listen to the community.

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    Quote Originally Posted by Willl View Post
    The idea was nice but the nerf of difficulty was way too much.

    You should scale hp of mobs and their damage output not only based on their level but balanced it also on their gold loot drops.

    Taking in consideration the maps should be affected:

    Rengol maps
    Underhul maps
    Mausoleum
    Festerfang
    Deepmarsh
    Mogera
    Valley gates portals
    Elite valley gates portals
    Zodias maps

    Rengol underhul and mauso maps should be nerfed difficulty only for the levels matching those maps

    Decrease difficulty of 40% (hp and dmg output of mobs and bosses)

    While for the overall players maybe an idea of balance of difficulty and gold loot could be like this:

    Mauso: same difficulty / 20% increase gold loot

    Deepmarsh: 30% nerf difficulty / 30% decrease gold loot

    Mogera: 40% nerf difficulty / increase gold loot from spider boss of 50%

    Valley portals: 30% nerf difficulty / 20% increase gold loot

    Elite valley portals: 40% nerf difficulty / gold loot stay the same

    Zodias maps: decrease difficulty of 10% / increase gold loot of 75%

    Nerf difficulty means:
    - decrease hp of mob and boss
    - decrease damage dealt by mob and boss

    Nerf gold loot means:
    It the gold loot drop gap for a boss is between 25 and 50k with 100% gold loot, decrease of 10% means the gold loot gap (also with 100% gl gear) downs to 20k and 45k.

    (Maths might be wrong correct me if needed).


    The reason why the% of nerf and buff of difficulty and gold loot are different it is to balance maps which are harder even if older compared to newer and maybe easier.

    For example maus it is harder map, so increase gold loot is fair

    Deepmarsh its easy, so its fair to decrease

    Elite valley gates it is already too hard, so no need nerf but we can buff gold loot

    Zodias maps small nerf but increase gold loot to make us run.


    This idea should be good enough to make last 4 expansion maps all alive, not only for endgame maps, but also for newer players that will be able to start getting some gold even at lower level.

    This is why I suggest to add gold loot from bosses of underhul rengol and tindirin, obviously always following this balanced of nerf.


    About the xp. If you respect this whole concept, you can nerf xp from dailies of 50% easily, will not be a problem.

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    1+

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