+ Significant health reduction for Hedourah (Elder Woods Portal) encounter.
+ Reduced Gauntlet enemy damage/health increases per wave
+ Significant health reduction for Hedourah (Elder Woods Portal) encounter.
+ Reduced Gauntlet enemy damage/health increases per wave
From what I've seen and heard, this seems to be the "fair" update everyone has been asking for. Thank you for listening to the community.
Hedo is now playable, can solo p1 as a rogue (still best to play with a team).
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From what I see, ezg is still way too hard...
what about hauntlet map? why its buffed too much, lower levels wont be able to farm energy from this map anymore, fyi its a normal mode run
(ノಥ益ಥ)ノ ┻━┻
Great update to kill the game even more
You just lost a player
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+1, please lower mobs hp, way too op
Lol, they “fixed” what they did sorta. Stop saying the community asks for more difficult maps. One or two players do not represent the masses.
I’m rubber and you’re glue, what bounces off me, sticks on you..
Stop assuming my posts are emotional. I don’t care that much.
Current update did absolutely NOTHING. Ezg is still unplayable at w28-30+. All monsters in ezg have way too much hp. Their hp is more suited for 86lvl arcane gears, but ezg is an 81lvl map (and 86 arcanes aren't released yet, guess they'll be released at/after hwn). Wasting time to get up to w14 (only 3 bosses), just to play 15 waves more is a nonsense. Normal hedo and elite rahabkor are much better, despite being much easier to farm.
@asommers
They buff hedo just to reduce his hp back to where it was in the first place.
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Click the spoilers!
I increased my stats by 150 base stats nd thats the best i can do right now, only to find out that Hedo is tougher for me now
Applying 2 dmg elixirs and going ham on your skills and auto attacks that can dmg your phone touch sensors isn't that efficient
3.1k dex and still cant solo p1 hedou
Its either you bring back bosses hp to the way it was or i'm done for good
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Hello can u please revert back to the old ezg like season 32 and make it playable in high waves? And give it buffs after you release new weapons that can scale on your buffed mobs. Tyvm have a good day.
IGN:Gcno
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Version Hedourah Elite Zodias Gauntlet (per wave after 15) Prior to 311726 1x health +10% damage linear
+0% health <-- this was broken311726 3x health +10% damage exponential
+10% health exponential311791 1.5x health +5% damage exponential
+5% health exponential
Here are the details for the changes.
Linear growth refers to percent damage added per wave of level 15 stats. Exponential growth refers to percent damage added per wave to the stats of the last wave you just completed.
-ALS
Last edited by asommers; 04-09-2024 at 11:22 AM. Reason: Hedourah damage didn't change, only health
Thank you cinco and asommers, i agree ezg is still a bit hard but you can like run ezg till waves 25-30 and then run it again ?
It's not a big deal.
5% exponential growth is actually a very lot. Wave 30 (where players start to struggle with killing boss and minibosses, because of their hp) is 2.08 times more hp. Good players can reach wave 60 (but these runs are far from farm ones, they're fighting for life), which means hp and dmg of monsters are increased almost 9 times. Decent "farm" run which would be wave 100 means that monsters hp and attack are increased over 63 times - not only you wouldn't have a chance killing boss within 2 minutes, but also any mob would kill you with 1 attack, including warrior with rage ultimate.
More reasonable option would be changing exponential hp growth to just 1% and damage growth to 2-2.5%. 1% hp growth would mean that at w100 monsters have ~2.33 times hp more, which would be bit higher than w30 (where everything startd becoming hard). 2-2.5% damage growth would mean 5.38-8.1 times dmg more - pretty tough, but at least we won't die due to 1shot.
Last edited by asommers; 04-09-2024 at 10:33 AM.
Whoever made the scaling of version 311791 is ridiculous. Consider the difficulty relative to wave 15, we're dealing with encounters with 552% health at wave 50, and 6325% damage and health at wave 100. This becomes impossible to counter too fast.
You intended to cap players below wave 60 by looking at how far-fetched the exponential growth percentage is, and that's just counterintuitive in an infinite wave map. Like... let us at least encounter more than just 60 waves.
Likewise, I'm suggesting 10% linear damage and 0.5% health exponential growth - this serves just the right amount of scaling, it doesn't drastically become impossible like what version 311791 did, nor is it too easy where we can do endless waves prior to version 311726.
This way we can still sustain the map for casual farming, and at the same time be challenging eventually for lb goers.
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