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Showing content with the highest reputation since 01/17/2019 in all areas

  1. 19 points
    👑Hi guys, Today we want to talk about some upcoming changes that will make into the game very soon. Are you ready? I will break down this announcement in 3 parts: 1. New Cycle for events 2. New Festival content 3. Dungeon raiding exploit 1. Let’s start with the new event cycle. Due to popular demand, we will change our current 3-week cycle (War->Ninja->Conquest) to a new 4-week cycle: War season Ninja event Conquest event Ninja event + 1 Festival each month (I will come back to that in part 2). Yes, that’s right – we are introducing 2 Ninja events per month! Furthermore, in the future, the Conquest will start on Thursdays at 3 pm UTC and run respectively until Tuesday 3 pm UTC. This way, there will be 2 days of break before a Conquest starts (after a Ninja event) and 2 days break before the next Ninja event starts (after the Conquest). All other events (Ninjas & Wars) will keep the same start time and take place on the same weekdays. This change will most likely be implemented with a Live Server Update tomorrow. So don’t be surprised if the timing for events has changed after the LSU and if you can prolong your boosts for a little bit longer this one time. Consequently, a new War will start on the 1st of February. 2. New Festival content We have reworked our Festivals! While some Festivals for the specific seasons or traditions, such as for Halloween and Christmas will still take place, we now introduce monthly Festivals! Yes. 1 Festival each month. But wait? Will we just keep on giving away items, like in the other Festivals? NOPE! Because that would be a bit lame! The main concept of Festivals stays the same, but there is a plethora of all-new content going to be offered in them. Such as the brand-new Festival Tokens. Obtain special Tokens with Festival Currency to activate all kinds of amazing boosts for your Kingdom and Hero, e.g. a temporary XP-Boosts, Double Gold from Battles or a shortening of Building Upgrade Times. Manage your Tokens in the new Token Inventory and use the fitting Token whenever you need it. Also being introduced in Festivals are our new flashy Skins for your Units and Obstacles. Want your Archers to look like the famous prince of thieves? Or your Ogres to resemble a brute Cyclops? No problem, get the Skin in the Festival Shop and activate it in the Troop Academy. Show off to your attackers and let them experience a new side of your Defense. Last but not least, we are adding Uber Chests, Pal Chests, and Guardian Chests to the Festival Shop, which can be obtained using Festival Currency. Thus, they should have something useful in stock for everybody. We will announce more info and details soon as time goes by. The first Festival is to be expected towards the End of February / Beginning of March (subject to change). 3. Dungeon exploit It will soon no longer be possible to replay the same Dungeon mission once 3 crowns have been reached. The reasoning behind this change lies in the fact, that this feature has been heavily exploited to gain unfair advantages over other players, using Farm- or even Bot-Accounts. We are sorry that we have to take away this option from honest players, but they too are being harmed by this exploit. To at least give you some time to adapt to this change, we are announcing it now before it will finally become effective in about 2 weeks. _ _ _ These are the news about some upcoming changes that will be implemented into the game soon. We are looking forward to your feedback in the feedback thread and we can’t wait for you all to see the new Festivals. Feedback thread: Ps: Yes- those Archer’ skins do look awesome!
  2. 13 points
    👑Hi guys, Today we want to talk about some upcoming changes that will make into the game very soon. Are you ready? I will break down this announcement in 3 parts: 1. New Cycle for events 2. New Festival content 3. Dungeon raiding exploit 1. Let’s start with the new event cycle. Due to popular demand, we will change our current 3-week cycle (War->Ninja->Conquest) to a new 4-week cycle: War season Ninja event Conquest event Ninja event + 1 Festival each month (I will come back to that in part 2). Yes, that’s right – we are introducing 2 Ninja events per month! Furthermore, in the future, the Conquest will start on Thursdays at 3 pm UTC and run respectively until Tuesday 3 pm UTC. This way, there will be 2 days of break before a Conquest starts (after a Ninja event) and 2 days break before the next Ninja event starts (after the Conquest). All other events (Ninjas & Wars) will keep the same start time and take place on the same weekdays. This change will most likely be implemented with a Live Server Update tomorrow. So don’t be surprised if the timing for events has changed after the LSU and if you can prolong your boosts for a little bit longer this one time. Consequently, a new War will start on the 1st of February. 2. New Festival content We have reworked our Festivals! While some Festivals for the specific seasons or traditions, such as for Halloween and Christmas will still take place, we now introduce monthly Festivals! Yes. 1 Festival each month. But wait? Will we just keep on giving away items, like in the other Festivals? NOPE! Because that would be a bit lame! The main concept of Festivals stays the same, but there is a plethora of all-new content going to be offered in them. Such as the brand-new Festival Tokens. Obtain special Tokens with Festival Currency to activate all kinds of amazing boosts for your Kingdom and Hero, e.g. a temporary XP-Boosts, Double Gold from Battles or a shortening of Building Upgrade Times. Manage your Tokens in the new Token Inventory and use the fitting Token whenever you need it. Also being introduced in Festivals are our new flashy Skins for your Units and Obstacles. Want your Archers to look like the famous prince of thieves? Or your Ogres to resemble a brute Cyclops? No problem, get the Skin in the Festival Shop and activate it in the Troop Academy. Show off to your attackers and let them experience a new side of your Defense. Last but not least, we are adding Uber Chests, Pal Chests, and Guardian Chests to the Festival Shop, which can be obtained using Festival Currency. Thus, they should have something useful in stock for everybody. We will announce more info and details soon as time goes by. The first Festival is to be expected towards the End of February / Beginning of March (subject to change). 3. Dungeon exploit It will soon no longer be possible to replay the same Dungeon mission once 3 crowns have been reached. The reasoning behind this change lies in the fact, that this feature has been heavily exploited to gain unfair advantages over other players, using Farm- or even Bot-Accounts. We are sorry that we have to take away this option from honest players, but they too are being harmed by this exploit. To at least give you some time to adapt to this change, we are announcing it now before it will finally become effective in about 2 weeks. _ _ _ These are the news about some upcoming changes that will be implemented into the game soon. We are looking forward to your feedback in the feedback thread below and we can’t wait for you all to see the new Festivals. Ps: Yes- those Archer’ skins do look awesome!
  3. 11 points
    If you want to disable dungeons as a source of medals then think about introducing entirely new system of medals distribution among players, because only high end players are gaining medals via pvp fights in current system. Someone using bot? hmm.... Ban. Someone exploiting game? hmmm... ban him too? 🦊
  4. 10 points
    I like the changes that you brought in point 1 and 2, especially point 1. Thank you for listening to us. 😊 However, I think you should re-think your plan about point 3, flare. A lot of players (including me) use that to win leagues. With your medals rewards from matchmaking that so little (except for high rank-high trophies of course), dungeon is the only way to get a lot of medals. Don't worry, we still attack from matchmaking when look for gold. When there's exploit with dungeon system, you should fix that and when you know the perpetrator, you should ban him. There's a lot of things in the game that need gems and there's a lot of players that haven't completed that task. There's even pro league tickets for those who already completed all the task. It means gems still very valuable currency in the game. When you disable that way to win league I think a lot of player will, again, feel frustrated. Please re-think your plan.
  5. 10 points
    I have mixed feelings about this update: The new festival seems cool with all the XP and gold boost thing. Thumbs up for the idea The problem is... The so called, "Dungeon exploit" thing.... You're gonna kill players who farm medals via dungeon.... I rarely do it now a days but, players who only win 34 medals, will be on a HUGE disavantage, compared to those who can win >100 easily. At least in the past, if they had more time, they could still surpass someone who won more medals per fight. I think that change is largely unwelcomed, since it will widden the gap bettween low-mid players and high trophy players... PS: What if I want to replay that level, to show a friend how to beat it? Sounds unfair that I can't replay it... At least let us replay it once a day or so? Please give it a thought, thanks in advance.
  6. 9 points
    These will be the changes that we will do (again this is not in the game yet, it will be happening a SHORT TIME AFTER the new version releases, we will mention it in the official announcement section, once the buff is in the game) : Upcoming Nemesis buff details: - Increased movement speed of Nemesis (Pal, offense and defense Beast) - Pal: Removed fire, ice, fear, stun and poison effects from bombs. Each bomb will deal the same amount of normal damage in a small radius. In addition, five different and more powerful effects will be added to each bomb: 1. Translocation: chance on hit to instantly teleport units back to the enemy gate. 2. Confusion: chance on hit to confuse enemies which will fight for you for a short duration. 3. Zombify: chance on hit to zombify enemies which will fight for you until they die. 4. Black Magic: A small Black Magic effect is triggered, copying hostile units in range to fight for you. 5. Spirit Howl: A small Spirit Howl effect is triggered, copying friendly units in range to fight for you. Each time Nemesis Pal attacks there will be an equal chance to trigger any of these effects. None of the effects can be triggered twice per attack (this will not change). Translocation, Confusion and Zombify effects will have a chance on hit if a bomb of this type is triggered. Black Magic and Spirit Howl effects will always be happening when a bomb of this type is triggered.
  7. 9 points
    Maybe for dungeons: - Treat them like another player, a combination of A hits and B hrs cooldown, to reduce bot automation impact - Random waves, beasts, towers and/or difficulty to prevent bot automation, adding rewards may even revive the dungeons for players that already finished it (chamber of fortune, etc). - Bot detector - Talk to the cheater's moms, they will convince them to behave.
  8. 9 points
    It would be great if we could replay the dungeons for no reward instead (like test friends' base) and not making them completely unavailable. It would be good for practicing or advising our teammates, etc. Thanks in advance!
  9. 8 points
    The system of applications to alliances in Olympus Rising is perfect and makes a general's job so much easier. In case you aren't familiar with the system in OR, let me explain. No player that doesn't reach the requirements of the alliance is allowed to send an application to the alliance. This saves a general the time of checking to see if the player is WAY under the requirements. This would really help generals and leaders save time
  10. 8 points
    If you are going to remove medals from the dungeon, first you need to balance the medals received from players. From 0-2000 trophies all players only give 32 medals. The medals bases are worth need to be more incremental. Also, the max of 1336 medals or whatever from bases could be increased to a max of 2000 medals?
  11. 8 points
    This is indeed a horrible change. Try and think about this before you guys implement this. I don't think this will be helpful for the game at all. Half the fun of beating a dungeon is having the nostalgia of going back and playing it, not to mention the medals from the dungeons for the leagues. How is this an unfair advantage?
  12. 8 points
    HADESv2

    War blessings distribution

    hi Olympians , i see you all been missing hades 😁 @Madlen the problem that i see with war blessings is this previously , winning or losing every single torch could make a big change in getting war blessings and even in long run that single torch could make another difference since war blessing power lvl was also dependent on the total torch number of each alliance, so it would make sense to fight for every single torch. now here with new system torches are raining from the sky not only making them worthless but also making them useless, as of now i think there's no use for total torches an alliance has, so why do we even see the total torch number anymore? i could be wrong 😀 the problem with this is that by first 2 wars it's almost clear who get promoted and who won't so what are the other teams playing for after that point ???🙄 what's the motivation for the team or players to play the rest of the wars? nothing. they play or not doesn't make tiniest bit of change. other issue is some critical blessings are just for top league , while previously any team who would dominate the war could have a taste of them, this makes every player want to leave their team and jump to top league cause he previously had it now taken from him. ofc i don't expect any player from top league have any understanding or issue with this but also i am sure they will most welcome it 😁, but is this the direction a healthy game goes or is it just a death counter for a game? i see some other players mentioned this in this topic also. in my opinion every team in each league shall have blessings regarding their ranking like 1-4 teams get all blessings(these are promoted to next league). 5-8 get few blessings etc. this also can be done by giving war blessings different power lvls per league. and once a team promoted or demoted war blessings shall change accordingly to that league (if given war blessings different lvls for different league ), so even if bugged would be corrected after one promotion,demotion. top leagues as reward already get more gems that's good enough motivation for playing in top in every single game out there, there could also be added a resources bonus regarding leagues grade as an additional thing but current war blessings distribution is the word, Disaster, imo. and i read other posts i see D voiced his idea yet he sees a right for himself to call every single other idea worse, well with all due respect D and you know that i do, i don't need that reply. one man one voice . i don't need to be silenced or hear my opinion is worse, that's what devs should decide , well. if they read this. you all have a great time guys, 👌 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- so just making above statements into groups as madlen said suggestions for the distribution of War blessings 1- all leagues shall benefit from all blessings like it was in previous distribution (right now some blessings are only for top league for no apparent reason!) why/ how it helps - it will change game concentration being only on top league and brings more courage to all leagues makes them more alive. (to prevent teams from abusing the system, war blessings could have different lvls based on different leagues lvls a lower league gets weaker war blessings a higher league gets high lvl war blessings.) - this will prevent top league teams getting lower league players just cause they have special blessings without trying at all - this war blessings distribution gives all top league players an extra asset against other players in lower leagues in daily maps while they grind our maps for free we should face extra blessings getting their map, honestly even fully money based games don't offer such thing for just sitting in top league against all other players out there! totally meaningless in comparison to other games.while even a great team no matter how good they played is denied from having that sort of blessings ! so sit in top league and you are good no matter how you perform , this is the current system offer. and needs to be changed. 2- blessings distribution in each league can be done by team rankings, 1-4 teams get all blessings, 5-9 get less and so on this is an example, if there be too many teams can be done by percentage like any other game out there top x then top y and so on get these blessings regarding their league ranking. why/ how it helps - right now in all leagues there are teams that win blessings without doing anything, making deals just to damage other teams or their rankings and still they are rewarded with full blessings for their doings! , which is completely wrong by any means. if a team is willing to make deals and lose torches then shall say goodbye to full rewards. it's fair. that sort of distribution will fix this, new system was supposed to fix this while it didn't do completely,(it did to some point as was suggested since now matchmaking is limited, not that rewards are preventive! ) - right now after 2 wars it's obvious who gets promoted and who gets demoted in most leagues and after 2 wars there's no reason to play wars, why? cause we will get everything why would we even try? they are given for free anyway, this is what makes the teams make more deals etc and makes wars totally meaningless.by a simple look at leagues tables right now this is an obvious matter, so rankings shall make a difference like suggested. - previous system every single island we win or lose had 1 big compact on war blessings distribution (who gets what) and a small compact on how powerful they would be in long run so there was a reason for any team at any standing to play for next island , right now there's not, even if we don't play after 2nd war we won't get anything more or lose anything at all. leaves teams and leagues with zero courage to go on for win. i also suggested season based wars like many others did, so no need to sit back and watch how the top league is killing all other leagues, what i stated here applies to most leagues.
  13. 7 points
    AwesomestKnightest

    Royal Advisor Drawing

    Colored! Sorry for the sideways picture, not sure why it turned out like that, cause I took the picture from the same angle
  14. 6 points
    Invizzzible

    Hero Scream Unit Speed

    Hello! It's me. Today I will try to beat the top 10 player with a double perk HSUS. Enjoy
  15. 6 points
    Re #1: When we have even more Ninja events in future, can we hope for some variety in the Ninja islands/ships? A few different sets of them, which alternate for each Ninja event, would be nice. And maybe add some more gate towers again. And I’m sorry about the reduced conquest frequency. That’s the most interesting event at the moment, in this game. Re #2: This sounds great. Looking forward for more information. Re #3: I understand Flare doesn’t want to disclose any details about the “exploits”, but @Madlen , can you please tell me what benefit is gained by them? I’m worried that if you don’t address the problem of farming or using bots itself, but just close down the dungeon for repeated use, what would stop someone using these exploits against other players? Some players are already attacked dozens of times by one and the same player, each day! For weeks. Flare seems to think the 3 attacks/hour limit is enough to mitigate this for players, so why the same limit isn’t sufficient for dungeons levels? Or can we expect a similar “fix” to these “exploits” for players too, like once you’ve beaten my defense with 3 crowns, you can’t attack me anymore? (E.g., until I modify anything in my defense?)
  16. 6 points
    Here is my feedback for the planned changes: 1. the cycle for even ts are ok at the moment, maybe in future there is a last new event and no second ninja event 2. The game concept of the tokens I think its good, but I have read correctly that there are no rare items anymore. Finding different interesting, rare items in chests is hard, festivals used to be a good option. These items should also be offered widely. 3. For me, dungeon is a game feature, now cut off the access for all high-level players who are trying to win more medals, gain experience points or to test how strong they are. I understand the problem, but there must be a better solution ... I'm think a daily limit to access the dungeon, ten times for an example. now it looks so:
  17. 6 points
    Reducing the frequency of Conquest and increasing Ninjas is pretty good. More festivals are pretty good as well. The dungeon thing... most players will no longer be able to compete in the platinum and diamond league. The upside is that it will force players to attack other players if they want to win leagues, instead of repeating the same easy dungeon non stop. Forcing players to attack other players will do wonders to improve the average raiding hability in this game.
  18. 6 points
    Madlen

    Answers Dev Q&A December

    Olympians, Sorry, you had to wait a bit longer than usual, Zeus was testing your patience. But finally here are the answers to your questions Could you add 2 or 3 more background music options for diversity? Perhaps when Captain Morgan has more time on his hands a few more tracks may surface. Unfortunately, we don’t yet know when this will be, as it has a lower priority than much of the other tasks he is involved with. Can we get some teasers about some of the ways you plan to reduce the importance of the Hall of Gods and the Alliance Hall of Gods? Is it as simple as hiding them? Could the Alliance Hall ranking simply be removed from the Alliance Info page? I think this causes a lot of confusion. In the next version, we will be removing the Alliance Hall of Gods from the game as it is no longer relevant. Most likely the Alliance Hall ranking will be replaced by your current Season position or a similar indication of Alliance strength. The changes to the Hall of Gods will not come in the next version, and we’ll share more details about that as and when the details are confirmed. Do developers have any plans to fix area damage bug on gatekeeper? We definitely want to try and fix this with the next version. We also want to give you a heads up once the fix is prepared, in case it means you need to change up your Gatekeeper strategy. We will also be mindful of the changes we make, so as not to completely nerf the current gatekeeper strategy. To be clear, there is a specific bug with damage reflection, which we intend to fix and this will affect both Life on Hit and Area Damage. Will the refining process be convenient? Because at the moment it is not. It would be enough to be able to forge once again a level, as for the unique objects, the refined object. Is it possible to match old cursed items through refining to same values as new cursed items? Feedback about these systems is always welcome. It’s unlikely we will make big changes here in the next version, but we will take this feedback into account if we do an overhaul further down the line. @Madlen do you have any plan for gate of chaos, I attached twice I player whit gate of chaos and che chasms killed 8 phoenix in 3 seconds. Is this the ultimate method to try to take our gems/money by flaregames? The Chaos Gate is a strong Blessing. There are ways to mitigate its effect, but it is intended to be strong. We are considering changes here, so it would be good to hear positive/negative feedback about this Blessing from more community members. Can we modify the Auto-Play a tiny bit? Can you split it in 2 parts as follows: Semi-Auto (where the heroes moves and attacks with normal attacks but YOU must use the spells) and Full-Auto (As it currently is). This is something many players have asked for, so it is certainly on our watch-list. However, we can’t guarantee that such a feature would make it into the next version. How much do sirens heal or cyclopses shield? Does it increase with unit level, player level, or not at all? Sirens heal other units by 150% of the Siren's total HP. For example a level 28 Siren has 24k HP and heals others by 36k. The shield of a max level Cyclops absorbs 11k damage. The Cyclops Blessing additionally grants a shield to other nearby units. The strength of this shield is a percentage of the Cyclops' normal shield, depending on the Blessing's level. With the max level Blessing the shield's strength is 50%, which means that a max level Cyclops allows other troops to absorb 5.5k damage. Also, the question from September about how much damage Orthia towers and Hydras do is still open. Does the listed damage include the damage from their blessings, or is that separate and hidden? You can see the answer for this in the reply here: https://forums.flaregames.com/topic/46406-october-2018-community-questions-answers/?tab=comments#comment-237560 Is it just a graphics glitch or upgrading Bia to level 20 .. at the cost of 9.5 millions and 175k books gives .. no improvements whatsoever !? We will fix this in the next version. The missing statistic is movement speed. Any plans to increase the "required level" for a member to apply for an alliance? Its currently stuck at 100, and it has been so for years. Good suggestion. We will change this. Question .. I have refined the unique as above (see the two previous images) .. then, if I try to forge it (it hasn't been forged since quite some levels) I almost halve the values. How comes? Thought forging was supposed to bring it at our current level, so it should at worse keep it at same values, not halving them. As already guessed by some other forum members, this is because you previously forged with Gold item. When you forge a Unique, the “quality” (Gold, Silver, Bronze) of the item you use affects the Unique’s power. The current values when forging an item to make a unique are something like: · Gold +14 “Power levels” · Silver +7 “Power levels” · Bronze + 3 “Power levels” Perhaps this is easier to explain with an example (numbers are made up but the principle is the same): · You are level 130. · You refine an item to Gold. · You use it to forge a unique, bringing that unique to “Power level” 144. · You level up to level 133. · You refine the Apple of Discord with a new, bronze item, and it replaces the +14 with only +3 “bonus power levels”. · This changes the Apple of Discord to “power level” 136, reducing the power by 8 levels. · If you used a Silver item it would be “power level” 140 (so 4 less). · If you used a Gold item it would be “power level” 147 (so 3 more). If you had used a bronze item with 130 (+3), levelled up to 133 and then used a new bronze (+3), you would have increased from 133 to 136, and your stats would go up. It is not necessary to use a gold refined item every time, but if you use one once you are making a huge leap in levels which will require another Gold item, or a lot of level ups to beat. The best possible Unique at the moment will be one you forge with a Gold item at level 150, meaning it has a “power level” of 164. We do not automatically make sure that the power only goes up, because this would result in very simple exploits to get very overpowered items. There is obviously the argument that we should at least not reduce the perks, but then you would still be wasting an item if you forge with it. We will consider this to prevent having to forge again if you accidentally forge with bronze. As mentioned previously, this will be made much easier when we show at least some indication of the item level for you to see, which we intend to do in a future version. Why AutoPlay commit to the best of its ability to lose a raid? Maybe Autoplay is fed up with you always talking it down and is trying actively to punish you.
  19. 6 points
    Sure but result is that they get compensated twice for having exploited a bug. That's unreal to me. I seriously hope i did understand it all wrong.
  20. 6 points
    LacunaC

    Fun super Ninja combo

    This is the first time we had Ninjas since Christmas festival where flare introduced the new armor that gives Merc boost. In the past, one can only have one Merc boost from helmet. Now, we can have two, including that which is provided by the new armor. How much difference would it make to offensive ninjas? Here's a video for it. It's just a fun combo. The strength of the double perked ninjas can be seen most obviously at the start where I haven't built my army yet, and those incoming necromancers and wolves were shred by the ninjas. P.s. ninjas have an attack rate of 4.0. A double perked ninja does 500+ damage. This means one Ninja is dealing 2k damage per second. Multiply it with 5, double perked ninjas deal 10k damage per second. Sounds fun? 😃
  21. 6 points
    vasudeva1

    War blessings distribution

    The proposal is Do you want 4000 gems ok keep them but Gate of chaos most be available for all, non for cartel of alliance ( you know what o talk about 😉) New blessings most be avaible for all In this game evry players pay for buy gems anf every players could enjoy whit new features and new blessings Stop discrimination, its unreal the discrimination made by flaregames in favor of those players who create a cartel. I repeat we have a huge discrimination in or, all players use money for gems but only few players can enjoy the game whit all features
  22. 6 points
    Madlen You can activate the missing bonus, please .
  23. 5 points
    It is just a new festival currency. Let me explain. In the other festivals, for example, the summer festival there were the water balls, which after a certain amount can be exchanged to chests. Now we will just have a permanent festival currency that stays the same for the festivals. But you cannot use this currency outside of the festivals. So it is nothing like gold or food or so. It could be that for the special season festivals, such as Halloween or Christmas there will be the themed currency though.
  24. 5 points
    Also, when can we expect a proper Attack History Replay system that would include every possible information for us to actually learn from? By this I mean: Tell us how long did the Attacker take to finish the run (if it was finished) or until they've died. Show us the Attacker's exact position of death on the mini-map of our Castle Defense (e.g. via a heatmap). Tell us which Pal and Guardian the Attacker was using and how many times their respective abilities were used and where exactly. Show us the Attacker's exact gear (with forging levels as well as specific forged stats) or, at the very least, their 'Stats Overview' window, which includes Leadership, Health, Attack, Adventure, Battle Mastery and Pro Bonus statistics. Provide detailed information about our towers, e.g. if we have several towers of the same type, show us which one died first among them and how fast compared to the other towers of the same path. Let us know which of our Units (and Waves) died the fastest and how they generally performed (e.g. how many Necromancers managed to spawn how many Skeletons from the moment they spawned at our Castle Gate to the time they encountered the Attacker, or did any single Necromander managed to proc their Lightning Spell off; these are just some examples). One of the biggest barriers of entry for new players for this game is that it provides nearly zero feedback on your Defense at all. The only way one learns about the game (what is good and what isn't) is either by their own countless mistakes or if an older player from the Alliance straight up tells them which towers/spells are better etc. Ideally, you want all your players to learn and experience this on their own, and having a detailed Attack History would go a long way in helping people improve their overall gameplay, not only being limited to Castle Defense alone. I've asked for a Replay, but honestly watching each attack would get boring after a quick while. Plus, given how many more players attack you compared to how many you attack along your playtime overall, a detailed heat-based minimap would likely be ideal, in order to unify all the information and make it readily accessible on the fly (as mentioned elsewhere, this game has waaay too many 'screens' one has to switch between to get where they need to go). As per usual I'm asking this with the aim to encourage you, as the developers, to not hide vital information from the player, but rather make it accessible instead. Now that the EU laws have essentially forced everyone to disclose their 'gachapon' drop rates, there literally shouldn't be a more prioritized-hidden information within the game that you, as the devs, ought to be afraid to reveal. And frankly, you really shouldn't hesitate anymore. The longer a game lives, the more accessible it needs to become, as well as more satisfying for its long-time players, in order to keep on living in a healthy state. Providing us with detailed Attacker History information would be just one of the ways to go about that and improve the game. Another way to please your long-term players would be giving us 2 more 'Castle Defense Schemes' to save our defense builds, in order to be able to quickly switch our entire layouts between War periods, non-war periods and Conquests. You know very well that the longer people play, the more of each Tower type they possess, and changing entire layouts (including the Path) gets very frustrating very quickly. So, add 2 more buttons next to the 'Path' button, where we could build a layout and 'save it' there, in order to be able to summon it at any moment with a single click. Just 2 more layouts, making a total of 3, should be more than enough for starters.
  25. 5 points
    I agree with philstar madlen, war blessings are what defines league system and make makes war interesting but if these blessings are not distributed correctly will cause problem and player are forced to use gems to win aginst these blessings. So it is quite obvious that people are angry at such response from FG team