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About Heroesflorian

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    Raging Wolf

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  • Royal Revolt 2 Name
  • Olympus Rising Name
  • Gender
  • Location
    :At your castle gate.
  • Interests
    Your castle interior.

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  1. Birthday chest

    Oh yeah, that was one update note done right!
  2. The King's Face needs works!

    Not in her face, that's for sure!
  3. The King's Face needs works!

    To be fair, I sort of agree that the female face isn't looking particularly great... #Edit: Not any great at all, to be exact. Considering it took like 3 years to add some sort of female king (queen) version, I would say there's probably more urgent stuff to work on to improve the game, though. After all, most of the time is spent upgrading stuff and doing raids, and for those two main activities, the king's/queen's face is mostly not the focus of player attention. Either way, please try to keep the discussion factual instead of making fun of each other's points of view.
  4. Forum Game - Design Your Gear

    Armor of Roses Hostile units take instant piercing damage and suffer poison damage over time when touching the king (aura with lower-than-melee range). Also, there is a 5% chance for hostile units getting confused on contact. Next item: Ring
  5. I hate Stone Ninjas in offense!

    Well I just hope it gets read (and thought about) @GalaMorgane btw, I just saw the announcement post about petrify-related changes for archers being made I am now shamelessly using this mention to not only draw attention to my wall of text above after forgetting to add a mention there right away, but also asking you to please provide a bit more info regarding that change you announced there: If that change is supposed to be some sort of hotfix for the archer-related game crashes, or at least a try to do so, or anything the likes, it would be very useful to know about that (to understand the reason to do it, and possibly pay more attention to provide feedback about whether it worked or not), and also if this is planned to be reverted at some point (i.e. only a temporary change) until the problems are solved completely, or planned to stay like that. If it is not supposed to be some sort of crash-related hotfix, it would be great to know a bit about why this balancing change specific to archers was deemed necessary or worth doing. #Edit: In the meantime I found info a topic in the bugs subforum that the change is indeed a hotfix. Still, I think mentioning that fact in the change announcement post would be good.
  6. I hate Stone Ninjas in offense!

    That item is very hard to obtain and cannot be bought or unlucked on purpose, but only found randomly, as a matter of luck, in chests. As a consequence, very few people have it, and most will probably never ever get it (at least not in the foreseeable future). Moreover, The type of base shown above is full of towers and units that easily outrange any long-ranged spells by a full tile's distance, and the layout makes use of that fact, making much of what shoots at you simply out of reach. Thus, the strategy of "make sure nothing gets to the petrified units" is bound to fail - even with kicking back bombs aura, as that does only help right next to your king, and when you have to stay in place and just wait there until any petrified units have crumbled, you yourself will also be dead by that time, or simply run out of time to beat the actual base... bomb kick aura also doesn't stop range-perked arblasters, mortars or other stuff from hitting petrified troops. Another issue is that usually not a whole wave of hostile troops approaching you is all petrified at once, so those not-yet-petrified units can still unpetrify others again, making it almost never save to assume "petrified will stay petrified" unless you already beat down most of the base already - but those issues can prevent you from getting that far in the first place. Also, e.g. take a necromancer - it will usually survive 1-2 spells fired at it and can then spawn half a dozen skeletons out of thin air which deal high damage. That can very easily cause nearby petrified units to get unpetrified again. Also, defensive towers (e.g. skull towers on opposite lanes and probably also firebolt towers which outrange your spells and continuously deal high damage) sometimes specifically focus on petrified units to unpetrify them again, so even within your own army, hostile units may be unpetrified again. Stun alone is not an option, due to being outranged by some troops/towers, and due to not affecting anything that only enters the area after you cast the stun spell, which has a long cooldown. Plus, you always need to time it well and be very cautious because a single defensive werewolf howl can not only nullify any stun effect, but even cause the very opposite effect (rage / battlecry) within a large radius. Speaking of wolf howling... wolfs do howl at allied petrified units, as they see them as attack targets (attacking them to unpetrify them), so even when none of your own units or king is near a hostile werewolf, it may still cause a rage effect due to petrified defensive units near that wolf. Which then in turn of course also increases the chance for the petrified units to get unpetrified very quickly, but also has the side effect of buffing a lot of stuff for quite a while as well. And yes, stone ninjas do also attack across adjacent lanes, so you can have a newly arriving werewolf howling at the opposite lane as well, and there may be nothing you can do to prevent it... Another annoying aspect of petrified units is that they do very easily (and quite unrealistically, considering stone is supposed to be, well, heavy like a rock) get pushed along with troops. Thus it can happen that your army drags along and forward a whole bunch of hostile petrified units, keeping them close to the frontline and various potential sources of (area) damage. This doesn't quite feel intended, and often it complicates things. And generally speaking, with the current petrification system you have to worry about petrified hostile units, petrified own units, and ways to unpetrify your own or prevent unpetrifying hostile units. It makes raiding more complicated and more random, which is an implicit buff for defense / nerf for offense even when the petrify effects would otherwise look balanced. --- One very recent example of offensive stone ninjas wrecking raids of their owning player happened to me when I raided a base that had defensive werewolves, and opposite-lane skull towers near the start. Through a quite well-timed (be it by skill or luck, but I would argue most of it was intended and planned, thus rather skill-based there) combination of actions at the beginning of the raid I managed to get my king into a position where it could damage + slowdown 2 adjacent skull towers across lanes, as well as killing 1 werewolf next to my king on the first lane, as well as a 2nd werewolf on the opposite lane, plus slowing down or killing a bunch of "smaller" troops in between, all by hitting them with a well-placed and well-timed blizzard spell. You know, that kind of spellcast where you think "neat!" and are proud of yourself for a split-second because it feels like you managed to sort of find the optimum for that particular spellcast. Anyway, after that split-second, I was quite disillusioned as I found that right at the very same moment as I casted my blizzard, one of my stone ninjas made an across-path dash attack, petrifying the wolf there about 0.05s before it would have died from the blizzard! But now it stood there, rock-solid and with full health. Well, still the skull towers were slowed down, and the werewolf next to me thankfully died and didn't get petrified too, so still a decent spell-cast at least... Now, 2 seconds later, another werewolf showed up on the opposite lane, immediately howled at his petrified friend, causing both skull towers as well as some other towers and the next 2 approaching waves (one on the opposite, one on "my" lane) to all go into rage-mode. Another second later, the petrified wolf was unpetrified again as well, while the no-more-slowed-but-now-raging skull towers had meanwhile killed part of my troops and also my stone ninjas right after their dash attack had ended. Moreover, of course, my stunning ogres that I summoned at the start of the raid to, well, stun opponents to avoid howling, unpetrifying etc and smash stuff were not pretty much obsolete, as the approaching troops were all raging and thus unstunnable now, and the ogres didn't last very long between a bunch of angry skeletons, skull bombs, as well as arblaster- and firebolts from the other lane. Killing those approaching hostile troops with another spell was - you guessed it - not particularly successful either, as the rage effect makes them more resistant to any damage. Last but not least, an unreachable (not even visible from where I was, but probably also raged-up) Heal Tower healed back up the damaged skull towers as well. So, long story cut short, an unforeseeable, single dash from a single stone ninja did not only nullify or reverse my perfectly casted spell, but even cause the very opposite (survival, rage and damage dealing) of the expected results (death and slowdown). This raid would have been very easy, but due to that it turned into a very tough raid. I barely managed to win that raid with nearly no rest time, not taking down gate towers, and using some insta-cannons on the way, where without that incident it would have been a "no instas, no troubles, 50s left at the gate" raid. And the most positive outcome of that incident probably was the death of my stone ninjas, judging by what damage they had done to me already... not to think what more might have gone wrong had they survived the raged-up skull towers' revenge... maybe another such "twist" right when the beast approaches? More havoc caused behind the frontlines, killing off all my reinforcement troops? ...? --- Now this is not to say that the petrify effect as such may be a bad idea, but the current implementation state, especially in combination with Ninjas - that generally have a long track record of often times causing more harm than good on offense since years - just doesn't feel controllable enough or useful / positive in their average effect for being enjoyable for players. And while I have to say, the petrify system can sometimes work in your favour, e.g. when your own werewolf howls at one of your own petrified units, or when you drag along a single hostile petrified unit within your army and manage to get it unpetrified before it vanishes, so that you suddenly have a target among your troops that your werewolves can howl at with no other enemy troops closeby, and while it does sometimes make me smile to shield hostile petrified troops (yes, that's a thing! neat idea!) to prevent them getting unpetrified, I can't but think - let alone you cannot shield your own petrified units in turn, ofc - that most often you won't even have the petrifying power on offense either way: Defense has it not only temporarily by defensive stone ninjas, but also permanently on the new basilisk tower, while offense will only have it for maybe 1 more ninja event by offensive stone ninjas... So mostly, on offense you won't be able to use that new system anyway, soon enough... Trying to practice dealing with the randomness it brings, and making the best of it while you can seems like a waste of time as well, as it will be gone soon anyway, and then will still constantly face a mechanic, but without being able to actively use or control it on offense, which is kinda sad imho. A bit like lightning-induced stun - defense has LTs, necromancers, offense has... mostly-unusable necromancers... Anyway, to prevent going too far away from the topic, I'll leave it with this final remark: Offensive stone ninjas might seem to suck, but the truth is pretty much all offensive ninjas seem to suck. I mean, e.g. regular ninjas often cause wolves to howl and you cannot scream them back or spawn them later like regular troops, and then they easily die to the first snake tower or mortar they encounter, and many topics on the forum are filled with complaints, even proposals to give players an option to "disable offensive ninjas" for themselves. The general lack of controllability and reliability, the randomness in a place where you need to be in control and all randomness messes with decision-making, planning, etc - or, in other words, kills strategy and "skill" to some extent. Thus, please do not think about "how to rework stone ninjas", but instead think about "how to rework ninjas".
  7. ... Speaks for itself, I guess... that's just ridiculous a response from support there... I really wish they'd know more about the game they're supposed to support, to properly understand stuff...
  8. Introducing GalaMorgane

    @JiggleFizziks Well played, Sir, well played... Still I think it is on @GalaMorgane to actually explain the reasons for why exactly octopi/octopuses/octopodes would be better than cats! And just to not dive too far into this sliiiightly off-welcome-topic argument in case we will not be able to decide whether cats or octopi are better... I suggest to agree that octocats are certainly a neat middleground!
  9. Introducing GalaMorgane

    No offense but, Davy Jones does not qualify for cuteness, then.
  10. Introducing GalaMorgane

    Well, there is a simple way to fix this: Abandon your superstitions and acknowledge that cats are to be worshipped above all else, and we can agree on "Cats first, but octopoi second" maybe? #Edit: @Mag would be declared a cat and be still above octopoi or regular humans of course.
  11. Introducing GalaMorgane

    In terms of unbeatablepro-cuteness, otter cannot compete with cute little kitten I think Wait, what? Is there a fight coming up? Have to support @Mag the Pro as well in that case, sorry GalaMorgane.
  12. Introducing GalaMorgane

    I guess now that you got uncovered as Octocommunity Manager Queen is a good time to wish you good luck and good relations to the team and the community! Looking forward to more posts as informative as the quirks about octopus plural forms! Although, I have to say, cats are even better than octopi!
  13. Cursed Chest Issues and Suggestions

    This! Plus, one thing that bugged me a bit... those curses just seem so much unbalanced it feels ridiculous - I had to break 4 curses in a row now, with all chests expiring at same time, and I got those curses: - "Spend 22k ambrosia travelling between islands" - After several days of active fighting and planning, I was down to 16k ambrosia as I had to gather gold/wisdom for upgrades as well, ultimately I put all-but-one heroes on the highest available ambrosia islands and just randomly sent the remaining hero back and forth across the map to spend several thousand ambrosia within 1-2 minutes every couple hours, very efficient in terms of playtime, but despite repeating this every couple hours, it still took me about 1.5 - 2 more days to finally break that curse. That curse certainly turns the chest into a curse, not a reward. - "Kill 100 spearmen" - Really?! Are you kidding me? That was my first though when seeing this after the previous curse. 2 raids later, curse broken. With only 2d remaining on my other two chests, this was a relief, but it felt like a joke... - read "too easy!". - "Collect 5m gold" - This one bugged out for me, and instead of showing a progress bar, it was nearly instantly showing "completed, click here to break the curse", and disconnecting every time I tried. Well, eventually, after some regular raiding and some islands collecting gold on gold islands for a while, it eventually stopped being bugged the next day and I was able to break it without getting disconnected. Well, 5m gold is very well doable, but not so trivial to be done immediately / within 5 minutes. - "Kill 50 gate defenders" - At this point in time, I had about half a day remaining to solve that curse, and found most of my map's islands either under my control, or occupied by ascension 130 players from top alliances spread far out along the edges of my island map (= high ambrosia traversal cost)... With near-invincible mirror shield reflection Perseus defenders plus chaos gate, and overally rather strong and well-boosted bases for most of the islands I could attack, this curse felt quite tough to break within half a day. Especially as I was short on ambrosia - when you have the choice between hopping across the whole map for a full silo's worth of ambrosia, or use a nearby but weak hero and then spend hundreds of ambrosia on resurrecting and possibly still failing the base, while having in the back of your head the chest will expire in a couple hours, it's a bit of a hassle... and using tons of gems on food or scrolls is not a viable option for me there: Then I could just ignore the curse and unlock the chest with gems right away, which really doesn't feel good to me personally. With several days of time, or just more available attackable islands to start with (which would be the case usually, but not after nobody seems to have attacked me for days, while I was intensely farming the map for previous curses), this quest would have been okay I guess, but given the circumstances it was rather meh... I eventually managed to break the curse with only 11mins of lifetime left on the chest, cutting it close lol... The difference in terms of effort/time/resources required to unlock different curses just make the whole system feel completely out of whack to me, in combination with the points Dheth mentioned above already... #Edit: In some way, those curses remind me of the difficulty fluctuations for Odyssey raids... sometimes a 6 skull is harder than an 8 skull adventure, let alone the huge differences between different islands within the same adventures... similar as for those chest curses. (Just a thought that came to my mind)
  14. Cursed Chest Issues and Suggestions

    I have started about 15 months ago and am now ascension lvl 124, heading towards 125, and already I grew up with getting the occasional titan item, so I wouldn't necessarily argue that titan items and uniques are a brand new thing. And yet, I personally got my first unique item only pretty recently, so I do not think having the opportunity to occasionally get titan items from the start is making it too easy to be strong later on. But they did provide some excitement and a little bit of a feeling of power, when I occasionally got a titan item for one of my more-used heroes. Now, I am aware I am no very old player yet, and those starting in the first couple months after the game released may have experienced times without titan gear in their early days, but then again those times were just different in many ways - many of today's towers, units and boosts weren't in the game yet, neither were alliance wars, Odyssey adventures, item perking, many of the newer stats/perks, as well as several heroes. Anyway, some of my early-days titan gears lasted me for many months. Due to the random nature of getting ANY items in this game - and (seemingly?) lower chances to get items for some heroes in particular - I simply hadn't gotten any replacements for some titan items for several of my heroes for up to 4-5 months, even if those were quite a bit outdated compared to the stats for a brand-new titan item eventually. By that time, even a decent new purple item would have been better, probably, but I just didn't get any of those, let aside new godlike or even titan gears... so those older titan gears I had still were the best choice of equipment available to me. Now, if I imagine the best choice would have been similarly old, very outdated, non-titan gear then I would have been a lot more frustrated probably... nowadays, it might be a little easier in that regard with item forging, but then again, you need spare items of appropriate tiers to start forging in the first place, increasing the importance of having a few items around. Either way, one thing not to be forgotten: Those who are low level players NOW have a harder time than us anyway, they start at a time where many more players are at high lvls already, many months and even years ahead of their current progress... even if they possibly can level up or improve their gear slightly faster now compared to us years ago, they still will have years ahead before they can hope to catch up. Especially with the permanent weekly improvements of Odyssey, that gap can't easily be lowered at all.
  15. Cursed Chest Issues and Suggestions

    Speaking of ambrosia problems, one thing I genuinely tend to forget about: Android/iOS regularly get free chests for watching videos - I have been told those chests are great for refilling ambrosia especially earlier in the game - while no videos are there on Windows... this means the platform you play on also decides about difficulty of curses like the ambrosia ones, partially... which is no big deal to me (personally playing on windows, happy without those video chests) when I can go at my own pace, but with timers involved, yeah, not so nice... That is very true indeed...