Dena4

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  1. Like
    Dena4 got a reaction from Laza83 in Please post your January questions here.   
    Maybe it's asked already before, but why during war seasons and conquest first reward in cof needs to be skulls? Why those aren't rewarded after successfully breaking the gate? Is there any intention changing this or are we supposed to pay gems all the time (worst case 45) to get them? 
    I honestly hate the luck factor there, be fortunate and all skulls are found without paying a single gem, be unlucky and worst case you pay hundreds of gems to get the skulls inside chest and that for a single war! I bet I am not the only one not liking this part. I understand it's a source of income, but why not just give the skulls after paying 15 gems? 
  2. Like
    Dena4 got a reaction from Boundingleaf285 in Public Chatroom   
    There are other forums, like discord. Players who have the urge to chat with others, can do so on those forums.
  3. Like
    Dena4 reacted to LacunaC in Perk transfer from one item to another   
    If Flare allows a perk from one item to be transferred to another (with a price, say, 1000 gems), this will add a lot more depth to the game, and will give meaning to many items that are otherwise useless.
     
    To avoid abuse of the transfer, the perk can only be transferred on 2 conditions:-
     
    1) same item type
    2) a transfer from the same slot, i.e. 1st slot from item A to 1st slot of item B.
     
    For example, a perk from the 1st slot of a ring, can only be transferred to the 1st slot of another ring. This means that a king will still only have the ability to equip just 1 aura ring. The fact that a king will still only be able to have 5 skull perks in war gear will also remain unchanged.
     
    Many items that are otherwise useless can now have their perks transferred to an existing item that are useful. For example, the pro glove with other exclusive perks can be transferred to the pro glove with skull perk after paying the transfer price of 1000 gems.
     
    More importantly, players are able to mix and match and create more combos by finding more items.
  4. Confused
    Dena4 got a reaction from whatsa in Please post your January questions here.   
    As soon as a new major version is released, can we expect same like previous times? Can we expect additional levels to troops, spells, towers, obstacles and waves? Maybe better is more defensive structures and a longer path. 
  5. Like
    Dena4 reacted to Invizzzible in Please post your January questions here.   
    I will repeat it again and again, month after month.
    Remove the cool down donation time and make it daily from 00:00 to 23:59 during the day, like daily chests.
  6. Like
    Dena4 reacted to G1nasis in Please post your January questions here.   
    thanks that make sense , but i'm not sure i like the way it is now because we equip items  to get some specific bonuses so removing them  is kinda  
  7. Like
    Dena4 reacted to AwesomestKnightest in Trophy system complaint   
    @Dena4 I appreciated your remarks. Thank you for putting a little sense into how the system works. I was just kinda frustrated last night as I was working hard towards the 3850 tier in the ninja event and moving slowly is just painful lol. I did get there, btw. Anyway, I shouldn't have burst out the way I did, even though it was really frustrating at the time
  8. Like
    Dena4 got a reaction from GemsISKing in Please fix the trophy algorithm...this time for winning too   
    In fact there is something wrong in the assumption also. In fact 100% represents the range of max possible lost till max possible won trophy range. The pre attack screen shows you the trophies you can win when you score 100%, but it doesn't hold any information about the trophies you can lose when scoring 0%. Of course this info is not needed to display, it would only help when dumping trophies or when an attacker sees he can't lose trophies, it max costs him some bread.
    When I see that I lose 0 trophies when I want to dump trophies, why I would even start the raid? and why would I not raid, when I can't lose trophies, when I am not dumping? But that is off topic.
    Say you can win 10 trophies. Now you score 95% due to gate towers. That doesn't mean you need to get 95% of those 10 trophies. You forget that you can also lose trophies, so when for example you can lose 40 trophies and win 10, by scoring 95% it could mean 0 trophies and when the range is for example losing 50 and winning 10, then you might actually even lose trophies.
    According to my opinion, whenever someone breaks the gate, he/she should not lose trophies PLUS when someone doesn't break the gate defender should not lose trophies. Why punish a defender, defender has no influence on starting a raid, offender picks a base and decides to raid or not. So why punish a good defense for successfully making a raider fail? 
    The arguments that a lower player should be rewarded for his attempt and getting for example 35%- makes no sense at all. He/she should not raid bases way out of his league and when he/she doesn't succeed, he/she should never be rewarded with trophies. It even only stimulates them to raid a strong base multiple times and there is nothing the defender can do. That is so called trophy stripping. So please stop rewarding miserably failed raids.
    Here some extreme example:

    A raid of 8%, the player even resurrected once and even then trophies are lost? I have dozens of raids under 33% score (even a lot of them under 20%) and still trophies are lost! Now I don't care about trophies, so for me it's no problem. 
    Player gets my base as possible attack (either by matchmaker, or by picking my base).
    He/she gets the pre attack screen, sees a high amount of medals and not a lot of gold.  The amount of medals should be a big warning sign for him/her. I even have phoebe as beast and despite the fact that my team doesn't have defensive boosts quite often, still a lot of medals are displayed. That's a red flag that should be a clear warning to look for another base. The warning is ignored, they decide to raid. Who is to blame for this? The only one to blame is the person who decides to raid! Their hero is killed pretty fast and the raid failed miserably.  The trophy mechanism still rewards them for this completely failed attempt by rewarding them with trophies. That's a joke and clear flaw in the trophy algorithm.  What does the algorithm expect of similar bases? That we forge towers even more, so that players making mistakes even get trophy rewards for even lower percentages? Or that we only don't lose trophies when the attacker does score 0%? I am sorry to say, but this is a farce. 
    How does this motivate us to work on defense? For me the stimulation is to help my team to prevent high skull scores during wars. The less skulls an opponent scores, the more chance my team has to win. But in terms of trophies, we are punished for strengthening our defense and that's incorrect. 
    @AwesomestKnightest did start about gained trophies I realize now. I hope the start of my response explains why you get less trophies than you expect sometimes.
  9. Confused
    Dena4 got a reaction from whatsa in Please post your January questions here.   
    As soon as a new major version is released, can we expect same like previous times? Can we expect additional levels to troops, spells, towers, obstacles and waves? Maybe better is more defensive structures and a longer path. 
  10. Like
    Dena4 got a reaction from GemsISKing in Please fix the trophy algorithm...this time for winning too   
    In fact there is something wrong in the assumption also. In fact 100% represents the range of max possible lost till max possible won trophy range. The pre attack screen shows you the trophies you can win when you score 100%, but it doesn't hold any information about the trophies you can lose when scoring 0%. Of course this info is not needed to display, it would only help when dumping trophies or when an attacker sees he can't lose trophies, it max costs him some bread.
    When I see that I lose 0 trophies when I want to dump trophies, why I would even start the raid? and why would I not raid, when I can't lose trophies, when I am not dumping? But that is off topic.
    Say you can win 10 trophies. Now you score 95% due to gate towers. That doesn't mean you need to get 95% of those 10 trophies. You forget that you can also lose trophies, so when for example you can lose 40 trophies and win 10, by scoring 95% it could mean 0 trophies and when the range is for example losing 50 and winning 10, then you might actually even lose trophies.
    According to my opinion, whenever someone breaks the gate, he/she should not lose trophies PLUS when someone doesn't break the gate defender should not lose trophies. Why punish a defender, defender has no influence on starting a raid, offender picks a base and decides to raid or not. So why punish a good defense for successfully making a raider fail? 
    The arguments that a lower player should be rewarded for his attempt and getting for example 35%- makes no sense at all. He/she should not raid bases way out of his league and when he/she doesn't succeed, he/she should never be rewarded with trophies. It even only stimulates them to raid a strong base multiple times and there is nothing the defender can do. That is so called trophy stripping. So please stop rewarding miserably failed raids.
    Here some extreme example:

    A raid of 8%, the player even resurrected once and even then trophies are lost? I have dozens of raids under 33% score (even a lot of them under 20%) and still trophies are lost! Now I don't care about trophies, so for me it's no problem. 
    Player gets my base as possible attack (either by matchmaker, or by picking my base).
    He/she gets the pre attack screen, sees a high amount of medals and not a lot of gold.  The amount of medals should be a big warning sign for him/her. I even have phoebe as beast and despite the fact that my team doesn't have defensive boosts quite often, still a lot of medals are displayed. That's a red flag that should be a clear warning to look for another base. The warning is ignored, they decide to raid. Who is to blame for this? The only one to blame is the person who decides to raid! Their hero is killed pretty fast and the raid failed miserably.  The trophy mechanism still rewards them for this completely failed attempt by rewarding them with trophies. That's a joke and clear flaw in the trophy algorithm.  What does the algorithm expect of similar bases? That we forge towers even more, so that players making mistakes even get trophy rewards for even lower percentages? Or that we only don't lose trophies when the attacker does score 0%? I am sorry to say, but this is a farce. 
    How does this motivate us to work on defense? For me the stimulation is to help my team to prevent high skull scores during wars. The less skulls an opponent scores, the more chance my team has to win. But in terms of trophies, we are punished for strengthening our defense and that's incorrect. 
    @AwesomestKnightest did start about gained trophies I realize now. I hope the start of my response explains why you get less trophies than you expect sometimes.
  11. Like
    Dena4 got a reaction from GemsISKing in Please fix the trophy algorithm...this time for winning too   
    In fact there is something wrong in the assumption also. In fact 100% represents the range of max possible lost till max possible won trophy range. The pre attack screen shows you the trophies you can win when you score 100%, but it doesn't hold any information about the trophies you can lose when scoring 0%. Of course this info is not needed to display, it would only help when dumping trophies or when an attacker sees he can't lose trophies, it max costs him some bread.
    When I see that I lose 0 trophies when I want to dump trophies, why I would even start the raid? and why would I not raid, when I can't lose trophies, when I am not dumping? But that is off topic.
    Say you can win 10 trophies. Now you score 95% due to gate towers. That doesn't mean you need to get 95% of those 10 trophies. You forget that you can also lose trophies, so when for example you can lose 40 trophies and win 10, by scoring 95% it could mean 0 trophies and when the range is for example losing 50 and winning 10, then you might actually even lose trophies.
    According to my opinion, whenever someone breaks the gate, he/she should not lose trophies PLUS when someone doesn't break the gate defender should not lose trophies. Why punish a defender, defender has no influence on starting a raid, offender picks a base and decides to raid or not. So why punish a good defense for successfully making a raider fail? 
    The arguments that a lower player should be rewarded for his attempt and getting for example 35%- makes no sense at all. He/she should not raid bases way out of his league and when he/she doesn't succeed, he/she should never be rewarded with trophies. It even only stimulates them to raid a strong base multiple times and there is nothing the defender can do. That is so called trophy stripping. So please stop rewarding miserably failed raids.
    Here some extreme example:

    A raid of 8%, the player even resurrected once and even then trophies are lost? I have dozens of raids under 33% score (even a lot of them under 20%) and still trophies are lost! Now I don't care about trophies, so for me it's no problem. 
    Player gets my base as possible attack (either by matchmaker, or by picking my base).
    He/she gets the pre attack screen, sees a high amount of medals and not a lot of gold.  The amount of medals should be a big warning sign for him/her. I even have phoebe as beast and despite the fact that my team doesn't have defensive boosts quite often, still a lot of medals are displayed. That's a red flag that should be a clear warning to look for another base. The warning is ignored, they decide to raid. Who is to blame for this? The only one to blame is the person who decides to raid! Their hero is killed pretty fast and the raid failed miserably.  The trophy mechanism still rewards them for this completely failed attempt by rewarding them with trophies. That's a joke and clear flaw in the trophy algorithm.  What does the algorithm expect of similar bases? That we forge towers even more, so that players making mistakes even get trophy rewards for even lower percentages? Or that we only don't lose trophies when the attacker does score 0%? I am sorry to say, but this is a farce. 
    How does this motivate us to work on defense? For me the stimulation is to help my team to prevent high skull scores during wars. The less skulls an opponent scores, the more chance my team has to win. But in terms of trophies, we are punished for strengthening our defense and that's incorrect. 
    @AwesomestKnightest did start about gained trophies I realize now. I hope the start of my response explains why you get less trophies than you expect sometimes.
  12. Like
    Dena4 got a reaction from rskoenig in Wars - Teams kicking 50% of their players after it starts   
    I would not be surprised if those accounts are alternates of them. Otherwise the team treating their members that way soon ceases to exist.
  13. Like
    Dena4 got a reaction from rskoenig in The Skull Bonus AKA "Loser Bonus" should be removed.   
    Loser bonus should be only valid against a team you lost a war against, not against teams where the team benefiting the bonus did not lose against.
    For example team A loses a war against team B. When team A faces team C, D, E or F, that loser bonus should not be active. Only during a new war between team A against team B, that loser bonus should be applied. 
  14. Like
    Dena4 got a reaction from UncleTH in Please post your January questions here.   
    During festivals, phoebe could be replaced by a random other (pro) pal for example by keenflare. Maybe that is a way to make random bases less hard. 
  15. Like
    Dena4 got a reaction from shoop in Skull forging on a pro cape   
    In my case I tried to turn my heal ring into skull perk. Have gotten all other perks already at least twice, some even 5 times. Call it bad luck, I call it absurd.
    Getting perks over and over again that already have been removed is not done. This randomness is just abnormal, that's why I already asked a long time ago to give us the option to either remove perks we don't want or pick our perk for a certain amount of gems.
    It's not only the amount of unsuccessful attempts plus pearls wasted by this that's frustrating, it's also time we need to wait after investing gems and retrying that's giving a bad feeling. Some get it on first attempt while others not even got it after 50+ attempts. 
    There is a possible other suggestion by my side to change this. When you remove a perk, take the percentage of this perk away and divide it over the other perks. Let's give an easy example. Say we have 10 items each 10% chance. I remove original perk and spin. I get a perk A, which I don't want, wait till cool down is over and remove that perk. Now divide the 10% over the other items. This means the 10% chance is divided over the other perks and increases their odds.
    So after removing perk A, chance on perk A is 0% and for the other perks 11.1%. Now spin again. Again not the item I want. Then split 11.1% over the other perks, making perk A 1.2%, perk B 0% and perks C till J are 12.3%.
    And so on and so on. Then at least the odds getting a perk I already removed at next turns is pretty low, while the odds of other perks increase. 
    In my case a ring has 15 ??? possible stats and heal ring skull perk options the odds would have increased by 50* 0.65%, so the odds would no longer be 6%, but close to 35%. It wouldn't mean I already would have gotten it, but by increased odds after every attempt, at least I would feel I pretty soon would succeed. That's something with current method I absolutely don't have as feeling, the odds stay 6%, which seems not right to me. Like I said, some perks I already received 5+ times!
     
  16. Like
    Dena4 reacted to shoop in Celstial Phoebe Is Over Powered   
    People in 800 trophy range don’t have janus, let alone the gear...  but they also fight phoebe
    I see the same pattern in every single thread, RR2 is 3 different games:
    1. The Beginning 
    2. The Middle
    3. The End
    You’re not a problem Dena, proactive and helpful but...
    Players waste their time sharing experiences/complaints here, because some 5,000 trophy player with max’d out gear gets to post videos and talk about what a chump phoebe is... So the new player just leave and go find a different game. 
    The middle is losing flavor. Why pay to eat cardboard??  Clans without Phoebe are dropping players like dominoes while people hunt for Phoebe clans now? And why? Because Phoebe is such a chump, don’t you know! what a joke.... Even all top players still have phoebe in defense... The End is all Phoebe  and The Middle is all Phoebe. And The Beginning is getting there...
    I had a solution to BOOST Phoebe! But remove it from the beginning and get perceived as a complainer
    Any game where The End is wreaking havoc on The Beginning, is a poor game and deserves to lose population and revenue...
    I personally kill more Phoebes than not. Some Phoebe’s I just don’t have the gear to contend with... But have a low level clan and speak for Beginning players here. Plus... looking at the amount of Phoebes in mid-ranged gameplay (constant...) can’t be perceived by me as anything other than a mediocre experience. Who wouldn’t like to experience variations in beast defenses and adjustments to gameplay? Right now I’ve no choice but to formulate my attacks around Phoebe. Their troops and towers are irrelevant at mid-range gameplay. And apparently beasts are meaningless in the end... regardless of guardians 
  17. Confused
    Dena4 got a reaction from whatsa in Please post your January questions here.   
    As soon as a new major version is released, can we expect same like previous times? Can we expect additional levels to troops, spells, towers, obstacles and waves? Maybe better is more defensive structures and a longer path. 
  18. Like
    Dena4 reacted to Warriornator in [Feedback thread for] - open letter to the community   
    you have forgot some stuffs like. No explanation on Gold shield. No explanation about the free shield need 24 hours + 1 attack to come back. The fact new players don't have any protection from beginnings. I have suggested like some mobile game I have play to add a automatic gold shield of 1 week. to give the player time to know better the gameplay or like in a boat game I have play a automatic shield of 24 hours after let's say 10 or 20 attacks.
    Why player stop at level 30 and don't go further?  Easy to answer 3 time I have restart this game since 2015 
    1.Time consuming in everything aspect. when they understand fast to up all maxed will take over 2 years they stop. No events to upgrade more faster the waves.
    2.No global chat affect a lots the game.
    3.Alliance Ranking 2000 and until top 800. Are close all dead or the majority are all dead with 50% inactives player in it
    4.No merge function to allow active players to regroup together. Better have 500 active alliance than 2000 all dead
    5.No explanation about the importance of Alliance tower. I see in many alliances the same problem like Olympus Rising. Player at level 80-90 with 10k,25k donation
    6.no explanation about hiding stuffs like +1 in cave of grave goods if you are full. +1 gem free in grey house and many more
    7. No real explanation about 90% of the games
    when I have start in 2015 my first game was so horrible. All the gems waste and wrong stuffs I have do. Wrong spells or wrong forge. until I join a alliance who teach me all. My second time was more perfect. My third time more faster and better. sadly not everyone are patient like me to restart over and over again after their first gameplay
    like Dena4 said RR2 have the same problem like OR have. they should take examples of the majority of mobile game of today. Like Skylanders Ring of Heroes who take maybe 1 hour or 2 to complete the tutorial and take you hand for each stuffs and explain all in details each time you unlock new stuffs. After you know what you must doing
    in RR2 new players are lost from the beginning after made the tutorial. So for the 5 years. Flare should take care more about new players. RR2 really need it to survive. For now its really dead at low and medium level. At 80+ the game start to be more alive but like OR new players stop playing after reach level 20-30
    So there is clearly a problem on this way
    what RR2 need?
    1. Merge function. Allow each alliance to merge together. but be careful. this should be allowed once per year. this will solve the problem of dead alliance with active player in it or player who don't leave alliance level 60,etc.. 
    2.Flare should invest in real tutorial in the game for new players. for each stuffs a tutorial : Gold Shield,Forge,Alliance Tower,etc..
    3. Global Chat. Far from everyone who use this forum. Some don't and if they don't find a proper alliance they quit. So global chat is 100% obligatory in a game like RR2
    RR2 have huge problem with unbalance and all but the most urgent for me its take care of new players. RR2 really need it
    4. (this is not optional but obligatory)  A tutorial who explain about the anti camping mechanisms. The majority of new players don't know if they don't find any gold in matchmaker its because they stay too much longer in the same range and must gain trophy and up to find bigger amount of gold in matchmaker
     
  19. Like
    Dena4 got a reaction from ShadowsGuardian in [Feedback thread for] - open letter to the community   
    So you immediately knew why you have to start upgrading waves from the start, also why blacksmith slots are best investment and so on from the moment of start? That's not told inside any guideline.  
    It's not that obvious to first save gems to unlock third troop and spell slot and then you need to invest in alliance tower somewhat to join a team that provides some boosts. With those boosts you beat dungeons and later unlock very strong monsters. In the meanwhile there are guardians, pals,  defense, offense, forges to do on spells, items, troops, towers, workers, conquest buildings, research and other defensive obstacles. And that is not overwhelming? It's a lot of choices that need to be made without having an overview of everything as a whole.
    Oh... Wait, I forgot that item values are depending on hero level, so forging them too soon is wasting gems. That also isn't obvious, unless someone tells you not to waste gems on that.
    Then I even didn't mention war seasons, conquests ninja events and pro league that you mentioned. It's not all about beating bases, better is to have a base where others fail against. At lower levels it's easy to beat bases, simply because most starting players don't invest time in defense. But later, when players have all blacksmith slots released, start to max stuff plus forge it their troops a ridiculous amount of times it really is another story, but that you don't need to know when just starting.
    But nowadays a lot of players have a lousy base, they just put a phoebe beast in defense and that's enough to stop low and medium players. Better is to learn how to build a good defense, why some obstacles aren't effective together and why you have to avoid placing some towers together and later it's good to place them together at a certain location. Complexity depends from point of view that you have. When you look at every aspect at once, the game is very complex.
    Start is definitely a maze for most players. Choosing the right path is required, you need to know what you are doing to make a good progress. Leveling up hero is easy, but doing the right things to really make progression is something else.
    Like I said, a bad choice/strategy is made pretty fast and it has huge impact on your gameplay. And what definitely not is told, is that you need patience. Without spending tons of cash you need a lot of time before even become a top player.
    Like I said, not constantly upgrading waves for example has major impact later. Maxing all waves takes years. Towers don't follow you when you are in trouble, troops do. So investing in waves is very important right from the start. 
    All by all there are a lot of decisions to make. With all the stuff around, it's definitely complex. I have a lot of voucher friends. Most of them quit before even reaching level 30. Now why would that be?
  20. Like
    Dena4 got a reaction from ShadowsGuardian in [Feedback thread for] - open letter to the community   
    So you immediately knew why you have to start upgrading waves from the start, also why blacksmith slots are best investment and so on from the moment of start? That's not told inside any guideline.  
    It's not that obvious to first save gems to unlock third troop and spell slot and then you need to invest in alliance tower somewhat to join a team that provides some boosts. With those boosts you beat dungeons and later unlock very strong monsters. In the meanwhile there are guardians, pals,  defense, offense, forges to do on spells, items, troops, towers, workers, conquest buildings, research and other defensive obstacles. And that is not overwhelming? It's a lot of choices that need to be made without having an overview of everything as a whole.
    Oh... Wait, I forgot that item values are depending on hero level, so forging them too soon is wasting gems. That also isn't obvious, unless someone tells you not to waste gems on that.
    Then I even didn't mention war seasons, conquests ninja events and pro league that you mentioned. It's not all about beating bases, better is to have a base where others fail against. At lower levels it's easy to beat bases, simply because most starting players don't invest time in defense. But later, when players have all blacksmith slots released, start to max stuff plus forge it their troops a ridiculous amount of times it really is another story, but that you don't need to know when just starting.
    But nowadays a lot of players have a lousy base, they just put a phoebe beast in defense and that's enough to stop low and medium players. Better is to learn how to build a good defense, why some obstacles aren't effective together and why you have to avoid placing some towers together and later it's good to place them together at a certain location. Complexity depends from point of view that you have. When you look at every aspect at once, the game is very complex.
    Start is definitely a maze for most players. Choosing the right path is required, you need to know what you are doing to make a good progress. Leveling up hero is easy, but doing the right things to really make progression is something else.
    Like I said, a bad choice/strategy is made pretty fast and it has huge impact on your gameplay. And what definitely not is told, is that you need patience. Without spending tons of cash you need a lot of time before even become a top player.
    Like I said, not constantly upgrading waves for example has major impact later. Maxing all waves takes years. Towers don't follow you when you are in trouble, troops do. So investing in waves is very important right from the start. 
    All by all there are a lot of decisions to make. With all the stuff around, it's definitely complex. I have a lot of voucher friends. Most of them quit before even reaching level 30. Now why would that be?
  21. Thanks
    Dena4 got a reaction from Madlen in [Feedback thread for] - open letter to the community   
    Thank you, added it to 
     
     
  22. Like
    Dena4 reacted to Madlen in Wars - Teams kicking 50% of their players after it starts   
    Thanks for the feedback! Personally doesn't seem fair to be as well, if I understood the issue correctly. I have forwarded it to the dev team. If I have an update I will let you know.
  23. Like
    Dena4 got a reaction from GemsISKing in Wars - Teams kicking 50% of their players after it starts   
    Nowadays you just can take over alliances, since enough players quit. So it even doesn't cost time to get a descent level of team. Some teams also have camp teams for this, they kick players and those join the camp team. For the lower players it's attractive, since they get war boosts often.
    I would suggest that keenflare does change something on the rules. Shields and champs should no longer depend on alliance level, but on number of active players inside the team. To go further, under 8 players, I would prohibit champs plus shields. So even if they start a war with more members, as soon as a team drops below 8 active members, I would remove champs plus shields and even recalc skulls as result of this. Not rewarded skulls due to shields I would give and scored skulls due to champs I would take away.
    This would end this kind of strategy. They could try to complain, if I were member of staff I would wash their ears.
  24. Like
    Dena4 got a reaction from Zen in Celstial Phoebe Is Over Powered   
    And then you suddenly meet higher level alliances during conquest or war season just like us, face level 3+ phoebes of level 130 heros. When it works at your level, it's perfect Warrior, nothing against that. It's a good tip for lower level players with Sultan level 3. 
    Higher phoebe beast however survives that kind of damage, summons heal puddles like crazy to regain full health and kills hero plus troops before you realize what happened, unless you wear heal ring.
    We play in tier 2 of conquest and there you face those phoebes that aren't killed easily with Sultan (mine is level 2) or any other common guardian (Gaspar I don't have). Some of our members have also level 3 sultan and that's not working, they report. The low level phoebes are no problem, just push between troops (make sure a wolf howls), shield on right moment and scream. Bye phoebe. 
    With higher level phoebe it's different and know what you are doing and recognize situations that are the reason of failure are crucial. Main problem however is not phoebe beast. It's the defense that damages your main pack just before or during the time you face phoebe, that's main cause of failing. It's not ideal to face phoebe when troops in main pack are just barely alive or when a defensive wolf hypers it. Another cause is running forward to get behind phoebe in an attempt to push him into the pack, while a lot of defensive troops or structures are around there that deal a massive blow to hero health. Those are main reasons of failure. And another one can be lack of good boosts.
    So basically it's a mistake of your own in many cases. Now we have better options due to donkey (extra morale) in combination with Janus. Wait till portal is almost open, use donkey to get quickly behind phoebe (Have spells ready to take care of any unforeseen danger like a wolf) and push him towards portal (of course use shield on right moment) and start to summon low morale troops like archers or knights like crazy. Then the job is cleared. But this portal also helps you before phoebes arrival to refresh your pack. I use it to summon wolfs and ogres mainly to create a good solid army, combined with some lower morale troops, which are expendable by Janus it's portal. When you get the signal that phoebe is on it's way, make sure you hold donkey power behind till you face phoebe and then use this strategy. 
    Refill main troops you lack through portal and do what is required to avoid them to get damaged. Even a scream to prevent them going forward can be good. 
  25. Like
    Dena4 reacted to Madlen in Should I save my daily pal chests?   
    Hey guys,
    Thanks for the feedback, I will forward it.