Philstar

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Everything posted by Philstar

  1. Philstar

    Zeus needs demolition now

    So obviously post update barricades and gate have got substantial increases in health (a blessed max lvl barricade with modest oddesy bonus has 500k + health) notably barricade and gate being the main defence obstacles. Now as we can't change any gear we have to deal with what we have regarding Zeus/Hades (Hades tartarus power solves his issue) I find Zeus very underpowered when facing TL enemies. At lvl 140 Zeus does just about 26k damage per second; basically takes about 12-15 seconds to destroy a max barricade (barricades have 50% phys resistance), and when faced with 9 of them and a 1 million health gate (needs another 20+ seconds), time (even though he controls it by his own power) is always against him. He needs probably 10% innate demo to be usable at high lvl.
  2. Yeah we're near mid season and there's going to be recurring problems with blessings expiring or not able to prolong - I think this needs manual removal/addition as the season has a long way to go, and these blessings make a difference in wars and definitely in the league at the end of the season. Start in TL and work your way down. Most alliances it's easy to spot the rogue blessings.....
  3. Philstar

    solved Can’t extend war blessings

    @Saschare you guys finally going to manage the top 3 placings blessings in TL properly. Seems alliances win them once and just prolong forever.
  4. Philstar

    War blessings

    I'm still of the opinion while these war blessing bugs are persisting and seemingly not ending any time soon, the devs should revisit the actual distribution of war blessings for all the leagues. At the moment it's very stagnant, only a fraction will experience chaos gate/treb/siren/warrior.
  5. OK I'm going to touch this sensitive subject because I've noticed quite a lot this past few weeks regarding trophy lvl of enemies on islands. Basically I'm borderline top 100 and am lvl 130 (20k+trophies), so I don't have a ridiculous trophy cap holding me back anymore, but yet It seems the top 75 almost never appear on my islands! Yet of course I get attacked daily by such players. (this isn't the issue, but why a one way street.) Basically you thought to make it easier for us by taking away high lvl trophy enemies from the islands, but instead put identical difficulty opponents in their place. In reality there is NO DIFFERENCE in difficulty between a lvl 131 titan league player with 19k trophies and a player with 25k trophies. The only difference is now they never appear on our islands. So how do you find these elusive players of the top 50? I have no idea, I have thousands of battles over the past month or 2 yet never seen for example Dumpster ever. Seen the top guy once. The others I might see once every few weeks. The image below is not aimed at singling players out but just to show what I'm saying. FG @Madlen they (the devs) said they it's hard to tinker with the system as it's finely balanced or something, yet last update you managed to mess with it and put easy opponents on the inner islands (which isn't bad in itself - allows people to lvl up Artemis/Ajax with no fear of losing for example. Right now this distribution of high lvl trophy enemies is pathetic, IMO you just made them all invisible........at the end of the day if they are there to attack it is through choice if you decide to do so; many used gems to improve their trophy count also. (so there are corporate implications here - nobody will use gems on a +3 trophy enemy, who is as hard as a 30k trophy enemy) To sum up just in case you missed it, that sever update was an still is an abomination.....needs fixed. Ready the critics... In addition I always seem to get the same players over and over and over again. I can find the same player 3 times in one day easily. Earlier today I cleared an island an 2 mins later the same guy appeared on another island. It's like we have a small 'pool' of players that are in our group......sucks big time - for him mainly. Edit- top guy just appeared on my islands for the 2nd time ever, perhaps you saw my post?
  6. Philstar

    How to make Prometheus Stronger?

    My other tip is this. When you start the battle, summon as many minotaurs as you can and use your power when they are walking past you....in this image I summoned 3 minotaurs straight off and cast a decent lvl shield a round them. At barricades, where they all come to a stop, you can recast pyro shield on them to keep them alive. Using this technique you can keep your troops alive to help you fight. Also the flame attack has a range (ok pretty short) that you don't have to be touching the enemy troops to d damage. Practice walking away from them burning them. But as Dumpster suggests CD is basic perk and easy to get, so probably load up on that if you have no potency. Your masteries aren't really favourable for this battle other than potency.
  7. Philstar

    How to make Prometheus Stronger?

    For a good top lvl Prometeus the best perk is potency and probably Coldown a close second, cracks up his pyro big time for attack and defence; but that may depend on having 2 apples! or some very good potency rings. In the image you have fire boots even though he has 50% resistance to fire already. You could try resistance rings depending on whats on the griffin island. Don't be afraid to use his power early as it creates a good shield which doesn't run out with time, just damage taken; so when you enter an intense are you should already have your shield up, and ready to cast that power right away of you start taking damage. Barricades are weak to fire so just upgrade his power/add potency.
  8. Philstar

    War blessings

    Yeah this is just the latest chapter in the never ending war blessings bug. It's not hard to figure out who has blessings they should't have, just the TL can be a bit more difficult as is based on the placings from the season before.
  9. Philstar

    Zeus needs demolition now

    @Tomaxo I've not really came close to dying with Zeus, due to his big LoH stats, but I find you're running against the clock with him from the start. You'll see when there's a lot more 9 max barricade defences, he will be near useless.
  10. It is hard to keep track of which alliances should have which blessings when TL is concerned, as after all who remembers 2nd place last season? But the chaos gate in a league where it doesn't belong was the obvious anomaly, which was probably why it was banded about so much as an example. But yes having faced RS last war, and that alliance having 3 additional blessings from 2 or more seasons ago is really poor management from FG, considering the numerous times they've stated the problem has been fixed. Still not fixed obviously, may never be!
  11. Philstar

    To do or not to forge a unique apple?

    Unless you've reached max lvl I wouldn't do that forge - but if you have a spare apple (ie 3 apples) then use one to mess about with. That demo will help get through these high defences.
  12. Philstar

    solved Can’t extend war blessings

    I propose a fix whereby we all receive 5 k gems in compensation.........
  13. Philstar

    unfair blessing in the war

    I'm hoping that the TL blessings (for 1st, 2nd, 3rd) will be fixed in the same way. As this is as relevant an issue as the other ones.
  14. Philstar

    Suggestions for new ideas

    With the recent changes in the last update, I can see Odyseus being very powerful, you probably will need both of his uniques and maybe 2 apples also! With a little refinement here and there I could see the potential as a top ascension lvl hero.
  15. Yes Artemus, this was done as there is no increase in resistance for any troops as the nyx drains morale which is always fixed. Had the morale drain increased a lot, nyx would be unbeatable.
  16. Philstar

    solved Can’t extend war blessings

    They've gone home for Christmas I think don't think we'll see any changes until January.
  17. Yes there is a huge difference in cost between gold and silver unique forges, the number stated by the devs a week ago was +7 lvls for using a gold, compared I believe to using a silver item. Now I really would like to see this difference, as I don't think the difference between 2 x silver and 1 x gold forge to unique is really giving 7 lvls of forge stats difference. Even if so, max ascension lvl for me is probably 9 months -a year away. By then things will have changed, process more understandable and hopefully they make the reforge of already refined uniques easier.
  18. Philstar

    November Dev Q&A Answers

    @Archimides you obviously work the maths/formula angle also, so you should realise that the mystery ice res number can't be much different from 836. The silver forge cycle that was spoken about months ago, the devs did say you could continuously increase the perk value by endless cycles. Now given that intra-level forges received a boost since then, IF the ? values are higher by even a small % the potential for abusively high stats is easily possible, as your applying cumulative gains on subsequent forging. The way they spoke was that the forging process itself would get you to the 'higher' figure, but it's all 'in level' anyway so not worth doing this method until you get to max or fixed ascension lvl. If that ? value was even close to 1000 your talking about a 20% increase through just the refining process alone, so wont be long before we see 400K Cd rings as a 3rd perk in 6 months time. The threads about this were in the original forge 2.0 thread I believe.
  19. Philstar

    November Dev Q&A Answers

    Here your mystery ice resistance will be approximately 836 in green. It's all been done before - there's threads and threads of all this refining having been done about 4-5 months ago. I think that would help you to read it all if you haven't. There's really only a couple of mystery question left regarding hidden numbers, (but I think we know what's going on) the rest is derived mathematically, from a set formula. I do see that you're dismantling a silver 5* and not a standard 5* bronze item, but I honestly don't think you'll see any difference, the reason being the gains for chain forging occur during the forging process not the refinement, otherwise we could obtain large numbers a lot faster through continual forging.. but this test will be good confirmation.
  20. That's what happened before and created a mess and total disparity with bugged gear for example - but it supposedly was a bug or wasn't - not sure anymore. But seeing as any gains will only be rewarded, I'd say keep it and experiment, as hard to know what these days is planned or just bad design.
  21. Philstar

    November Dev Q&A Answers

    No I don't think we'll talk again....
  22. That is exactly how it is @Neoleas - it's not like they didnt' know what they were doing, but as we know 'smart' people get rewards
  23. Philstar

    November Dev Q&A Answers

    I'm hardly predicting the future with what I'm seeing right now - DR is excessive - anything over 50% CANNOT be fought in hand to hand combat as GK's ALWAYS have more health (sometimes double or triple health) than that of the hero, so you are killing yourself by attacking them. How does this equate to strategy if you ALWAYS have to use archers/hydras/ maybe phoenix as anything else dies in one shot close to the gK?
  24. Philstar

    November Dev Q&A Answers

    Right now the GK is the first line of defence that you get to last. As building the GK a certain way stops a lot more than any base design will ever do. It should be the last line of defence that shouldn't wipe out a well built hero and his army in a few seconds. It's way beyond a joke, the devs really need to do some testing against some of the TL teams GK's with all the heroes, they would be surprised how they die so easily. @Madlen. Put this to the devs and they will understand what many are now saying.
  25. Philstar

    November Dev Q&A Answers

    The best ones are with the players the players that can refine and keep the benefit for a good time period, most players below lvl 120 haven't got the resources spare to do this as it's not cost effective. When players reach near max, there will be so many GK's with Area damage/FB and DR refined in to their gear, you'll only be able to use one or 2 heroes to get by them (not fight). It's just a matter of time. Before GK's we pretty much immortal, but they didn't destroy an entire army in the swing of a sickle. Stun helped with the immortal ones, but now Frostbite abnd area damage on Gk's makes the issue more serious than simply avoiding them like you could do with immortal ones ( hey were like a funny quirk, that you'd hit and nothing would happen, so you just ignored it!) . Now they actually stop everything and in combo with new gate lvl only a few heroes an get by these.