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Maerique

It's 100 times more likely You'll Hit the Jackpot than Flare will Fix a Problem!

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I started to remove stat of a kickback aura ring and will keep track of the outcome. For the record, I am looking for either skull, farm or luck gear.

According to wikia (hint, this is why these pages must be kept up to date) I have following odds on a ring

  • Life drain 18%
  • XP boost 18%
  • Skull bonus 6%
  • Luck 12%
  • Troop damage bonuses -> remaining % divided over some troops.

I will check if those stats can be found (skull for sure) and keep you informed. When I find one of these, I will add the complete list of removed stats I have found.

Here the list so far

  • XP gear
  • Arblaster damage
  • Ogre
  • XP gear
  • Life drain

 

Edited by Dena4

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I have two kickback rings and tomorrow I removed ice and what I got on first attempt? Skull perk, what a lucky person I am.

Will also forge that second aura ring and hope to get luck perk on that. Will first check if that's a possibility to retrieve.

Edited by Dena4

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On 2/17/2018 at 3:53 AM, Dena4 said:

I have two kickback rings and tomorrow I removed ice and what I got on first attempt? Skull perk, what a lucky person I am.

Will also forge that second aura ring and hope to get luck perk on that. Will first check if that's a possibility to retrieve.

Damn!  You're lucky!  I've quit trying until I hear they fixed the problem.  Maybe it's not a probably for everybody or every system, but I already have a whole other item that started cycling!  So I'm just done! 

@GalaMorgane, @FTB, any updates coming up that fix this problem?

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48 minutes ago, Maerique said:

Damn!  You're lucky!  I've quit trying until I hear they fixed the problem.  Maybe it's not a probably for everybody or every system, but I already have a whole other item that started cycling!  So I'm just done! 

@GalaMorgane, @FTB, any updates coming up that fix this problem?

Yes I was indeed fortunate. It most times happens when I don't expect it. To be honest, on one ring I removed the perk immediate afer getting wrong one. Maybe that's not smart. Better wait till cool down is over. The other one I first forged up to range and then tried. I didn't expect a skull perk, so I was happily surprised to get that. 

On the other side, I am very unfortunate at cof during war season. 2 out of 3 give a failure on first chest. But that's a other story.

To get my final farm perk, I literally have forged plenty of items of that kind up to uber. Have seen every other stat at leat three times, including skull gear. It were just pearls I wasted. Still... I would feel it more fair that after removing a perk, that perk will not show up amy more, unless all perks are gone. This would prevent cycles. That we could have bad luck, fine. But we would know we get the perk we want eventually.

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21 minutes ago, Dena4 said:

But we would know we get the perk we want eventually.

Why not get the perk we want right off the bat via a "design your gear" function of some sort at the blacksmith? Hell, you can even charge gems for it, if you must. Or is that going too much in favor of the player in this casino simulation game?

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1 hour ago, JiggleFizziks said:

Why not get the perk we want right off the bat via a "design your gear" function of some sort at the blacksmith? Hell, you can even charge gems for it, if you must. Or is that going too much in favor of the player in this casino simulation game?

From the point of view of flare it's important not every player gets directly what he wants, otherwise we would only need to buy pro or uber gear and turn both perks into the ones we want. That would make buying chests less interesting. 

Take my kickback aura ring with skull perk on it for example. I am fortunate to have it and others want to have it also. By just giving it away (even for 500-1000 gems) it would no lo ger be a rare combination. Since it's really hard to get, it works best for flare when players want what others have. Then it makes players spend gems to get it also.

And say for yourself, 6% chance to get it means average of 16 failures, before we get it. That means 16 removals and maybe even gems for skipping cool down. So from point of view of flare I can understand it, players who really want something, will spend gems. I also needed to remove a perk 6 times before I got it. Players who don't waste gems on that, won't have that combination. But now I tell it in my team. Others also will try and be less fortunate.

As a player I would like to pick the perk I want immediately, for flare it's not an option, otherwise everyone just needs to find a unique perk (or buy it from pro shop) and .... I already told that just a moment ago, change both stats to whatever is required.

It would cost no time and energy to complete any wardrobe, be it wind, skull, xp, farm, luck, gold or even troop or spell perks on complete wardrobe. So how bad I also want this, it is not likely that it will be ever implemented. A lot of paying players will skip the cool down and remove and forge again. That is what flare hopes, that some players invest a fortune to get something special by either buying uber chest packages and then spend even more cash to get unique items or just remove a perk and even skip cool down to get it faster. 

Say for yourself, if you failed a couple of times and need to wait for almost 7 days, some players don't want to wait that long, they want it now. They skip the cool down, retry, get frustrated on a next failure, repeat and after many attempts finally get the item. They are happy then and don't care for the small fortune on gems spend.

Edited by Dena4

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Fair enough. It's pretty obvious by now flare won't be making a single cent off me like ever (which may be why they never listen to what I say :P) but if others are okay with being played like that, it's not my place to argue. :)

I still think having a blacksmith that makes custom items you design yourself would be cool.

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