4.6 Forced Update Incoming (And Explore Difficulty Fix)

From 80% cleanse for 3 Medals.
To a less than 20% for 3 Medals is 50% less than having one medal equipped.

I disagree. I think they’re just making :poop: up now and playing it off like “oh haha oops my bad” because so many people complained. They had a day and a half last week to fix it but didn’t. I call BS


You have a 10% chance to cleanse with nothing. What a waste of time. Getting stupider and stupider if that’s a word. So let’s see people played all week to get Medals then the people that did not play threw a fit and got a 75% Nerf to them. My goodness. I have not seen a Nerf like this since the Gnomes had their loot slashed.

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Total chance to cleanse on any given turn based on when last status was inflicted. Cumulative chance for any single cleanse to fire shown, but the independent chance is shown for each turn (not the total cumulative chance to cleanse since the status was inflicted).

Pre-Nerf, 40% medal:

Turns Since Last Status Auto Cleanse 1 Medal 2 Medal 3 Medal
1 0.00% 40.00% 64.00% 78.40%
2 10.00% 46.00% 67.60% 80.56%
3 20.00% 52.00% 71.20% 82.72%
4 30.00% 58.00% 74.80% 84.88%
5 40.00% 64.00% 78.40% 87.04%
6 50.00% 70.00% 82.00% 89.20%
7 60.00% 76.00% 85.60% 91.36%
8 70.00% 82.00% 89.20% 93.52%
9 80.00% 88.00% 92.80% 95.68%
10 90.00% 94.00% 96.40% 97.84%
11 100.00% 100.00% 100.00% 100.00%

Post-Nerf 10% medal:

Turns Since Last Status Auto Cleanse +1 Medals +2 Medals +3 Medals
1 0.00% 10.00% 19.00% 27.10%
2 10.00% 19.00% 27.10% 34.39%
3 20.00% 28.00% 35.20% 41.68%
4 30.00% 37.00% 43.30% 48.97%
5 40.00% 46.00% 51.40% 56.26%
6 50.00% 55.00% 59.50% 63.55%
7 60.00% 64.00% 67.60% 70.84%
8 70.00% 73.00% 75.70% 78.13%
9 80.00% 82.00% 83.80% 85.42%
10 90.00% 91.00% 91.90% 92.71%
11 100.00% 100.00% 100.00% 100.00%

The pre-nerf numbers kinda aren’t ok if we want statuses to be a thing in PvP. I know theres a lot of debate on whether or not they even should be a thing in PvP, but I think its pretty clear that they kinda aren’t with those medals unless stun is involved, which is a really dumb interaction.

Post nerf though… ehh… those numbers don’t look so good.

If they stacked additively and were lumped in with auto-cleanse mechanics, the new numbers wouldn’t be that bad. As it stands, you are still probably going to want to bring a dedicated cleanser to counter non-dedicated stray statuses, since more badges doesn’t really increase reliability by all that much, which is the primary thing people would be looking for. Also, stun wouldn’t turn them off.

Same post nerf numbers but additive stacking and preserving existing auto-cleanse mechanics/not implemented as a trait:

Turns Since Last Status Auto Cleanse 1 Medal 2 Medal 3 Medal
1 0.00% 0.00% 0.00% 0.00%
2 10.00% 20.00% 30.00% 40.00%
3 20.00% 40.00% 60.00% 80.00%
4 30.00% 60.00% 90.00% 100.00%
5 40.00% 80.00% 100.00% 100.00%
6 50.00% 100.00% 100.00% 100.00%
7 60.00% 100.00% 100.00% 100.00%
8 70.00% 100.00% 100.00% 100.00%
9 80.00% 100.00% 100.00% 100.00%
10 90.00% 100.00% 100.00% 100.00%
11 100.00% 100.00% 100.00% 100.00%

A two-turn (3 with curse) average expectation for status sticking (if you aren’t reapplying them) going up against three stacked badges in PvP is plenty long enough to set up whatever you need to. And any status based strategy could still be effective on those that don’t have dedicated cleansers. Beyond that is pointless stalling. This would also make them still viable in PvE content, since you are still cutting the average turns you are expected to be inflicted with a status significantly (as well as reducing the max turns, and covering stun). But if you are expected to be bombarded with statuses, you’d obviously still want a cleanser, because not only do you have to cleanse a lot more but your timers would keep getting refreshed.

Going to say it again - having any cleanse at the first turn just serves to make certain setups unreliable randomly, like using root trap and/or snap freeze to protect against a much stronger opponent while you set up your slightly slower “punch up” combo. And now that its a small random chance, its going to be even worse since players are going to remember every time their setup just failed randomly but an AI isn’t ever going to care.

Edit: Medals, not badges


Yeah that mail is BS. They have had it like this for how long with the devs, beta testers, and QA all playing with it but now that a few people complain it was suddenly bugged.

If it wasn’t working as intended why bother saying you will look into it and makes some changes.


An arising question then would be: when is all credibility permanently lost? And what does that mean going forward?

Pretty sure it was lost a while ago but my opinion doesn’t matter so, meh :wink:

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Calling all devs. You broke the game. May we have our classes and such back in a timely fashion?!

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Wait, now its a “bugfix”? I remember someone commenting that they stacked additively in beta at 40% and they already “fixed” them to their pre-nerf form. I have to wonder what the original intent was for this to be a “bug”. Maybe 40% more cumulative per turn chance (of the 10% base, so 14% > 18% > 22%? or 14% > 19.6% > 27.44%). A properly implemented version of the latter wouldn’t have even been that bad, honestly… if we had it from the start.

Even if the “bug” was “they weren’t supposed to stack”, thats a pretty ridiculous chance for disabling statuses on the very turn they are inflicted, which would still make setting up with status in PvP largely unviable, so if that wasn’t their intent the whole time… I don’t really know what to say. Even if they intended 40% and unstackable from the start, the medals should have always been “40% chance to resist an incoming status effect”, so at least you’d know whether or not a status is on an opponent is going to stick or not. The two turn auto cleanse minimum exists for a reason, inflicting a status and then having to guess whether or not it actually stuck isn’t exactly fun.

Please tell me the “bug” wasn’t “we had no idea the impact even a 40% multiplicative stacking auto cleanse would have”… right? Right? Please?


So this medal gets addresses within a week but delves are still hard as hell. Can we get the complainers about Cedric’s medal to turn their attention to the ridiculous faction delve gold requirements

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I suspect someone thought it would increase the stacking auto-cleanse base chance by 40%, from 10% to 14% (1 medal), 18% (2 medals), 22% (3 medals). Still makes me wonder how much of the beta feedback is actually read and understood.

What i find hilarious are the ppls accusing those that “complained” (stating the truth is complaining seem when you say status effects was literally useless) for the nerf, like they do things based on few ppls complaining on the forum and NOT cuz they seen everyone in game equipped only those lol.

Btw i still got 3 equipped and they still work decently, just not in a hilarious way like before.

Not really sure about which delve cedric helped so much, rat one maybe.

But yes gotta say that fix “sux”, after a year i swapped my gw defs from a “themed” (had the dooms of his color on each day) to some meta defs that actually got HELPED a lot by cedric (truffle anyone? good luck use freeze to stop it, ropedart too, L&D too in days where there’s no mass stunners) and now should maybe go back to dooms? nah, am too lazy.

Kinda hilarious too tbh see “veterans” cry about how hard are tod, invasion and raids that are a joke actually…


Funny enough, to read the forums…

Now : why did you neeeeeerff? insert cryface.

Gotta say that the gow community is one of the most paradoxal gaming comunities I’ve ever been in (both in good, and in bad ways)…

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Man, even that is starting to look decent. Slightly worse chances starting out, but they quickly eclipse what we have now, but you can’t cleanse turn 1, and stun won’t cancel it. That seems appropriate.
Can we have that, please?:

Turns Since Last Status Auto Cleanse 1 Medals 2 Medals 3 Medals
1 0.00% 0.00% 0.00% 0.00%
2 10.00% 14.00% 18.00% 22.00%
3 20.00% 28.00% 36.00% 44.00%
4 30.00% 42.00% 54.00% 66.00%
5 40.00% 56.00% 72.00% 88.00%
6 50.00% 70.00% 90.00% 100.00%
7 60.00% 84.00% 100.00% 100.00%
8 70.00% 98.00% 100.00% 100.00%
9 80.00% 100.00% 100.00% 100.00%
10 90.00% 100.00% 100.00% 100.00%
11 100.00% 100.00% 100.00% 100.00%

(Who am I kidding, its probably one of those things like “we didn’t realize gem explosion upgrades shifted the board before matches were considered before we slapped them on a ton of weapons and released them like that and later had to hastily put in a fix that actually works with our engine while ignoring the fact we still do random gem destroy/creation”)


Nah, that’s just the “f*cked if you do, f*cked if you don’t” rule. Like if you’ve ever designed a user interface, it’s basically guaranteed that no matter what you do, the majority of users won’t like it. :stuck_out_tongue:


Its different people asking for different things.

I just think this was done poorly.

40% may have been too high. I don’t care.
10% is way too low and hardly noticeable.

The best solution would have been leave it at 40%, but don’t have it stack/do separate checks. Frees up 1/2 medal slots without the feel bads attached to lowering the natural rate.


Tho is not that simple.
There’s already a natural 10% chance/turn to cleanse. The medal’s doubling that straight away, for every troop, basically every turn.

It’s enough to give cleanse an stable edge vs status effects.

3 medals was something like 80.4% chance (with natural cleanse) to cleanse first turn, and 96% by second turn.

2 medals was somewhere between 60% and 70% for turn 1, and 90% turn 2. (2x cedric and 1 anu for example).
Now, the rates for 3 medals and natural cleanse are 34.39% turn 1, 61.7% by turn 2.
2 medals is 27.1% turn 1, 47.2% turn 2 still pretty good. Not borken like before. But good

You should recheck your math. Your % for 2nd turn are way off
Or take a look at the tables posted above

Id like to know how those % values were calculated.
P(cleanse)=1-(0.9^m X 0.9) [m is number of medals] the “0.9” is natural cleanse failure