I don’t think I mentioned using them in events. But there are some events where most of the cards I have are kind of poop. Did you use Todd in the last event? Because I did. These cards that just got changed are a lot more accessible than mythics
A lot of last week would have been pretty miserable without Todd.
yes i had two of him for late underspire
I was prepared to ignore future Journeys if you made new Pathfinders crap but this was too much. Punishing players for your mistakes is ALWAYS WRONG, you allowed this to happen and continue for quite some time. Revert the nerf to the older Pathfinders.
see i am indifferent to the nerf, outside of journey this is a welcomed change. But in journey its different many rely on the troop to stay under the 10 turn limit. its not a case of difficulty just troop selection. this event i am using aoe true damage with ruby Macaque and hoping for an extra turn from a storm.
Wow - just Wow.
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This proves that you don’t test your own game or know your own game
Not that I was in any doubt.
But by this statement you show it. Had you tested it, you would know the impact on the game. -
So reliable looping is a problem for the devs now. Why introduce looping troops then?
Goblins - have been looping for years. Several other team combinations are looping. Empowered Converters…
Congratulations on making Adelwing and the other nerfed Journey troops shelves troops. They have joined so many other useless troops.
Congratulations on making Journey event to a more hated Guild event.
Before this nerf higher level fights were looong and boooring but at least possible because you could loop to victory.
I personally don’t mind making new teams and new setups, but I can’t see how we can win in maximum 10 turns - in higher fights with the current restrictions. Some might sure, most wont be able to unless you also put in a new mechanic we yet havn’t discovered? Yes I know I am probably being too optimistic
You made it too restricted and the only decent thing to do, if you insist on Journey troops being too loop reliable: NO PENALTIES for using more than 10 turns. No miles deducted.
I even forgot about Todd for the underspire.
It’s still a nerf that I absolutely do not understand.
They could at least have dropped the journey punishment mechanics.
Does any other guild event punish you for getting higher?
Not even pvp punishes you, for all its scoring flaws. You get bonuses for certain things but don’t lose anything from your base VP reward.
No you just get punished for playing the game in the first place. The loops at least helped with maxing the bonus rewards.
Great suggestion about changing the mechanics of the spell in PVP only. The problem is that would require thought, effort, and some sort of play testing all 3 things that the DEV’s are not willing to do…
A little over the top don’t you think? Nobody knows how to make subtle adjustments anymore. You went from making 15 gems (+1 Shiny) at a mana cost of 12 to creating 10 (+1 Shiny) gems at a mana cost of 15. 5 less gems created and 3 more mana to cast is too drastic of a change.
When both reducing the boost value that much and increasing the casting cost, it would have actually been better to increase the base number of gems created by 1 rather than reduce it. Troops that create 12 or 13 gems at a cost of 15 would be noticeably weaker than the original 15 or 16 gems for 12 mana, but still not completely useless.
I’m also expecting a shiny key refund. I’ve spent my shiny keys looking for pathfinder tokens, and would not have spent them if I’d known they’d be nerfed like this.
Shiny keys gave become much less interesting.
There are very few troops besides of the old pathfinders that were/are interesting to get to shiny.
May change in the future but I’m sure many would have spent neither money nor keys on these troops as they’re now.
It only took (nearly) 2 YEARS until you realise how “broken” or cheesy these troops are. Chalcedony was released on July 2022.
How are they supposed to know? From reading feedback in the community?!?
This month, they had a look at the Pvp numbers for the first time in years, and they noticed, that some troops are stronger than others. Who knows, maybe they will even notice, that Elementalist is, for some obscure reason, a much more popular class than others. Just give it another year or five.
P.S.: Hadn’t we had the [Not a bug] → [We fixed it] pattern with the Maze banner after two years too?
So if Gems is Badger, Badger Badger, are we the Mushrooms, Mushrooms? They say they’re kept in the dark and fed on sh… aaah, damn straight that’s us. So Snake… Snake? Ooooh, Snake.
same as i said in this or another post, i specifically saved for pathfinder troops
That’s what’s suss. The reasons given don’t sit right. They don’t align with reality and the timescales involved are laughable.
Ulterior motives then. What’s the reasons they want pathfinder loopers nerfed into suicide squad material that nobody will ever want to touch again?
Maybe they don’t like how F2P-friendly the existing ones could make the early game and seek an even more miserable, confusing experience for new players as long as it hauls in more money.
Or maybe they finally realised a live game like this thrives on content creators keeping people invested, so they’re sucking up hard and giving them renewed (Crisp) purpose and more opportunity to make content people actually need to go seek out when the answers are less obvious. SinnyCool said as much on his stream today: this is good for him because it gives him more reasons to do what he does, his services are going to be more in demand. And I mean, damn… even Honest Rob can’t just keep saying every single new troop is the best thing since sliced Sparkinator indefinitely, people might catch on.
I clearly don’t watch any YouTube channels about this game. And if the game gets worse every few weeks without any need, while real issues like the massive PvP lag or the non visibility problems since the latest graphic design changes aren’t addressed, I’ll probably spend less time and money on GoW, just like so many of my former guild mates who quit already and took their purse with them. @Kafka
Maybe, but I don’t see a good way of implementing that. There are not many traits whose in-battle mechanics differ explicitly between game modes, and they’re mostly just minor stat buffs.
Kafka did in fact respond to this type of argument earlier in other threads (added emphasis mine):