So, are you still happy, @devs???
Pathetic approach to the current event and situation!
So, are you still happy, @devs???
Pathetic approach to the current event and situation!
I think we are missing something with Journey.
The whole concept now with Journey is wrong.
The AI has handpicked teams from the entire GOW troop database, with all the effects potentially available, summons and scale. Letās think about that for a minute, every troop in the game could be fielded against you.
At the same time the player is handicapped by troop and colour restriction, with limited effects potentially available, other than starting potions AND needing to win within a time limit etc.
As a result, the whole change to Journey by nerfing pathfinder, has completely broken the playing field, which was severely tilted in favour of the AI prior.
The pathfinder(s) double damage is a scratch at even mediocre levels. Itās redundant, so not only are you forced by troops and colour, you are also fielding a troop thatās a blight.
A simple fix without hurting anything, would be to add to the pathfinder spell something that reduces a turn count. That way itās not overpowered looping madness, and unusable in the event. Maybe each cast reduces the turn count by 2 or 3. This allows it be used without any issue in the event desired and it can be buried after. Either that, or the troop has a 50% devour during the event, anything that is event condition viable. Atm the troop isnāt even a meatshield, it blocks the team.
Anyway, I wasnāt going to bother with suggesting any fix, they never read anything, but
the whole equilibrium has been shattered by a change lacking in any foresight whatsoever by the designers. Itās like taking 2 wheels away from a car, driving up a sheer cliff now.
We shouldnāt care about Journey, let them analyse rocks.
Iām doing Journey this week, but only because of the book rewards. It is easily the least enjoyable weekly event mode, and the higher level battles are just tedious. This week in particular Iām using 2 mythics and trying to finish this event without them would be that much worse. Even then through level 200 it wasnāt too bad, but Iām at level 370 now and still have 500 miles to go to finish the 10.5k.
I think this needs some combination of 3 changes:
The penalties in particular cause every battle to be more tense trying to beat the clock. If this were a bonus to the base miles (like the various rewards in PvP battles) it might feel differently, but right now it just feels extra punishing. If the event topped out around level 200 to clear all the rewards thatād probably be about right.
Wouldnāt a lot of the problems of Journey be solved if they just got rid of the turn count penalty?
I mean yes, purple Wargare isnāt exactly top tier fun, but it becomes less annoying without having to think about a not in-game turn timerā¦
After that, adjusting the level scaler to cap at some point would help with some of the rest of the problems.
Absolutely yes.
If they still insist on the gimmick, potentially cover it with some turn reduction idea based on playing with the troop.
I feel like the whole gimmick of journey is about trying to go as far as possible, and the enemy troops arenāt supposed to be trying to kill you, just slow you down and keep you from going as far, so I get the idea that you āloseā distance based on their actions. So, if they slow you down for excess turns or kill your troops, it cuts the distance you travel. If the devs want that to be the gimmick for this mode, that makes sense.
But, then why not have some way to let us combat that? Theyāre giving us bad troops and restrictions that make the fights harder, ensuring we lose distance, but donāt give us anything to undo that. The pathfinder troop increases the miles earned, but by a flat rate, AFTER penalties. I really prefer the idea that it cuts the penalties as well. GIven that it got a massive nerf, they should have boosted it somewhere else to balance the troop, but they havenāt. So, adding an effect to casting it, that reduces the penalties gained, like summoning a troop if one has been killed, or reducing the turn count for the battle so we donāt lose points for taking too long, would be a huge step towards balancing the mode.
Hell, lean into the risky nature of using the troopās spell and have it just give us miles each time we cast it. Since we could lose the whole fight every time we cast it at high levels, getting something worthwhile for taking that risk would be worth doing.
But just something, rather than expecting players to drag a deadweight troop through increasing tougher battles for terrible rewards because they crippled a game mode by balancing a set of troops for other game modes and never fixed this one.
If the devs insist on keeping the penalty for too many turns or lost troops, then at least have the base miles increase as the event progresses. For example, every 5 battles won should add 1 more mile to the base amount for all battles. That way, after 50 battles you would still get the same amount of miles with maximum penalty as the beginning battles with no penalty. And from 55 battles won and onwards, youāll always earn more miles than the beginning battles regardless of penalties.
The rewards are good and I liked the event at the start. It was a bit boring, but 7,500 points were easy to score.
I wrote above that maybe they just canāt fix something and donāt understand how.
Digital Bros / 505 Games announced to lay off 30% of all employees.
Perhaps since December or January we have a new team of developers who canāt fix something so quickly. For example, in December they were unable to restart the campaign for 20 days. This is the main source of income. And itās strange that they refused donations themselves. Strange bugs appeared with broken spells and traits, as if they had forgotten how to do simple things. Theyāve been trying to fix the Guild War for few months. Theyāre making changes and they donāt even realize what theyāre going to cause.
We are writing complaints about the event and suggestions for improvement here. But maybe they canāt do anything anymore. Maybe this is all speculation, but when problems are in the game, good devs try to fix them quickly. We need to see the date of the next update.
And in such situation, it would be easier to give rewards in daily tasks, and replace Journey with a world event. Even new troops are not needed for a world event. At the moment, the Journey looks like a broken event, where the efforts of the players are wasted. We have to guess if they donāt want to fix it or canāt. Or they donāt care and they just want to burn more of our time. The event in this form causes disappointment and anger of the players.
You are new here, right?
The issue with this mode is as the battles get harder the points actually are less so easy battles reward same points as hard ones but the kicker is there are turn and troop loss penalties and as it gets harder there is no way to avoid the penalties. Turn penalties should be raised immediately because today every battle I did I got a penalty. They need to fix this mode or do away with it.
# | Enemy LVL | Base Miles | Final Miles | Difference | |
---|---|---|---|---|---|
1 | 12 | 30 | 90 | 0 | |
2 | 15 | 35 | 105 | 0 | |
3 | 17 | 30 | 90 | 0 | |
4 | 19 | 30 | 90 | 0 | |
5 | 27 | 75 | 225 | 0 | |
6 | 29 | 30 | 90 | 0 | |
7 | 32 | 35 | 105 | 0 | |
8 | 34 | 30 | 90 | 0 | |
9 | 37 | 35 | 105 | 0 | |
10 | 45 | 75 | 225 | 0 | |
11 | 48 | 35 | 105 | 0 | |
12 | 51 | 35 | 105 | 0 | |
13 | 54 | 35 | 105 | 0 | |
14 | 58 | 40 | 120 | 0 | |
15 | 66 | 75 | 225 | 0 | |
16 | 69 | 35 | 105 | 0 | |
17 | 72 | 35 | 105 | 0 | |
18 | 76 | 40 | 120 | 0 | |
19 | 78 | 30 | 90 | 0 | |
20 | 86 | 75 | 225 | 0 | |
21 | 88 | 30 | 90 | 0 | |
22 | 92 | 40 | 120 | 0 | |
23 | 94 | 30 | 90 | 0 | |
24 | 98 | 40 | 120 | 0 | |
25 | 106 | 75 | 225 | 0 | |
26 | 110 | 40 | 120 | 0 | |
27 | 113 | 35 | 105 | 0 | |
28 | 116 | 35 | 105 | 0 | |
29 | 118 | 30 | 90 | 0 | |
30 | 126 | 75 | 225 | 0 | |
31 | 128 | 30 | 90 | 0 | |
32 | 131 | 35 | 105 | 0 | |
33 | 135 | 40 | 120 | 0 | |
34 | 137 | 30 | 90 | 0 | |
35 | 145 | 75 | 225 | 0 | |
36 | 149 | 40 | 120 | 0 | |
37 | 153 | 40 | 120 | 0 | |
38 | 157 | 40 | 120 | 0 | |
39 | 159 | 30 | 90 | 0 | |
40 | 167 | 75 | 210 | -15 | Champion of Gaard |
41 | 169 | 30 | 90 | 0 | |
42 | 171 | 30 | 81 | -9 | Kharybdis submerge |
43 | 173 | 30 | 69 | -21 | devour |
44 | 175 | 30 | 90 | 0 | |
45 | 183 | 75 | 225 | 0 | |
46 | 187 | 40 | 120 | 0 | |
47 | 190 | 35 | 105 | 0 | |
48 | 193 | 35 | 105 | 0 | |
49 | 196 | 35 | 105 | 0 | |
50 | 204 | 75 | 225 | 0 | |
51 | 206 | 30 | 90 | 0 | |
52 | 209 | 35 | 90 | -15 | summon on death, impervious |
53 | 211 | 30 | 90 | 0 | |
54 | 213 | 30 | 90 | 0 | |
55 | 221 | 75 | 225 | 0 | |
56 | 225 | 40 | 120 | 0 | |
57 | 228 | 35 | 105 | 0 | |
58 | 230 | 30 | 87 | -3 | |
59 | 234 | 40 | 120 | 0 | |
60 | 242 | 75 | 225 | 0 | |
61 | 247 | 40 | 114 | -6 | |
62 | 252 | 40 | 117 | -3 | |
63 | 255 | 30 | 90 | 0 | |
64 | 258 | 30 | 90 | 0 | |
65 | 268 | 75 | 225 | 0 | |
66 | 272 | 35 | 105 | 0 | |
67 | 275 | 30 | 90 | 0 | |
68 | 280 | 40 | 120 | 0 | |
69 | 283 | 30 | 87 | -3 | |
70 | 293 | 75 | 225 | 0 | |
71 | 296 | 30 | 90 | 0 | |
72 | 299 | 30 | 90 | 0 | |
73 | 303 | 35 | 78 | -27 | summon on death, summon |
74 | 306 | 30 | 78 | -12 | summon on death |
75 | 316 | 75 | 213 | -12 | Plague damage reduction |
76 | 321 | 40 | 120 | 0 | |
77 | 324 | 30 | 90 | 0 | 1 lost attempt (Sileni Guard barrier and Luna stuff) |
78 | 327 | 30 | 81 | -9 | |
79 | 330 | 30 | 90 | 0 | |
80 | 340 | 75 | 213 | -12 | Jotnar barrier |
81 | 345 | 40 | 120 | 0 | |
82 | 349 | 35 | 105 | 0 | |
83 | 352 | 30 | 90 | 0 | |
84 | 356 | 35 | 105 | 0 | 1 lost attempt (dead Wulfgarok + Egg Thief infinite summon) |
85 | 366 | 75 | 222 | -3 | |
86 | 369 | 30 | 84 | -6 | |
87 | 374 | 40 | 117 | -3 | |
88 | 379 | 40 | 120 | 0 | |
89 | 384 | 40 | 114 | -6 | |
90 | 394 | 75 | 225 | 0 | |
11265 | -165 |
Only T4 this time instead of my usual T6 purchase.
I (endgame stats, just to make sure you know) started with Crescendo/Phenix and switched to Wulfgarok/Spirit Fox/Tricksterās Shot/pathfinder on game 44; particularly interesting reasons for losing miles noted, otherwise itās simply being slow.
While one might argue that the total miles loss is nothing too significant and whatnot else, itās annoying to
pray for opening explosion to provide mana and board so as not to waste too much time on filling the troops;
pray for the game to provide Spirit Fox with gem convert patterns;
pray for something to refill Spirit Fox;
pray for pathfinder (when softening up devour target for Wulgarok) to land measly amount of gems in any useful configuration;
pray for the next thing.
My guild got the books. Thatās that.
Yeah itās absolutely futile. I played in hard mode without Elementalist and so it cost me miles and miles. I did a T4 too.
The potions are actually borderline pointless any more too. Sure, early on, but if your best troop has a damage range of around 90 so it can devour, itās going to be an uphill battle, because you want those devoured stats on Wulfgarok right? So itās a 2 hit at T4, at T5 it would be 1 skull by the end of today and itās dead. I also didnāt want no attack from entangled devours, so went with Thief for Marks etc, after playing how it should have been played with Wargare hero for a while and lost interest.
I wonāt be doing T4 next time. The restrictions are out of step. The Journey troop looped twice with 4 purple wargare.
Itās a pointless game mode. All it does is further contribute to burn out and disappearing players.
Thereās your feedback devsā¦
just a point of reference from my guild:
91 battles 11,376
90 battles 11,361 <ā me
98 battles 11,310
91 battles 11,136
I canāt say I love seeing these variances in scores in battles, considering I canāt stand the more work for less points pvp situation either.
I used
Timberwolf
Doomed Voulge - Spiritwalker
Keeper of the Path
Wulfgarok
Doomed Voulge was worse than I expected and trying to loop with 1 or both of those troops was some of the least fun Iāve had in a long time. About the only good news was that between the Voulge and Keeper, it was easy to keep most things in Wulfgarok kill rangeā¦
Who thought Purple Wargare was a good idea for core gameplay in Journey?
Really Nasty Gnomes!
Highlighted something in your post there that I doubt actually happened.
My guess would be
Mine in this journey is 92 battles (shop T4), 11445 points, with the team Timberwolf, Keeper of the Paths, Death Kell / Spiritwalker, Fenix. ([7478,7479,1087,7289,3072,3,2,3,1,2,1,0,14036])
I tried Tricksterās Shot in a battle somewhere around 70th, and found itās too slow. So I switched back to pathfinder and death knell as main firepower. Losing miles started as early as 20th battle, and became common by about 60th. By 80th battle it was rare to not lose miles.
I got the books and basically stopped caring. Iām not into long battles for few points but I digress.
My guild (PS4) got the last portal done a few hours ago. I purchased a Tier VII this afternoon to help with that push, but those battles against Level 800+ enemies are NOT fun. But I had a lot of help from my guild, everybody contributing a decent number of miles.
My team was Keeper / Wand of Stars (Elementalist) / Fenix / Wulfgarok, the idea being to keep spamming the hero to fill the others, using Fenix as my primary damage-dealer, with Wulfgarok there for his 3rd trait plus the ability to target a kill/devour at an opportune time to take two enemies down. Itās slow, and I started losing miles on a very regular basis after Level 200 or so, but it was tolerably effective.
Although I never thought Iād stare at my television screen wondering how the #&!^#%*#!! my team was obliterated in two casts from Brian the Clucky. At level 550 or so; that was the first time I dropped a match during this Journey.
Devs the week prior to next journey: data shows that guilds still manage to complete all rewards therefore no changes are needed.