[not a bug] Expel Blessings Doesn't Dispel ALL Enemies

Platform, device version and operating system:

XBox Series X

Screenshot or image:

In this Delve battle, bottom two enemy troops have Submerge. After Expel Blessings activates, only the bottom troop loses Submerge. It activates right after Holy St Astra casts.

In this Explore battle, the top and bottom troops have Barrier before Expel Blessings activates. Afterwards, the top troop still has it. It happens right after The Empress casts for the second time.

What you were expecting to happen, and what actually happened:
In update 9.3, the text for the Expel Blessings capstone in the Astral Spire was reworded to have an individual chance to dispel ALL enemies at the start of their turn. However it can dispel just one troop, when it’s supposed to dispel all.

How often does this happen? When did it begin happening?
I first noticed it after 9.3.

Steps to make it happen again
Fight an enemy team that applies positive status effects to itself. Play until Expel Blessings activates and observe that enemy team is only partially dispelled, with some troops retaining their beneficial status effects.

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Same here:

:vulcan_salute:

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I think it was mentioned in the patch notes:

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very fascinating:

I’m pretty sure I read the expel thing on the forum version of the patch notes too, so at some point it disappeared.

I’ve actually experienced both the Time Warp Capstone bug with the opponent not losing their turn and the Expel applying to only one enemy troop after the 9.3 update.

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It was removed from the patch notes after the Production team mentioned it is intended, it only applies to one troop at a time at the start of their turn.

I totally can see how this still reads like it applies to all enemies.

It works as though the text was 20% chance to cast Dispel on an Enemy, when their turn begins or on a single enemy.
So, at the start of the opponent turn, it will fire off against each troop, each troop has a 20% chance to be dispelled. There is a possibility you dispel the whole team, if each single opponent troop succeeds that 20% chance.

“Cast dispel on all enemies”
That’s pretty clear. If that’s wrong, it needs rewording, because there’s no way anyone is looking at that and thinking you mean it does NOT cast dispel on all enemies.
Surely it should read like Piscea’s spell or any of the others that work that way, and state a 20% independent chance per enemy to cast dispel on them.

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Already passed that feedback on this morning.

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It looks like it will be updated to say “independent” instead of “individual”

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“each enemy” instead of “all enemies” may also be preferable.
:vulcan_salute:

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So it’s a 20% chance to hit 1 enemy then? Makes the capstone kinda useless. And really overpriced. Someone needs to make a phone call and ask for a revision …

no. I explain, each troop has a chance.

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Ok, that’s much better. Not as good as before, but also not useless anymore. Thx for clarifying that.

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I’m glad you can totally see that because that’s CLEARLY what it states. An individual (i.e. one) chance to dispel ALL enemies. Not separate chances to dispel each enemy, which works out as a 1 in 625 chance to dispel the whole team.

Also, previously, it clearly stated the dispel happens on “my” (i.e. the player’s) turn when it was on the enemy’s turn. When this was reported, we were told that’s how it’s meant to work.

It kinda feels that every time this capstone is found to behave differently than stated, they come back with, “Oops, it’s MEANT to do this” instead of fixing it. Really feels like there’s some gaslighting going on.

Dispelling ALL enemies at the start of the PLAYER’s turn (as was originally presented) is MUCH more useful than dispelling SOME enemies at the start of THEIR turn. I feel we were really misled on this capstone. The effect was mainly useful when you wanted to cast an AoE spell on a fully barriered or submerged team. Now it’s fairly useless for that.

Also I never noticed it dispel only one enemy before 9.3.

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Hi Jeto,

Happy Friday to you! :star_struck:
Would you please confirm if the intention was for this happens when MY turn begins or THEIR turn begins?

Previous version:

Updated version:

This would make a big difference to the Capstone, because if it happens when the Enemy turn begins, they can still submerge/bless/etc. themselves again before the start of my turn.

Whereas if it happens at the start of my turn, I will be able to hit them with a spell that attacks all enemies if they are not submerged, for example. This gives me the advantage.

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I’m not Jeto, but I can confirm it activates on the enemy’s turn, not yours. Yes, this is much less useful.

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Thank you @Theoden :yellow_heart:

That’s a bit disappointing since it would be much less useful (as you said). I am hoping that it might be a bug since the original wording was at the beginning of the player’s turn. :folded_hands:

I already reported it as a bug and it was dismissed as working as intended, just like the issue in this topic, despite the in game text directly contradicting it.

Call me a cynic, but I’m inclined to believe it is a bug, and they’ve simply decided it’s easier to leave it as it is and claim working as intended rather than actually fix it.

Although if it really is working as intended, I don’t know how that original text that you screenshotted was even remotely supposed to be accurate. Those of us who bought the capstone based on that were deceived into wasting a lot of star stones.

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Imaging buying star stones with money and then they change the node XD.

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That’s what happened to me. No need to imagine. :shushing_face:

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Whether it’s now working how the dev’s intended or is just way to get around fixing it the way it now ‘works’ is completely different to how it was worded to work.

So what compensation will be be getting for the miss selling of what this does as if this was what it said/worked at the outset the decision to unlock would have been different

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