I wish the legendary of the second faction had cursed touch. Its the only one with skull damage reduction but doesn’t actually do the one mechanic needed for Hex Rat to work.
This team also has no come back mechanisms or resummons so I have very little faith in its survival in 3 or 4 rooms to reach the boss delves…
Fang Moor seems ok. A little complex. It’ll suck if any enemy had Infernal Armor though.
Interesting, now guilds will be able to set requirements on the guild sheet, which is perfect for competitive guilds. I wonder what other features will come to guilds with this new update (an online status light would be nice).
Most of the new guild features are still under wraps, at least for the next 48 hours or so.
A hypothetical thought for consideration… if the game to can now (as of 4.2) be programmed to understand weekly minimum guild requirements, how else might the game use and apply this information for guild management purposes?
That looks like the icon for the game in my system tray for the 4.2 beta. Perhaps 4.2 is coming sooner rather than later in December?
Whoa… somehow the team setting for starting/boss rooms in both Fang Moor/Dark Pit are already on Lyya’s site!!
Fang Moor
Start - Settite Hall - Setauri / Shaman of Set / Horned Asp / Horned Asp
Boss - Settite Shrine - Chief Dargon / Satauri / Shaman of Set / Horned Asp
Dark Pit
Start - The Pit Fight - Rattigar / Hex Rat / Hex Rat / Plague Rat
Boss - Dark Antechamber - Rattigar / Plague Rat / Hex Rat / Sledgepaw
Hmm. Shentang troops… two months away, I am irked already.
So there’s another Mercy clone, with this:
Lunar Eclipse Transform all Blue Gems to Yellow. Bless the first Ally. Give [Magic +1] Life to all other allies.
Seems hella strong… I guess Mercy is one life gain and four cleanses, but the latter is reactive. This is one buff and three life gains, instead, but that’s all proactive which is perfect for an empowered troop.
Though comparing to Mercy, for me, is still like comparing to a Mythic or something. What I’m really saying is Tai-Pan needs several buffs (yay poison one troop, that tiny damage-over-time totally goes well with whatever death combo I just empowered…).
On the other hand… the other Shentang troop doesn’t make sense to me at all. Trying to do too many things like Venoxia or something.
Omen of Change Transform Purple Gems to Red and Brown to Skulls. Bless 2 random Allies.
Seems okay. Another double transformer. But… its a Red/Yellow Divine/Beast. Traits include ‘Summon a lightstorm at the start of battle’, which doesn’t really go great with this transform move, and ‘Allies gain 1 magic on 4 or 5 matches’, which … doesn’t help this troop at all, so kind of poor synergy.
And its Divine/Beast typing means it can benefit from either Ishbaala or Forest Guardian giving a fast start, which seems like the right idea - but they’re both double transformers too and FG uses the same brown and purple lol. I don’t know what’s happening!
True true. With him, you can devour ANYTHING (Not immune) from Hall of Guardians and Sea of Sorrow and whatever the next new faction is. Oh I can’t wait to murder that Gargoyle and Silent Sentient… knowing my luck though, it won’t drop for me.
The devs are really missing out many oportunities to make things unique and interesting. There is some merit to use similar effects to offer variety, but after a certain point, doing it excessively just reflects poorly on their “Ideas Department”…