Because the Adventure Board is geared towards less advanced players, I think they shouldnt lose a full task worth of items each day to accomodate this feature. Jeto’s statement of not introducing more forced battles a day is fair so buffing is the alternative that came to mind first.
For me, Gems every now and then. Some deeds. Gold/Glory. I do most of them out of habit except for the traitstones. But for a newer player, it’s a more impactful loss and in my opinion shouldnt be lost.
I still remember the snotstone days. 300 troops for useful stuff. It’s been super simplified and reduced into whatever this Adventure Board currently is.
This makes NO SENSE at all. So, if I have this node and I match 3 skulls, I can get an extra turn, but if I match 4, I can NEVER get an extra turn???
Shouldn’t the node trigger separately from the frozen ability all the time, or none of the time? Why does it only work some of the time.
Feels bugged and you’re apparently building it like that. On PURPOSE???
If you are frozen and you have that bonus unlocked, then yes you have the chance for extra turns applied.
As the Frozen status already exists and prevents you from getting extra turns from +4 matches, rather than that ability not existing or changing an existing status.. there is both
If your first troop is frozen, you can still trigger extra turns with a 3 match, but if you match 4+ while frozen, this it will not trigger.. just like currently, where you don’t get extra turns from being frozen
I take the frozen status effect as “you don’t get an extra turn if matching my colour or I make an attack or spell, when it normally would trigger one”.
So, either the node should be bypassing that, or it shouldn’t.
Why bypass when matching 3 skulls, but not when being more skilled and matching 4? Or 6? Or 12?
That’s punishing better play, right??
It depends. If I’m going against an elementalist hero, quite often, for example. I’ll want to remove frozen, but there’s a good chance I could start a turn frozen, with no way to cleanse myself, and have a potential 4 skull match on the board. Assuming that happened, it seems weird that I should be ignoring the 4 and trying to match 3 instead, because that gives me a 15% chance for an extra turn, and matching the 4 would give me 0% chance. It seems obvious that matching more skulls should give a better chance for extra turns, not matching less.
EDIT: It’s also worth noting that endgame players have a lot of options for cleansing their troops, but lower level players are likely to get frozen and stay frozen for numerous turns. Seems weird to ignore them, if they manage to unlock this.
EDIT 2: I literally just played dungeon and hit an ice trap, meaning I started the 3 fights with all my troops frozen. This is literally the scenario where this would take effect.
Horglasses gems gives you an extra turn whether you’re frozen or not. This capstone makes the same - it’s 15% chance of take an extra on matching 3 skulls, whether you’re frozen or not
I know this is just the announcement, but that’s not what it says. It says there’s a 15% chance of an extra turn “when matching skulls”. I’d read that as including 4 or 5 skulls, or whatever.
And matching 3+ yellows and an hourglass when frozen doesn’t fail to give an extra turn, but matching 2 yellows and an hourglass gives one. That wouldn’t make sense, but that feels like what this bonus is doing.
I’m not trying to be rude and I do appreciate you giving the feedback. Hopefully devs can consider whether it makes sense for players to not get an extra turn when matching 4 skulls, if frozen, and only getting an extra turn when matching 3 skulls.
I just wanted to make it clear why it seemed weird and negative to me.
Thanks for trying to explain the reasoning, and getting feedback on this.
Yeah, but if your first troop isn’t frozen and the others are, and you match 4+ skulls, you still get an extra turn.
My point is just that this is an ability that triggers when you match skulls, and gives you an extra turn when you normally wouldn’t get one. Seems like that should work regardless of how many skulls you match, not only for getting small matches (less than 4). But that’s just how I’m seeing it.
Yep, a chance. for example if you have a “15% chance to Curse all enemies when the battle starts” and your opponents are invincible - what would happen? nothing in any case - the capstone perk will triggers and do nothing - same with skulls - it would probably don’t give an extra when frozen at all, but it’s mentioned that 3-skull collection would give an extra
149 total node points, which means the total states increasment would be over hundreds on a 6-color dragon, while a fully upgarded kindom only provides 6 states. Are you serious about these numbers?
I wouldn’t stress it. Wont show up on PvP defense or useable in Guild Wars. So at that point, if you dont want convenience at all, then you can skip it.
Would say it trivializes content, but there’s nothing remaining where you’d want to keep your stats low vs AI for fun. PvP and Explore are both grind for an extended duration.
It would make for a good board (or boards) for player nerfs for greater rewards as an Astral Spire setup… but that’s something for a different day.