![]() ![]() Just check it out you might be supprised at how quick you can get them up and running. These two groups are very powerful even though they use many low level items. You can get 2 fully supported groups with only useing two iron chest items. I made a guide here on steam (it's really just a port of a guide from the Cloudcade forums) click my name and check it out. Well I'm 58 but that makes no difference. ![]() ) i would say about 1 /5 guys talk with them and decide for future game since 2 years.cuz they got all packs and squatt the chat 24/7.my point of view. +1 for u its not so hard and kinda hard at same time i think /// only people who are super high lvl like knox ( he is probably more 65 )ĭef this update( in fact i saw that people high lvl(not all) discussing with developpers deciding on how the game goes and how to kick some players, the game is now made for few pple who pay and are super active, if u reach a lvl 30 + city be sure they will try to get ur best members and they are connected 24/7.my lvl 50 experience ![]() Originally posted by navorskatie:I was referring to the idea that getting Kara and Melina to 30 is not a horrible grind, and then give them their new 0% break gear from around the 33-28 level range of items (which might be a a grind, depending on how you feel about it) or their legendary/mythic items from other gear ranges. So really what is there? More homogenized builds (again not a plus)? Having more level 30 heroes to sell to isn't a plus, as it has raised the minimum sell level by 5 just to save a cycle though the heroes visiting your shop. Removing the locked out hero slot at level 30 is more of them being lazy with coding and not hiding it properly in the first place, and essencially dumbs down the game so thats not a plus. Now tell me, beyond seeing big numbers getting bigger (their max level raises closer to 50+) is there anything with having these heroes be able to level up further that you are HAPPY with?Īll of these previously capped at level 25 heroes have the worst level scaling, so the base power gain they get from this is negligible. So we have something that many players were happy with removed. The problem is this update essencially made a large number of players quit because the players who were happy with 0% break items in those slots now need to spend another half a year or longer fusing new 0% break gear in those slots for a pile of characters. One can always decide if they want to use high quality gear or few pieces of trash gear to have almost instantly done quests. At no point is someone being 'limited' to 0% gear. ![]() from 0% gear even if you'd go extreme whale teritory like myth+2 gear. Even if you buy all the packs, I doubt you'd be able to make teams with short quest times, no rest times, short injury times etc. Originally posted by Shiroe:Limiting yourself to 0% gear actually far more limits your ability to strategically build quest groups. people take along time to build teams for raid and dungeons, and to get some specific items/blueprints with specific abilites and with 0 % break (sometimes red ones yea).they change this without reason, ofc pple are angry.ĭo they plan to up max lvl level melina and karal to lvl 35 in 9 months? why not? they arldy did upgrade twice from 20 to 25 then 25 to 30, why not a third time, then 4 then more times. from 20 to 25 they didnt announce it and its the same now 25 to 30. i was playing shop heroes.upgrading melina max lvl wasnt planned at all ,0 announce, even before she was max lvl 20. He talks about 0 % break on melina and karal lvl 25 and how to make "perfect raid or dungeon teams "ratio" (pay per "time" depending on how often you can connect on the game).and probably which best item to equip for which teams for the raid.let people decide how to equip their teams and which heroes in their teams.would be more fun to have more than one choice. The guy dt talk about how to reach level 30 with melina. Once they notice the shallow path not really progressing anymore, say 2-3rds up the mountain, they either decide to chill there and never reach the top or backtrack to the other steep path of skilled items and go further up the mountain.Įxample, the last quest, Primal Lair: required group power of 750k, per hero power for green faces: 100k+, quest time: 7 days (with inn boosts you should be able to get that down to 25 hours, but also using Speedrunner should make that a lot shorter), rest time: I think half the quest time, so 3 1/2 days (or zero seconds with 100% Energetic or about 8 1/2 hours for 90% Healer without Energetic), injury time: 14 days (or zero seconds with 100% Revive or a bit below 1 1/2 days with 90% Healer). Many people will assume that both paths end up at the top of the mountain (not clear at the start of the paths that they don't), so take the more shallow path. It's like a mountain that has 2 paths going up, a steep one (Support and other skilled blueprints) and a shallow one. ![]()
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