Can we get the real numbers like hey guys we increase hunter health by 5% and damage by 7% but assault got 7% more health and 5% more damage. The number one game in the world gives out numbers when they make balance changes.
@JayZ, you may already have this, but here are the new regular walker health values for 24 thru 31: 24: 2495 25: 2965 26: 3524 27: 4189 28: 4980 29: 5921 30: 7040 31: 8371
24 was a 11 increase (.44% increase from old value) 25 was 18 (.61% increase) 26 was 31 (.89% increase) 27 was 48 (1,16% increase) 28 was 72 (1.47% increase) 29 was 106 (1.82% increase) 30 was 150 (2.18% increase) Didn't have an old value for 31.
@Teeceezy sorry i am also disappointed. There us no need to let people start at different level. If everybody starts at the same level anf is willing to perform well in challenges they will upgrade. Also the ridiculous difference repeating level 19 and 20. you loose about 100 stars ! what about better rewards for higher stars? This leads to frustration. The game will go the same way like the chart of your stock
Yep, the loss of stars because of changed start levels has me chasing stars I passed a couple months ago. There's really no excuse for still penalizing players for upgrading!
Surely it would be more fair to not change start levels each time you upgrade. If that was reduced to maybe 2 changed start levels (i.e. @lvl10, and again @lvl18) players would have more incentive to upgrade without making high lvl players drudge through the really low lvls.
@NG I love the changes and buffs to the equipments!
I do see a difference while training to lvl 32 walkers. This Will be great to see how much farther we can push this week!
After reaching level 29.3 last challenge I finally understand the perspective and reasoning of the walker's hp buffs.
I read somewhere that NG wanted to make our battles from 26-30+ to be more intense, engaging, and meaningful. I believe they have been succeeding in that goal.
Instead of the old days of point and shoot, we are now given the option to try many different types of combos and strategies to succeed in battles
Pairing our team with the varieties of new and different hero traits with different classes of survivors has enhance our gameplay more than ever.
Thank You so much for listening to the feedback from many players to implement towards a greater balance to our gameplay and hope for a better positive direction ahead!
Guys, before we raise our pitchforks about the walker damage buffs, we should wait and see what the actual percentages are.
In the past, walker damage only increased 16% every level (see my very long analysis thread from a couple of months ago). If our gear is increasing at 19% every level now (presumably, still need to verify), it would not be unreasonable for walker attack damage to increase at a comparable rate.
Sorry, don't agree with those that don't like RSL changing as you rank up. Think about it from a new player that starts today, if there was no mechanism for them to change starting levels, they would be stuck forever at the lowest level. If NG added 10 more levels to survivors; I think those of us at 20 & 21 would see it differently as some in the guild would slowly rank up while others would race to the top and then those at 31 start complaining about grinding through level 15 and 16 all over again. You can't have both in the current game unless NG takes a radical approach and let's the guild leader decide what start level to start on for the whole guild which introduces a whole different set of issues.
However, the mechanism in which determines that change is broke (should be average of all survivors/heroes at a minimum to give us time to get higher level gear and an A and B team leveled up). In addition; it did break the natural competition within guilds for stars achieved where we have an apples to oranges comparison instead of apples to apples even though in reality, for those guilds that had players at different levels; that issue existed already to a degree. No easy solution for that one without putting us back to grinding through all the levels again but, using avg of survivors would help bring the apples and oranges closer together since you would have a better chance of replacing all of the stars lost when your start level goes up as opposed to the abrupt one as it is now.
@JayZ 'it would not be unreasonable for walker damage to increase' Have you ever thought of people who do not have 6 star and above survivors to face the buff? Just because you have godly survivors does not mean it's okay to raise the damage of the walkers while it's supposed to have the usual lvl 21 gear damage increase rather than we call it a buff from NG. While NG call it a buff for level 21 gears, it gives a valid reason for him to increase the walker damage thus this is why i don't agree to your statement.
@JayZ 'it would not be unreasonable for walker damage to increase'
Have you ever thought of people who do not have 6 star and above survivors to face the buff? Just because you have godly survivors does not mean it's okay to raise the damage of the walkers while it's supposed to have the usual lvl 21 gear damage increase rather than we call it a buff from NG. While NG call it a buff for level 21 gears, it gives a valid reason for him to increase the walker damage thus this is why i don't agree to your statement.
Half of that didn't make any sense to me, but I'm going to try to address the parts that did make sense.
1. You don't even know what the buff is. How can you complain about something when you don't even know what the percentage is? What if walker damage only increased by 1% or 2%? Would you still be reacting the same way? It's silly how people on the forums overreact to literally everything when they don't have enough context to actually assess whether their reaction is reasonable or not. That's not to say that NG gets it right all the time - they certainly do things that are illogical and hurt the player base (e.g., the original level 21 gear stats, the lowered drop rate for radios, etc.) - but it would benefit everyone if they took a step back and thought about why things are being done a certain way. It's like the boy who cried wolf. All of the complaints about stupid things distract from the actual issues in the game (e.g., nerfed radio drops, bugged/lowered charge attack damage, etc.).
2. Along those lines, people should take some time to consider why NG might buff walker strength. Players called for parity for level 21 gear. They wanted the gear to increase at the same rates as previous levels, and they wanted gear increases to keep pace with walker increases. I haven't checked the numbers yet, but hopefully that actually happened. If it did, then everything should increase at 19% from level 20 to 21, consistent with previous increases. If all survivor/gear increases are at 19%, but high level walker damage was increasing at 16%, then it's not illogical for that to be corrected to bring balance to all facets of the game.
3. I wish I had "godly" survivors, but I think I'm on the same tier as most other largely FTP players. If my survivors are "godly" then it's only a function of me playing for 1.5 years, so I've been able to accumulate (grind) for a longer period of time than newer players. Regardless, the godliness of survivors doesn't really make a difference because the changes will affect everyone. Walkers will also be doing more damage to my survivors, just as they will to your survivors.
To put what JayZ is saying in another way, think of it in these terms;
You have a graph. The x axis is level and the y axis is damage/health. Your level one survivor starts at 100 and the walker starts at 120 (I'm not using exact values here so don't crucify me for it). Then you progress those lines linearly up as the levels increase without the survivor one crossing the walker one as the intent is for the walker value to always be greater than the survivor value with a decent gap. However, what NG has run into (assumption), is that when current % increases are factored in down the road towards survivors at level 30 and beyond; the survivor line crosses the walker line which would OP survivors in relation to walkers. I believe the buff or adjustments that came with this latest change are just fixing the walker line so it doesn't get crossed by the survivor line at some point down the road. It would help if NG was a little more forthright in their communications to actually say one way or the other. This is one reason that I've been told by a game developer that many games such as this one; the base design is in a spreadsheet so all of this can be simulated, graphed, etc. to discover any issues before its coded. Its also why players that track stuff in a spreadsheet can get a pretty good estimate of upgrade costs, etc. of a level before even getting to that level. Stair step progression is harder, but still doable to do on the players' end but I've normally only seen that method with building of structures in someone's camp, castle, etc.
The pink stars do factor in, but it depends on how those were designed. Are the pink stars there only to close the gap between survivors and walkers so gear has more of an impact? Does NG want them to force a crossover at some point? Don't know as we don't have the info to determine that.
It really comes down to the fact, that unless your base numbers increases are basically linear or stair stepped (which are the two most common methods I've seen in games) for building, upgrading, training, damage, health, etc with steady gaps where it matters; it puts a limit on how many levels you can have unless you want to end up constantly tweaking stuff.
I honestly am not noticing a bit of diffrence with these "changes", if they are there they have had a negligible impact in the game and dont succeed in terms of what the announcement proposed.
I don't see changes for good. This week i'm already wrestling at 26.1 and i will probably earn 150 less stars than the past week...so i feel like i losed power...
"Always be yourself unless you can be a capybara. Then always be a capybara". --> Do you need a guild? ...send me a Private Message. My Recruiting den and my "Art Objects" in the Next Games Collection.
Yep. No progression. It's hárd work and time to upgrade 30 survivor to lvl 21 and wear all them with 24 weapons and armors but it's more hard to discover that after all you are scoring 150 stars less than 2 months ago...
"Always be yourself unless you can be a capybara. Then always be a capybara". --> Do you need a guild? ...send me a Private Message. My Recruiting den and my "Art Objects" in the Next Games Collection.
Yep, I gave it a real hard to this time around with my level 21 team and didn't come anywhere near my personal best with my level 20 team back before the updates, even though I made it a bit into RSL27. Ah well...
Are you Lost? Alone? Looking for a killer team to have your back? Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in. Remember, search ZOMBREX SATISFIES. Check us out HERE EMAIL US --> [email protected]"
It helps to dip your device in a cold cup of coffee too. Don't do hot coffee, that's doesn't work. It also can't have cream in it or the screen gets nasty.
In a way, all of us has an El Guapo to face. For some, shyness might be their El Guapo. For others, a lack of education might be their El Guapo. For us, El Guapo is a big, dangerous man who wants to kill us.
Yep, I gave it a real hard to this time around with my level 21 team and didn't come anywhere near my personal best with my level 20 team back before the updates, even though I made it a bit into RSL27. Ah well...
Yep... last challenge was my best in weeks. Still 60 stars behind my personal best before the update with my lvl20 crew.
I did see a positive outcome with the change in the balance. I made it to the same point I usually do, 26th level, but I spent less gold than I have in the past speeding up my characters healing. I could have made it further than I have in the past on most of the boards but there was one board that was just too hard and I knew I couldnt get past it enough times to make enough stars to get any worth while rewards. I don't have any guild members so I am not disappointing anyone if I dont go any further. I have been playing this game for a year now and overall I have seen a lot of positive changes. Free gifts every 7 hours, earning tokens during weekly challenges, new storyline missions based on the walking dead tv series with generous rewards, adding heros, adding a daily free call, more variety in what we spend our trade goods for etc. I know a lot of people wish they would bring back deadly missions but I only got to do a few of them before they stopped them so I cant say if the rewards were worth the potential losses. I still wish they would let us redue the chapter storyline missions some of those missions were so much fun. I also wish they would add the radio phones to the movies as I feel like I get less radio phone rewards when completing missions than I used to. Otherwise, I am very happy with the games changes. Sometimes I think we have to remember this is a free game and we should not be so ungrateful towards the developers who are trying to please everyone. I am not saying players shouldnt express their likes and dislikes it's just that sometimes players can be a bit harsh in their comments. I do spend real money, I buy gas often and I have bought several weapons, armor, double experience as well but that is by choice because I am inpatient not because it's necessary. I just want to say I appreciate all the hard work that everyone is doing behind the scenes to make the game fun. Thank you.
I didn't see any improvement. It seems more like a downgrade because some 21 survivors are less effective than before. Another disappointing 'impovement' of the game...
Comments
Probably making a video!
My Youtube Channel: https://www.youtube.com/user/MultiPainproduction
Shooter?
24: 2495
25: 2965
26: 3524
27: 4189
28: 4980
29: 5921
30: 7040
31: 8371
24 was a 11 increase (.44% increase from old value)
25 was 18 (.61% increase)
26 was 31 (.89% increase)
27 was 48 (1,16% increase)
28 was 72 (1.47% increase)
29 was 106 (1.82% increase)
30 was 150 (2.18% increase)
Didn't have an old value for 31.
There's really no excuse for still penalizing players for upgrading!
If that was reduced to maybe 2 changed start levels (i.e. @lvl10, and again @lvl18) players would have more incentive to upgrade without making high lvl players drudge through the really low lvls.
I do see a difference while training to lvl 32 walkers. This Will be great to see how much farther we can push this week!
After reaching level 29.3 last challenge I finally understand the perspective and reasoning of the walker's hp buffs.
I read somewhere that NG wanted to make our battles from 26-30+ to be more intense, engaging, and meaningful. I believe they have been succeeding in that goal.
Instead of the old days of point and shoot, we are now given the option to try many different types of combos and strategies to succeed in battles
Pairing our team with the varieties of new and different hero traits with different classes of survivors has enhance our gameplay more than ever.
Thank You so much for listening to the feedback from many players to implement towards a greater balance to our gameplay and hope for a better positive direction ahead!
Click here to visit our website and learn more about how you can join our guild family.
Youtube channel: https://www.youtube.com/channel/UCGSePrANMyf_S_YKJyfJodg/playlists
Strategy compendium: https://forums.nextgames.com/walkingdead/discussion/41787/jayzs-nml-strategy-compendium
Line ID: jayztwdnml
However, the mechanism in which determines that change is broke (should be average of all survivors/heroes at a minimum to give us time to get higher level gear and an A and B team leveled up). In addition; it did break the natural competition within guilds for stars achieved where we have an apples to oranges comparison instead of apples to apples even though in reality, for those guilds that had players at different levels; that issue existed already to a degree. No easy solution for that one without putting us back to grinding through all the levels again but, using avg of survivors would help bring the apples and oranges closer together since you would have a better chance of replacing all of the stars lost when your start level goes up as opposed to the abrupt one as it is now.
Have you ever thought of people who do not have 6 star and above survivors to face the buff? Just because you have godly survivors does not mean it's okay to raise the damage of the walkers while it's supposed to have the usual lvl 21 gear damage increase rather than we call it a buff from NG. While NG call it a buff for level 21 gears, it gives a valid reason for him to increase the walker damage thus this is why i don't agree to your statement.
1. You don't even know what the buff is. How can you complain about something when you don't even know what the percentage is? What if walker damage only increased by 1% or 2%? Would you still be reacting the same way? It's silly how people on the forums overreact to literally everything when they don't have enough context to actually assess whether their reaction is reasonable or not. That's not to say that NG gets it right all the time - they certainly do things that are illogical and hurt the player base (e.g., the original level 21 gear stats, the lowered drop rate for radios, etc.) - but it would benefit everyone if they took a step back and thought about why things are being done a certain way. It's like the boy who cried wolf. All of the complaints about stupid things distract from the actual issues in the game (e.g., nerfed radio drops, bugged/lowered charge attack damage, etc.).
2. Along those lines, people should take some time to consider why NG might buff walker strength. Players called for parity for level 21 gear. They wanted the gear to increase at the same rates as previous levels, and they wanted gear increases to keep pace with walker increases. I haven't checked the numbers yet, but hopefully that actually happened. If it did, then everything should increase at 19% from level 20 to 21, consistent with previous increases. If all survivor/gear increases are at 19%, but high level walker damage was increasing at 16%, then it's not illogical for that to be corrected to bring balance to all facets of the game.
3. I wish I had "godly" survivors, but I think I'm on the same tier as most other largely FTP players. If my survivors are "godly" then it's only a function of me playing for 1.5 years, so I've been able to accumulate (grind) for a longer period of time than newer players. Regardless, the godliness of survivors doesn't really make a difference because the changes will affect everyone. Walkers will also be doing more damage to my survivors, just as they will to your survivors.
Click here to visit our website and learn more about how you can join our guild family.
Youtube channel: https://www.youtube.com/channel/UCGSePrANMyf_S_YKJyfJodg/playlists
Strategy compendium: https://forums.nextgames.com/walkingdead/discussion/41787/jayzs-nml-strategy-compendium
Line ID: jayztwdnml
You have a graph. The x axis is level and the y axis is damage/health. Your level one survivor starts at 100 and the walker starts at 120 (I'm not using exact values here so don't crucify me for it). Then you progress those lines linearly up as the levels increase without the survivor one crossing the walker one as the intent is for the walker value to always be greater than the survivor value with a decent gap. However, what NG has run into (assumption), is that when current % increases are factored in down the road towards survivors at level 30 and beyond; the survivor line crosses the walker line which would OP survivors in relation to walkers. I believe the buff or adjustments that came with this latest change are just fixing the walker line so it doesn't get crossed by the survivor line at some point down the road. It would help if NG was a little more forthright in their communications to actually say one way or the other. This is one reason that I've been told by a game developer that many games such as this one; the base design is in a spreadsheet so all of this can be simulated, graphed, etc. to discover any issues before its coded. Its also why players that track stuff in a spreadsheet can get a pretty good estimate of upgrade costs, etc. of a level before even getting to that level. Stair step progression is harder, but still doable to do on the players' end but I've normally only seen that method with building of structures in someone's camp, castle, etc.
The pink stars do factor in, but it depends on how those were designed. Are the pink stars there only to close the gap between survivors and walkers so gear has more of an impact? Does NG want them to force a crossover at some point? Don't know as we don't have the info to determine that.
It really comes down to the fact, that unless your base numbers increases are basically linear or stair stepped (which are the two most common methods I've seen in games) for building, upgrading, training, damage, health, etc with steady gaps where it matters; it puts a limit on how many levels you can have unless you want to end up constantly tweaking stuff.
--> Do you need a guild? ...send me a Private Message. My Recruiting den and my "Art Objects" in the Next Games Collection.
So perhaps they eliminated the regression but there's still no feeling of progression.
Check out the DMZ guild. We're recruiting. Here.
It's hárd work and time to upgrade 30 survivor to lvl 21 and wear all them with 24 weapons and armors but it's more hard to discover that after all you are scoring 150 stars less than 2 months ago...
--> Do you need a guild? ...send me a Private Message. My Recruiting den and my "Art Objects" in the Next Games Collection.
Are you Lost? Alone? Looking for a killer team to have your back?
Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in.
Remember, search ZOMBREX SATISFIES. Check us out HERE
EMAIL US --> [email protected]"
Check out the DMZ guild. We're recruiting. Here.
Surely NG see's this is a problem!