@Teeceezy@Fearofabotplanet can you please do a small favor for the players are on lvl 61 and 62? Will it be possible to have a double supplies weekend before the update? Apologizing from all end gamers. Because I know double supplies is not worth for you all.
Can you please explain the “combat mechanics” of this game in more detail. I am having a bit of a problem understanding what that means and how it works. Can you please review my video and provide us feed back at how to apply combat mechanics with this high level RSL? I would love to improve my skills.
Of course you can't do it now. Wrestler isn't nerfed yet. The wrestler nerf will open up all kinds of effective strategies that just aren't here for us yet. Somehow.
Bad Pig Bad to the bone! The Notorious P.I.G. "I'm stuck in forum prison, and time keeps draggin' on" "I’ve never said I’m a perfect pig, nor pretended to be someone that I’m not."
Being a casual player with some 20+ survivors and rarely going beyond level 25, I would not be effected by these nerfs. However, since it effects the majority of the players, I would say that the nerfs to wrestler and stun resistance trait was not called for.
For the players with heaps of tomatoes, the new council level is welcomed and with it the more powerful survivors and equipment. The new traits, lets hope they are awesome and not an addition to the useless traits like bullet dodge, silenced, etc.
Now NG should focus on new chapters, episodes and new game modes. No more Nerfs
Heard a lot of people saying they've not even got all the lvl 22 stuff and now it's obsolete. But surly it's only obsolete if you actually level up? Just don't level up your council and stay on 22. They aren't forcing you to level up....
> @pradi said: > @Teeceezy@Fearofabotplanet can you please do a small favor for the players are on lvl 61 and 62? Will it be possible to have a double supplies weekend before the update? Apologizing from all end gamers. Because I know double supplies is not worth for you all.
No they don´t. But if you wan´t to compete in your guild, you have to in a long term.
And if you waited last time to level up from 21 to 22 because of the imbalance in reached stars, the gap gets bigger and bigger. 2.21 million xp for ONE survivor and around 5.5 million xp AND 60 hours for just ONE piece of equipment is insane!
So that's all the bad news out the way. When will we hear all the good changes which are coming out, such as being able to swap weapons in an easier manner. It's the worst thing about the distance and the fact it affects what your survivors/outpost people have out of it. Pain in the ass!
I was just re-reading the announcement and got to thinking about the new armor trait "training gear". How exactly is this supposed to work? Is it a classless armor with no level requirement? If not, that's going to require quite a few gear slots (6 per survivor level).
I was just re-reading the announcement and got to thinking about the new armor trait "training gear". How exactly is this supposed to work? Is it a classless armor with no level requirement? If not, that's going to require quite a few gear slots (6 per survivor level).
New Traits We’re also adding several new Equipment Traits in 2.8, so many new combinations of traits on your gear will be available soon:
Weapon Trait: Double Tap. Shooters will have a powerful new Trait for managing crowds of walkers or tough human enemies. Armor Traits: Sniper Harness, Training Gear, and Hazard Suit. These traits will have a variety of effects, increase your damage output, damage resistance, and the speed at which you can train your survivors.
Sniper Harness - Increasing Damage Output Hazard Suit - Damage Resistance Training Gear - Training Speed
Seems pretty easy to figure out which one's work on which survivors but I to am curious how this will be effective as a "normal" usable trait in the game.
It seems to me since you can currently every survivor needs to be in possession of a weapon and a piece of armor. Unless they are making gear locked to survivors when in training (or hospital for that matter) or literally unlocking all gear so that nobody has to have anything equipped at all... I don't know how this will work.
Suppose I find a piece of gear that will "increase the speed at which you can train your survivors" and I put it on the survivor that I want to train to reap the benefits of the gear.
1) When I train him will the equipment become locked on that survivor?
2) What if I take it off him after putting him into training... Will it reassess the time needed to train?
3) Maybe there's some complete revamp on training and I can use the survivor in missions while they are training (similarly to the way I can use weapons and armor even if they are in the workshop being upgraded).
This one makes me wonder alot... Also if it speeds up will the speed be effected by rarity? 1* is like 1 hour; 2* is 2 hours etc. If I find the trait on some low lvl 5 or something in a Tara mission (which will be cheaper to upgrade compared to a lvl 22 for example) would I still get all the same benefits as if it's a fully lvl 22 found gear?
**edit** something leads me to believe that weapons and armor that are on a survivor being trained will be "locked" on that survivor during the training process... I have no clue if this is the case, but I guess we'll find out soon enough. I have to imagine if "Training Gear" is removed from a survivor while they are in training then the time will be re-adjusted and since literally at any moment you can unequip and re equip items to survivors in training it'll have to recalculate each time... Might be too much math to track and locking items might be easier.
So many questions!
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Taking a break from complaining for a bit: Assuming Double Tap is similar to Swift Strike, how will it work with a Shooter's Free Attack? When you play a mission with Michonne as a leader and Swift Strike activates for your Warrior, there are issues where it doesn't actually interact with your bonus attack so you can't get three attacks in one turn. Will this be an issue with Double Tap as well? @Shteevie@Fearofabotplanet@Teeceezy
Proud member of Mavericks OG, a top 3 global GW and challenge guild. Message me on the forums or on Line (ID: jayztwdnml) if you're interested in joining the Mavericks family of guilds.
Don't put wrestle Nerf on me! I'm just as fkd as everyone else minus the bitches who complain about anything someone uses to be better than themselves. Just sayin.
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.
I don't know why but I kind of think/hope that training gear gives the survivor a token each time they survivor a mission whilst wearing the gear. Tokens are a form of training aren't they? You're traits improve etc? Would make me use a more varied team and include heros if that were the case.
Players with three of more survivors of Level 20 or greater will play Challenges with the following details:
Starting Difficulty: 14 Single rounds for difficulties 14 through 18. Three rounds per difficulty from Difficulty 19 through 29. Four rounds per difficulty for the remainder of the Challenge. Players will still be able to collect Round Passes for every 5 Rounds that they complete.
An important note here is that this is a temporary change that will be in place until at least the end of the year. We have planned additional changes to the system that will accommodate the long term growth of your survivors and teams, without reintroducing the issues we have seen since 2.4 was released. When those changes are ready, you will hear about them before they go live.
---
I realize this is a temporary fix and one that many have asked for regarding the issue of challenge stars and levelling.
But I am a little concerned that this just just going to add to the grind for players with survivors above level 20. I have level 21 survivors and made it to rsl 28 the last 2 challenges. Currently my triple rounds start at 20. Now they will start at 19, which gives me another triple round to walk thru before nearing the part of the challenge I enjoy,
The round passes have helped the grind issue tremendously, and I feel like this takes a step backward. Now when I level to 22 very soon (only 1.5 million tomatoes left for training grounds upgrade), I won't start at any higher RSL and will actually be starting earlier than I am now at level 21. And I'll have to use that much more gas to get up to where I max out at the challenge based on difficulty. Quite possibly I'll max out on gas and time before I even ger there. And ir will get worse with level 23 survivors.
Some people might be happy for the easy extra stars with more triple rounds, but I'd much rather get to the challenging part of the challenge without having to rely on a gas booster and more time spent grinding against level 19 walkers.
I know you can't please everyone, but it seems like this fix to complaints over "lost" stars negates the progress made with the addition of round passes to minimize low level grinding.
> @Mabiki said: > Players with three of more survivors of Level 20 or greater will play Challenges with the following details: > > Starting Difficulty: 14 > Single rounds for difficulties 14 through 18. > Three rounds per difficulty from Difficulty 19 through 29. > Four rounds per difficulty for the remainder of the Challenge. > Players will still be able to collect Round Passes for every 5 Rounds that they complete. > > An important note here is that this is a temporary change that will be in place until at least the end of the year. We have planned additional changes to the system that will accommodate the long term growth of your survivors and teams, without reintroducing the issues we have seen since 2.4 was released. When those changes are ready, you will hear about them before they go live. > > --- > > I realize this is a temporary fix and one that many have asked for regarding the issue of challenge stars and levelling. > > But I am a little concerned that this just just going to add to the grind for players with survivors above level 20. I have level 21 survivors and made it to rsl 28 the last 2 challenges. Currently my triple rounds start at 20. Now they will start at 19, which gives me another triple round to walk thru before nearing the part of the challenge I enjoy, > > The round passes have helped the grind issue tremendously, and I feel like this takes a step backward. Now when I level to 22 very soon (only 1.5 million tomatoes left for training grounds upgrade), I won't start at any higher RSL and will actually be starting earlier than I am now at level 21. And I'll have to use that much more gas to get up to where I max out at the challenge based on difficulty. Quite possibly I'll max out on gas and time before I even ger there. And ir will get worse with level 23 survivors. > > Some people might be happy for the easy extra stars with more triple rounds, but I'd much rather get to the challenging part of the challenge without having to rely on a gas booster and more time spent grinding against level 19 walkers. > > I know you can't please everyone, but it seems like this fix to complaints over "lost" stars negates the progress made with the addition of round passes to minimize low level grinding.
It's more like serving you a delicious steak then tell you it's made of walkers meat.
Comments
Apparently it will.
http://forums.nextgames.com/walkingdead/discussion/comment/265174/#Comment_265174
Just logging in, killing walkers at the wall and watching videos and not playing the game?
Well. I think that's me done with this game. Boredom has its boundaries.
It's a bit like this (See below)
While I'm here, RIP Tom Petty. The greatest rocker of my generation, and a devastating loss to music. A very sad day indeed.
Can you please explain the “combat mechanics” of this game in more detail. I am having a bit of a problem understanding what that means and how it works. Can you please review my video and provide us feed back at how to apply combat mechanics with this high level RSL? I would love to improve my skills.
Of course you can't do it now. Wrestler isn't nerfed yet. The wrestler nerf will open up all kinds of effective strategies that just aren't here for us yet. Somehow.
Bad to the bone!
The Notorious P.I.G.
"I'm stuck in forum prison, and time keeps draggin' on"
"I’ve never said I’m a perfect pig, nor pretended to be someone that I’m not."
For the players with heaps of tomatoes, the new council level is welcomed and with it the more powerful survivors and equipment. The new traits, lets hope they are awesome and not an addition to the useless traits like bullet dodge, silenced, etc.
Now NG should focus on new chapters, episodes and new game modes. No more Nerfs
Zee Black - SG Woots - Playing since 2015.
> @Teeceezy ,
>
> Are you able to tell us when the update notes will be released? This week or next week maybe?
Next week, most likely.
> @Teeceezy @Fearofabotplanet can you please do a small favor for the players are on lvl 61 and 62? Will it be possible to have a double supplies weekend before the update? Apologizing from all end gamers. Because I know double supplies is not worth for you all.
Hold that thought.
No they don´t. But if you wan´t to compete in your guild, you have to in a long term.
And if you waited last time to level up from 21 to 22 because of the imbalance in reached stars, the gap gets bigger and bigger. 2.21 million xp for ONE survivor and around 5.5 million xp AND 60 hours for just ONE piece of equipment is insane!
You should hold THAT thought. Looks like 2.8 is the most unpopular "update" ever...
> @Teeceezy
>
> You should hold THAT thought. Looks like 2.8 is the most unpopular "update" ever...
Thanks.
Dam you to Hell!"
@Teeceezy is there a disagree badge? I am working so hard to get it
Probably making a video!
My Youtube Channel: https://www.youtube.com/user/MultiPainproduction
We’re also adding several new Equipment Traits in 2.8, so many new combinations of traits on your gear will be available soon:
Weapon Trait: Double Tap. Shooters will have a powerful new Trait for managing crowds of walkers or tough human enemies.
Armor Traits: Sniper Harness, Training Gear, and Hazard Suit. These traits will have a variety of effects, increase your damage output, damage resistance, and the speed at which you can train your survivors.
Sniper Harness - Increasing Damage Output
Hazard Suit - Damage Resistance
Training Gear - Training Speed
Seems pretty easy to figure out which one's work on which survivors but I to am curious how this will be effective as a "normal" usable trait in the game.
It seems to me since you can currently every survivor needs to be in possession of a weapon and a piece of armor. Unless they are making gear locked to survivors when in training (or hospital for that matter) or literally unlocking all gear so that nobody has to have anything equipped at all... I don't know how this will work.
Suppose I find a piece of gear that will "increase the speed at which you can train your survivors" and I put it on the survivor that I want to train to reap the benefits of the gear.
1) When I train him will the equipment become locked on that survivor?
2) What if I take it off him after putting him into training... Will it reassess the time needed to train?
3) Maybe there's some complete revamp on training and I can use the survivor in missions while they are training (similarly to the way I can use weapons and armor even if they are in the workshop being upgraded).
This one makes me wonder alot... Also if it speeds up will the speed be effected by rarity? 1* is like 1 hour; 2* is 2 hours etc. If I find the trait on some low lvl 5 or something in a Tara mission (which will be cheaper to upgrade compared to a lvl 22 for example) would I still get all the same benefits as if it's a fully lvl 22 found gear?
**edit** something leads me to believe that weapons and armor that are on a survivor being trained will be "locked" on that survivor during the training process... I have no clue if this is the case, but I guess we'll find out soon enough. I have to imagine if "Training Gear" is removed from a survivor while they are in training then the time will be re-adjusted and since literally at any moment you can unequip and re equip items to survivors in training it'll have to recalculate each time... Might be too much math to track and locking items might be easier.
So many questions!
MAVERICK'S 1 Million Star Club | OG | USA | NOC
Analyze This with ALF4reals | v1 | v2 | v3 |
| My YouTube Videos | My 1st Interview | Best Analogy Award!! |
Freemium... the "mium" is latin for 'not really'
JSS
Message me on the forums or on Line (ID: jayztwdnml) if you're interested in joining the Mavericks family of guilds.
Youtube channel: https://www.youtube.com/channel/UCGSePrANMyf_S_YKJyfJodg
Strategy compendium: https://forums.nextgames.com/walkingdead/discussion/41787/jayzs-nml-strategy-compendium
> Will the radio event be reintroduced in 2.8?
Radios next Thursday!!!!!!!!!!
Starting Difficulty: 14
Single rounds for difficulties 14 through 18.
Three rounds per difficulty from Difficulty 19 through 29.
Four rounds per difficulty for the remainder of the Challenge.
Players will still be able to collect Round Passes for every 5 Rounds that they complete.
An important note here is that this is a temporary change that will be in place until at least the end of the year. We have planned additional changes to the system that will accommodate the long term growth of your survivors and teams, without reintroducing the issues we have seen since 2.4 was released. When those changes are ready, you will hear about them before they go live.
---
I realize this is a temporary fix and one that many have asked for regarding the issue of challenge stars and levelling.
But I am a little concerned that this just just going to add to the grind for players with survivors above level 20. I have level 21 survivors and made it to rsl 28 the last 2 challenges. Currently my triple rounds start at 20. Now they will start at 19, which gives me another triple round to walk thru before nearing the part of the challenge I enjoy,
The round passes have helped the grind issue tremendously, and I feel like this takes a step backward. Now when I level to 22 very soon (only 1.5 million tomatoes left for training grounds upgrade), I won't start at any higher RSL and will actually be starting earlier than I am now at level 21. And I'll have to use that much more gas to get up to where I max out at the challenge based on difficulty. Quite possibly I'll max out on gas and time before I even ger there. And ir will get worse with level 23 survivors.
Some people might be happy for the easy extra stars with more triple rounds, but I'd much rather get to the challenging part of the challenge without having to rely on a gas booster and more time spent grinding against level 19 walkers.
I know you can't please everyone, but it seems like this fix to complaints over "lost" stars negates the progress made with the addition of round passes to minimize low level grinding.
> Players with three of more survivors of Level 20 or greater will play Challenges with the following details:
>
> Starting Difficulty: 14
> Single rounds for difficulties 14 through 18.
> Three rounds per difficulty from Difficulty 19 through 29.
> Four rounds per difficulty for the remainder of the Challenge.
> Players will still be able to collect Round Passes for every 5 Rounds that they complete.
>
> An important note here is that this is a temporary change that will be in place until at least the end of the year. We have planned additional changes to the system that will accommodate the long term growth of your survivors and teams, without reintroducing the issues we have seen since 2.4 was released. When those changes are ready, you will hear about them before they go live.
>
> ---
>
> I realize this is a temporary fix and one that many have asked for regarding the issue of challenge stars and levelling.
>
> But I am a little concerned that this just just going to add to the grind for players with survivors above level 20. I have level 21 survivors and made it to rsl 28 the last 2 challenges. Currently my triple rounds start at 20. Now they will start at 19, which gives me another triple round to walk thru before nearing the part of the challenge I enjoy,
>
> The round passes have helped the grind issue tremendously, and I feel like this takes a step backward. Now when I level to 22 very soon (only 1.5 million tomatoes left for training grounds upgrade), I won't start at any higher RSL and will actually be starting earlier than I am now at level 21. And I'll have to use that much more gas to get up to where I max out at the challenge based on difficulty. Quite possibly I'll max out on gas and time before I even ger there. And ir will get worse with level 23 survivors.
>
> Some people might be happy for the easy extra stars with more triple rounds, but I'd much rather get to the challenging part of the challenge without having to rely on a gas booster and more time spent grinding against level 19 walkers.
>
> I know you can't please everyone, but it seems like this fix to complaints over "lost" stars negates the progress made with the addition of round passes to minimize low level grinding.
It's more like serving you a delicious steak then tell you it's made of walkers meat.