"Fixed bugs that caused the number of enemies to change when playing a mission for the second or further times."
Can you explain this one more? I kind of change to number of enemies has been fixed?
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."
@Teeceezy Soooooo, nothing to address the massive imbalance of the wrestler nerf affecting melee more than ranged? Please respond to this, as it is a ridiculously important issue.
Lvl 26 walkers in outposts? That’s going to kill my drive for TG’s. Unless the TG amount is increases. TG’s are based off walkers right?
Anyway if it takes me 60 seconds to earn 500 TG’s I hope that ratio holds true. If facing a bunch of lvl 26 walkers takes 3 minutes it should earn 1500 TG’s.
I plan to boycott upgrading my walkers levels. Lvl 20 was ok. Lvl 26 is going to kill desire for outposts.
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I plan to boycott upgrading my walkers levels. Lvl 20 was ok. Lvl 26 is going to kill desire for outposts.
Mine are still level 19. I don't see any reason to spend my own tg just to make it a little harder for other people to get free tg from my outpost. I certainly won't spend tons of tg to upgrade to 26 just to hurt raiders with no real benefit to myself.
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."
"Fixed bugs that caused the number of enemies to change when playing a mission for the second or further times."
Can you explain this one more? I kind of change to number of enemies has been fixed?
If you understand it, then why need to change the text. Everybody knows the second time the number of special walkers were lower than the first. The fixed it
I am the one and only Zee Black, climbed all the way to Level 75, part of SG Woot, the 3 million star guild
If you understand it, then why need to change the text. Everybody knows the second time the number of special walkers were lower than the first. The fixed it
I don't understand it, that's why I asked for an explanation. What kind of change to number of enemies has been fixed? I was not aware that numbers of special walkers lowered on replays. I never saw that. I always had to wrestle them down one at a time. I never noticed any disappearing on replays, and if it was discussed in the forums I missed it.
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."
A teammate actually faced the incredible increase of enemies in the Distance when she faced 18 scouts in replay of mission 21. what a shock to see that! Lol
Glad to see the senseless instakill of high-lvl walkers through wrestling is gone now.
If you would like to join a drama-free and fun group of enthusiasts, contact us via email at [email protected]
I plan to boycott upgrading my walkers levels. Lvl 20 was ok. Lvl 26 is going to kill desire for outposts.
Mine are still level 19. I don't see any reason to spend my own tg just to make it a little harder for other people to get free tg from my outpost. I certainly won't spend tons of tg to upgrade to 26 just to hurt raiders with no real benefit to myself.
No hero-dilution by making his token only available through the season missions, awesome.
Yeah there is. His tokens will still come from radio calls even if we are able to unlock him through missions.
"I always say, if you must mount the gallows, give a jest to the crowd, a coin to the hangman, and make the drop with a smile on your lips." -Birgitte Silverbow, The Fires of Heaven, The Wheel of Time
"Death is lighter than a feather. Duty, heavier than a mountain." - al'Lan Mandragoran, The Great Hunt, The Wheel of Time
I'm already put off playing outpost missions as they are incredibly tedious and offer no variance whatsoever. Facing level 26 walkers is going to deter me from ever touching outposts again.
@Teeceezy This trait has new functionality, as follows: "This survivor automatically attacks any walker it struggles with each turn, dealing 40% of normal attack damage. Damage decreases each turn the struggle continues." [Silver: 65%; Gold: 95%]
Regarding the above, from what I understand do we still struggle for 3 turns before death? Does a survivor with gold wrestler do 95% of damage for 3 turns until either death of the survivor or death or the walker? Or is it a one time hit and then the struggle is over? It sounds like it's up to 3 hits but I just wanted to be sure.
If Jerry is treated like Aaron I don’t think we can get his token through radio calls, hence no dilution. That’s how I understood it.
Why would the assumption be that Jerry is treated like Aaron? Negan, Ezekial, and Governor all were introduced like Jerry will be. All were added into the token pool.
Besides, there are only a limited number of opportunities for us to play the season missions. At some point, we will no longer be able to get tokens from season missions. Which would mean we could not continue improving Jerry. Aaron, OTOH, will always be available through the Distance, as it's, presumably, always going to be available.
"I always say, if you must mount the gallows, give a jest to the crowd, a coin to the hangman, and make the drop with a smile on your lips." -Birgitte Silverbow, The Fires of Heaven, The Wheel of Time
"Death is lighter than a feather. Duty, heavier than a mountain." - al'Lan Mandragoran, The Great Hunt, The Wheel of Time
I believe Jerry is being treated like Negan. All players unlocked him together. You had to complete all the season 7 missions (I believe 1st half) to unlock him.
I believe once the first half of season 8 is over, and all players have the opportunity to unlock him by collecting enough tokens by playing all the first half of season 8 missions... then and only then will his tokens show up outside of season 8 missions.
Either way, I don't think there will be any other way to get Jerry tokens outside of Season 8 missions for at least the first 1/2 of the season.
*edit... they were added to the token pool AFTER NG had "given" enough tokens in season 8 missions to unlock him. Negan didn't show up until after the mid season finale in the regular radio calls if I recall.
I do think they'll add his tokens diluting them from the radio call pool but that won't happen for at least 2-3 months.
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Lol. I was looking forward to some good news or some kind of a pleasant surprise in this update, like better gear swapping mechanics, new story missions with Angie’s baby, bug fixes for overwatch/retaliate, ways to make melee classes more effective, removing badge crafting downgrades, rebalancing the rsl 40+ missions in the Distance, etc.
Shame on me for my optimism. Looks like this update is going to be only nerfs, trait dilutions, and money grabs.
Can someone point me in the direction of the health and damage of lvl 26 normal, armored & tank walkers?
Raising the cap from 20 to 26 is a 30% increase in levels. I'm just wondering if the health and damage comparisons of a lvl 20 to 26 for each type of walker how much it increases?
Facing lvl 26 tanks is close to 6 hits. It's nice that there isn't a threat counter in outposts but I still imagine this being a huge inconvenience.
Also if I recall it's about 7500 TG's to upgrade a lvl.
The saving grace is that it'll cost 7,500 x 6 = 45,000 TG's to upgrade normal walkers from lvl 20 to lvl 26 and then another 45,000 TG's to upgrade tank walkers from lvl 20 to lvl 26 and then another 45,000 TG's to upgrade armored walkers from lvl 20 to lvl 26.
135,000 TG's to fully upgrade all of these walkers. Unless the price was dropped (when I upgraded in 2.7 that's what I paid TG wise)... 135K TG's is 13 TG Tuesday purchases or 18 Legendary blind boxes.
Make it harder for everyone else.... or buy yourself new gear that you can use.... Hard choice
| OG | NOC | USA | UK | CA | CQR | UC | RAD | ZEN |
I’m hyped for 2.8 but it scares me that you haven’t fixed long time present bugs and non working mechanics.
Retaliate not working on Overwatch, for example. Shooting from outside on Outposts. Values from badges not showing/working.
Also many game mechanics need rebalance and it seems so obvious - daily quests have to pay at least 30 gold, for example, because you introduced many new gold costs with The Distance and badges and those 10 gold are worthless. Melee x Ranged. Outpost cycles terrible cost x benefits. And on and on.
But those bugs didn't hurt their bottom line profit, so they had very little priority thus sadly may still exists in the next few updates.
Full supplies again? Nah we'll give you the supplies for gears just before our next update.
Someone beat the distance using wrestler? Holy shit, Code Red! Code Red! We need to nerf wrestler ASAP.
I’m hyped for 2.8 but it scares me that you haven’t fixed long time present bugs and non working mechanics.
Retaliate not working on Overwatch, for example. Shooting from outside on Outposts. Values from badges not showing/working.
I will add to this that I hope the next update will be a “Quality of Life Update” that will address/focus on fixing alot of bugs [same as what you did last year].
Other than that, I am really looking forward to 2.8
"Components and the Scavenger - Players who have built the Scavenger building in their camps can now start finding Components in crate rewards for Missions of difficulty 13 and up. The previous minimum difficulty was 15."
THANK YOU! I just built my scavenger building on my mini account (even paid to expedite it with gold) only to find out that I couldn't collect any components on my scavenge missions b/c my level was too low. I'll be loving this fix!
Lvl 20 Normal Walker - Damage 436; Health 1,254 Lvl 26 Normal Walker - Damage 1,063; Health 3,493 --- Damage increase 143.80%; Health Increase 178.55%
Lvl 20 Armor Walker - Damage 436; Health 3,584 Lvl 26 Armor Walker - Damage 1,063; Health 10,226 --- Damage increase 143.80%; Health Increase 185.32%
Lvl 20 Tank Walker - Damage 436; Health 6,159 Lvl 26 Tank Walker - Damage 1,063; Health 17,904 --- Damage increase 143.80%; Health Increase 190.70%
If lvl 20 walkers give us about 550 TG's and the difficulty of killing them is increasing a minimum of 178% when facing lvl 26 walkers... that would mean I should expect to receive 1529 TG's for grabbing the TG's (considering TG's are based on the level/quantity of the walkers
edit* If the quantity of TG's aren't increased for facing an outpost with lvl 26 walkers or the system is restructured in any way where the max 550 will be with lvl 26 walkers and the current lvl 20 walkers will be downgraded to a lower number... Then this is a nerf.
If the outpost difficulty is going to be much greater without any type of increased rewards (TG's) for defeating them then you've made something harder without any added benefit.
If the opponents are 178% harder to kill (health increase) then I'd expect to receive 178% more TG's than I do now for defeating them. Anything less than 1500 TG's for grabbing the crates on an outpost that has lvl 26 walkers would be unacceptable imo. Even then, crate blockers it's a waste of time and injury for nothing.
Stun is taken away so yes technically I can stun the defenders but when they are in cover and use sniper harness or whatever it's called they will take less damage... that on top of the fact that the walkers are almost 3x harder to defeat it's more likely i'll be injured prior to even getting to open the gate. More time needed to play, more strategy... These aren't bad things... but the reward should increase as well!
| OG | NOC | USA | UK | CA | CQR | UC | RAD | ZEN |
> @DLich said:
> @mik81 I just found it. Thanks @JayZ for your chart again!!
>
> JayZ's post
>
> Lvl 20 Normal Walker - Damage 436; Health 1,254
> Lvl 26 Normal Walker - Damage 1,063; Health 3,493
> --- Damage increase 143.80%; Health Increase 178.55%
>
> Lvl 20 Armor Walker - Damage 436; Health 3,584
> Lvl 26 Armor Walker - Damage 1,063; Health 10,226
> --- Damage increase 143.80%; Health Increase 185.32%
>
> Lvl 20 Tank Walker - Damage 436; Health 6,159
> Lvl 26 Tank Walker - Damage 1,063; Health 17,904
> --- Damage increase 143.80%; Health Increase 190.70%
>
> If lvl 20 walkers give us about 550 TG's and the difficulty of killing them is increasing a minimum of 178% when facing lvl 26 walkers... that would mean I should expect to receive 1529 TG's for grabbing the TG's (considering TG's are based on the level/quantity of the walkers
>
> 550 + 178% (979) = 1529
>
> Will the quantity of TG's received increase @Teeceezy@Fearofabotplanet@Shteevie
>
> edit* If the quantity of TG's aren't increased for facing an outpost with lvl 26 walkers or the system is restructured in any way where the max 550 will be with lvl 26 walkers and the current lvl 20 walkers will be downgraded to a lower number... Then this is a nerf.
>
> If the outpost difficulty is going to be much greater without any type of increased rewards (TG's) for defeating them then you've made something harder without any added benefit.
>
> If the opponents are 178% harder to kill (health increase) then I'd expect to receive 178% more TG's than I do now for defeating them. Anything less than 1500 TG's for grabbing the crates on an outpost that has lvl 26 walkers would be unacceptable imo. Even then, crate blockers it's a waste of time and injury for nothing.
>
> Stun is taken away so yes technically I can stun the defenders but when they are in cover and use sniper harness or whatever it's called they will take less damage... that on top of the fact that the walkers are almost 3x harder to defeat it's more likely i'll be injured prior to even getting to open the gate. More time needed to play, more strategy... These aren't bad things... but the reward should increase as well!
Stun resistance nerf, new (in cover) aromrs and level 26 walkers. Not sure if we can beat that to get the TG's if blocked and 1500 is way less. Let those who complained about outposts defence be happy now.
Comments
"Fixed bugs that caused the number of enemies to change when playing a mission for the second or further times."
Can you explain this one more? I kind of change to number of enemies has been fixed?
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."
I am the one and only Zee Black, climbed all the way to Level 75, part of SG Woot, the 3 million star guild
Anyway if it takes me 60 seconds to earn 500 TG’s I hope that ratio holds true. If facing a bunch of lvl 26 walkers takes 3 minutes it should earn 1500 TG’s.
I plan to boycott upgrading my walkers levels. Lvl 20 was ok. Lvl 26 is going to kill desire for outposts.
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I am the one and only Zee Black, climbed all the way to Level 75, part of SG Woot, the 3 million star guild
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."
I am the one and only Zee Black, climbed all the way to Level 75, part of SG Woot, the 3 million star guild
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."
I am the one and only Zee Black, climbed all the way to Level 75, part of SG Woot, the 3 million star guild
Glad to see the senseless instakill of high-lvl walkers through wrestling is gone now.
contact us via email at [email protected]
Still not much inclined to spend on them.
Links to threads that are useful for beginners (and in some cases even for veterans)
No hero-dilution by making his token only available through the season missions, awesome.
contact us via email at [email protected]
"Death is lighter than a feather. Duty, heavier than a mountain." - al'Lan Mandragoran, The Great Hunt, The Wheel of Time
Regarding the above, from what I understand do we still struggle for 3 turns before death? Does a survivor with gold wrestler do 95% of damage for 3 turns until either death of the survivor or death or the walker? Or is it a one time hit and then the struggle is over? It sounds like it's up to 3 hits but I just wanted to be sure.
https://forums.nextgames.com/walkingdead/discussion/40263/wild-walking-is-actively-seeking-new-members"
contact us via email at [email protected]
Besides, there are only a limited number of opportunities for us to play the season missions. At some point, we will no longer be able to get tokens from season missions. Which would mean we could not continue improving Jerry. Aaron, OTOH, will always be available through the Distance, as it's, presumably, always going to be available.
"Death is lighter than a feather. Duty, heavier than a mountain." - al'Lan Mandragoran, The Great Hunt, The Wheel of Time
I believe once the first half of season 8 is over, and all players have the opportunity to unlock him by collecting enough tokens by playing all the first half of season 8 missions... then and only then will his tokens show up outside of season 8 missions.
Either way, I don't think there will be any other way to get Jerry tokens outside of Season 8 missions for at least the first 1/2 of the season.
*edit... they were added to the token pool AFTER NG had "given" enough tokens in season 8 missions to unlock him. Negan didn't show up until after the mid season finale in the regular radio calls if I recall.
I do think they'll add his tokens diluting them from the radio call pool but that won't happen for at least 2-3 months.
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Analyze This with ALF4reals | v1 | v2 | v3 |
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Freemium... the "mium" is latin for 'not really'
Shame on me for my optimism. Looks like this update is going to be only nerfs, trait dilutions, and money grabs.
Click here to visit our website and learn more about how you can join our guild family.
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Line ID: jayztwdnml
Raising the cap from 20 to 26 is a 30% increase in levels. I'm just wondering if the health and damage comparisons of a lvl 20 to 26 for each type of walker how much it increases?
Facing lvl 26 tanks is close to 6 hits. It's nice that there isn't a threat counter in outposts but I still imagine this being a huge inconvenience.
Also if I recall it's about 7500 TG's to upgrade a lvl.
The saving grace is that it'll cost 7,500 x 6 = 45,000 TG's to upgrade normal walkers from lvl 20 to lvl 26 and then another 45,000 TG's to upgrade tank walkers from lvl 20 to lvl 26 and then another 45,000 TG's to upgrade armored walkers from lvl 20 to lvl 26.
135,000 TG's to fully upgrade all of these walkers. Unless the price was dropped (when I upgraded in 2.7 that's what I paid TG wise)... 135K TG's is 13 TG Tuesday purchases or 18 Legendary blind boxes.
Make it harder for everyone else.... or buy yourself new gear that you can use.... Hard choice
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Freemium... the "mium" is latin for 'not really'
forums.nextgames.com/walkingdead/discussion/25186/analysis-walker-equipment-and-survivor-progression/p1
Note that there might have been a rebalancing to increase walker damage since that original post (I don't think walker health was affected though).
Click here to visit our website and learn more about how you can join our guild family.
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Line ID: jayztwdnml
Retaliate not working on Overwatch, for example. Shooting from outside on Outposts. Values from badges not showing/working.
Also many game mechanics need rebalance and it seems so obvious - daily quests have to pay at least 30 gold, for example, because you introduced many new gold costs with The Distance and badges and those 10 gold are worthless. Melee x Ranged. Outpost cycles terrible cost x benefits. And on and on.
Full supplies again? Nah we'll give you the supplies for gears just before our next update.
Someone beat the distance using wrestler? Holy shit, Code Red! Code Red! We need to nerf wrestler ASAP.
Other than that, I am really looking forward to 2.8
Thank you NG!
@Teeceezy @Fearofabotplanet @Shteevie
- Players who have built the Scavenger building in their camps can now start finding Components in crate rewards for Missions of difficulty 13 and up. The previous minimum difficulty was 15."
THANK YOU! I just built my scavenger building on my mini account (even paid to expedite it with gold) only to find out that I couldn't collect any components on my scavenge missions b/c my level was too low. I'll be loving this fix!
JayZ's post
Lvl 20 Normal Walker - Damage 436; Health 1,254
Lvl 26 Normal Walker - Damage 1,063; Health 3,493
--- Damage increase 143.80%; Health Increase 178.55%
Lvl 20 Armor Walker - Damage 436; Health 3,584
Lvl 26 Armor Walker - Damage 1,063; Health 10,226
--- Damage increase 143.80%; Health Increase 185.32%
Lvl 20 Tank Walker - Damage 436; Health 6,159
Lvl 26 Tank Walker - Damage 1,063; Health 17,904
--- Damage increase 143.80%; Health Increase 190.70%
If lvl 20 walkers give us about 550 TG's and the difficulty of killing them is increasing a minimum of 178% when facing lvl 26 walkers... that would mean I should expect to receive 1529 TG's for grabbing the TG's (considering TG's are based on the level/quantity of the walkers
550 + 178% (979) = 1529
Will the quantity of TG's received increase @Teeceezy @Fearofabotplanet @Shteevie
edit* If the quantity of TG's aren't increased for facing an outpost with lvl 26 walkers or the system is restructured in any way where the max 550 will be with lvl 26 walkers and the current lvl 20 walkers will be downgraded to a lower number... Then this is a nerf.
If the outpost difficulty is going to be much greater without any type of increased rewards (TG's) for defeating them then you've made something harder without any added benefit.
If the opponents are 178% harder to kill (health increase) then I'd expect to receive 178% more TG's than I do now for defeating them. Anything less than 1500 TG's for grabbing the crates on an outpost that has lvl 26 walkers would be unacceptable imo. Even then, crate blockers it's a waste of time and injury for nothing.
Stun is taken away so yes technically I can stun the defenders but when they are in cover and use sniper harness or whatever it's called they will take less damage... that on top of the fact that the walkers are almost 3x harder to defeat it's more likely i'll be injured prior to even getting to open the gate. More time needed to play, more strategy... These aren't bad things... but the reward should increase as well!
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'
> @mik81 I just found it. Thanks @JayZ for your chart again!!
>
> JayZ's post
>
> Lvl 20 Normal Walker - Damage 436; Health 1,254
> Lvl 26 Normal Walker - Damage 1,063; Health 3,493
> --- Damage increase 143.80%; Health Increase 178.55%
>
> Lvl 20 Armor Walker - Damage 436; Health 3,584
> Lvl 26 Armor Walker - Damage 1,063; Health 10,226
> --- Damage increase 143.80%; Health Increase 185.32%
>
> Lvl 20 Tank Walker - Damage 436; Health 6,159
> Lvl 26 Tank Walker - Damage 1,063; Health 17,904
> --- Damage increase 143.80%; Health Increase 190.70%
>
> If lvl 20 walkers give us about 550 TG's and the difficulty of killing them is increasing a minimum of 178% when facing lvl 26 walkers... that would mean I should expect to receive 1529 TG's for grabbing the TG's (considering TG's are based on the level/quantity of the walkers
>
> 550 + 178% (979) = 1529
>
> Will the quantity of TG's received increase @Teeceezy @Fearofabotplanet @Shteevie
>
> edit* If the quantity of TG's aren't increased for facing an outpost with lvl 26 walkers or the system is restructured in any way where the max 550 will be with lvl 26 walkers and the current lvl 20 walkers will be downgraded to a lower number... Then this is a nerf.
>
> If the outpost difficulty is going to be much greater without any type of increased rewards (TG's) for defeating them then you've made something harder without any added benefit.
>
> If the opponents are 178% harder to kill (health increase) then I'd expect to receive 178% more TG's than I do now for defeating them. Anything less than 1500 TG's for grabbing the crates on an outpost that has lvl 26 walkers would be unacceptable imo. Even then, crate blockers it's a waste of time and injury for nothing.
>
> Stun is taken away so yes technically I can stun the defenders but when they are in cover and use sniper harness or whatever it's called they will take less damage... that on top of the fact that the walkers are almost 3x harder to defeat it's more likely i'll be injured prior to even getting to open the gate. More time needed to play, more strategy... These aren't bad things... but the reward should increase as well!
Stun resistance nerf, new (in cover) aromrs and level 26 walkers. Not sure if we can beat that to get the TG's if blocked and 1500 is way less. Let those who complained about outposts defence be happy now.