February release notes

Replies

  • CPMP
    974 posts Member
    To all you who had fun killing Mace Windu in enemy teams :
    post-54345-mace-windu-this-partys-over-gi-C1jF.gif
  • CPMP wrote: »
    To all you who had fun killing Mace Windu in enemy teams :
    post-54345-mace-windu-this-partys-over-gi-C1jF.gif

    Whats in your wallet!!!!
  • Mr_Eel
    124 posts Member
    edited February 2016
    Barrok wrote: »
    Mr_Eel wrote: »
    Phasma triggering extra attacks on specials is what made her useful as a leader. Now Sidious will be a better leader option in every circumstance. Would not have wasted the GW crystals if I had known this was coming. The rest of it seems pretty good.

    Seriously? Her attacks on specials, which aren't even part of her description, are what made her useful? Not the AOE + speed down, or the team speed up + advantage? Also, not the extra attacks on ATTACKS?

    let's read the description: "Whenever an ally attacks, they have a 18% chance to call a random ally to Assist, dealing 15% less damage. This chance is doubled if the attacking ally is First Order."

    Ally attacks... when she uses Victory March, how is that an attack?

    You didn't waste any GW crystals. She is still great and falls in line now with her description (and original intent), much like Asajj.

    She's now a mediocre support dps with less net leader damage than Sidious, who will also require Poe on the team for her specials to get down quickly enough to be meaningful. Like Asajj, her error is what made her stand out. I'll of course test her before I throw her away, but I feel running Poggle-Poe-Droid is now the better option than my Phasma AoE team. It was Poe's turn meter that was making Phasma overpowered. She needed no adjustment, Poe's taunt did. She isn't going to be terrible, but she's just been moved down a tier for p2p'ers.
    Post edited by Mr_Eel on
  • CPMP
    974 posts Member
    Michajam wrote: »

    Whats in your wallet!!!!

    I was referring to the buff he is getting with the upcoming update :D
  • CPMP wrote: »
    Michajam wrote: »

    Whats in your wallet!!!!

    I was referring to the buff he is getting with the upcoming update :D
    Sorry whenever I see him I think of Capital One. I knew what you meant and liked lit
  • Michajam wrote: »
    Are you sure about this? The notes say that after you pass a level you get the shards for that level. If the event comes back around a few times we could acrue enough shards possibly to get the character to 7* without having 5 other Jedi at 7*

    Based on the notes your progress is saved. Meaning when it comes back around you start where you left off. Once a stage is completed (say 4th) you would get the shards and be on the next stage (5th). If you couldn't complete the stage or didn't have enough starred heroes then when it comes around again you would still be attempting then next stage (5th).

    As far as when completing stage 7 if you can redo or do again the next time it appears that didn't seem clear. I would imagine you can do it again once complete. You'd either get more shards (maybe for shard shop) or some other basic reward like drones and credits, but this is just a theory.
  • @EA_Jesse

    Could you give a description of whay health steal does exactly? I mean will it just give characters who have health steal Talias basic attack ability?
    Thanks for all the info!
  • Barrok
    1753 posts Member
    Mr_Eel wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Phasma triggering extra attacks on specials is what made her useful as a leader. Now Sidious will be a better leader option in every circumstance. Would not have wasted the GW crystals if I had known this was coming. The rest of it seems pretty good.

    Seriously? Her attacks on specials, which aren't even part of her description, are what made her useful? Not the AOE + speed down, or the team speed up + advantage? Also, not the extra attacks on ATTACKS?

    let's read the description: "Whenever an ally attacks, they have a 18% chance to call a random ally to Assist, dealing 15% less damage. This chance is doubled if the attacking ally is First Order."

    Ally attacks... when she uses Victory March, how is that an attack?

    You didn't waste any GW crystals. She is still great and falls in line now with her description (and original intent), much like Asajj.

    She's now a mediocre support dps with less net leader damage than Sidious, who will also require Poe on the team for her specials to get down quickly enough to be meaningful. Like Asajj, her error is what made her stand out. I'll of course test her before I throw her away, but I feel running Poggle-Poe-Droid is now the better option than my Phasma AoE team. It was Poe's turn meter that was making Phasma overpowered. She needed no adjustment, Poe's taunt did.

    Look at your team and determine how many of them have non attack moves. If you are running a typical FO setup, you probably don't have any other characters that have non attack moves. Maybe Daka's revive/heal.

    Now, let's say you have both of those. 1 in 3 games your Captain would call in an ally, and 1 in 5 or 6 games, it would call in an ally on Daka. So, you are considering captain wasted because of a 1/3 and 1/6 chance to use her abilities? That seems like an overreaction.
  • Really looking forward to this!
  • Oh no!
    The screen will now show opponents' full squad, allowing players to both plan for the Battle and to study what unit combinations other players are using.

    Oh yes! lol
  • ****, 7 X 7 star Jedi to unlock one character? Your talking thousands of dollars, no one can unlock that without spending a fortune.
  • Mizo wrote: »
    Why would you nerf Ventris who is the slowest toon in the game and a char no one uses anyway.
    Top teams may not use it, but I actually use her in GW a lot and switch her for Poe only for harder walls.

    As for squads fully visible at the arena, it might be the time to return to the idea of having defence and offence teams there. One may not use Poe while attacking but they can put him on defensive squad to reduce the number of easy win seekers.
    Say no to bugs! Geonosian ones
  • Camalus
    217 posts Member
    edited February 2016
    Barrok wrote: »
    Mr_Eel wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Phasma triggering extra attacks on specials is what made her useful as a leader. Now Sidious will be a better leader option in every circumstance. Would not have wasted the GW crystals if I had known this was coming. The rest of it seems pretty good.

    Seriously? Her attacks on specials, which aren't even part of her description, are what made her useful? Not the AOE + speed down, or the team speed up + advantage? Also, not the extra attacks on ATTACKS?

    let's read the description: "Whenever an ally attacks, they have a 18% chance to call a random ally to Assist, dealing 15% less damage. This chance is doubled if the attacking ally is First Order."

    Ally attacks... when she uses Victory March, how is that an attack?

    You didn't waste any GW crystals. She is still great and falls in line now with her description (and original intent), much like Asajj.

    She's now a mediocre support dps with less net leader damage than Sidious, who will also require Poe on the team for her specials to get down quickly enough to be meaningful. Like Asajj, her error is what made her stand out. I'll of course test her before I throw her away, but I feel running Poggle-Poe-Droid is now the better option than my Phasma AoE team. It was Poe's turn meter that was making Phasma overpowered. She needed no adjustment, Poe's taunt did.

    Look at your team and determine how many of them have non attack moves. If you are running a typical FO setup, you probably don't have any other characters that have non attack moves. Maybe Daka's revive/heal.

    Now, let's say you have both of those. 1 in 3 games your Captain would call in an ally, and 1 in 5 or 6 games, it would call in an ally on Daka. So, you are considering captain wasted because of a 1/3 and 1/6 chance to use her abilities? That seems like an overreaction.

    The only FO toon without non attack moves is Tie Pilot. And I guess Kylo ren, Sorry hes 2 days old in my roster. So speedier toons will still have advantage
  • TPM10K wrote: »
    Having just done the maths the fact that you need 5 7* Jedi isn't as bad as it might seem.
    Granted I already have a few decently starred, but I am entirely missing 1 jedi, as the others I have are pack only, and I don't want to shell out cash for this.
    The breakdown is basically if you start from scratch and refresh Cantina once per day, farming Lumi, QGJ, Plo, Eith Koth and JC, you can just about hit 5* on all of them if you start farming tomorrow and put everything else on hold. Assuming a 2 week gap between the end of this one and the start of the coming one, and again assuming you only farm these characters, you CAN get them all to 7* in time.
    So if you want a 7* whoever the character ends up being, start farming now. When the event hits, we'll know whether you want the character. Worst case you lost 1 weeks worth of farming other chars, not the end of the world, but best case it's Yoda and one month from now you're sitting pretty with a 7* Yoda! :)

    Hmmm. This might work after all. I have Lumi almost to 7 now anyway. I'll just continue to level JC and work on Eeth who's decent anyway and a couple others. If I see he's a crap char, I'll stop. Otherwise, I'll have Yoda like everyone hopes for anyway.
  • Barrok
    1753 posts Member
    Camalus wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Phasma triggering extra attacks on specials is what made her useful as a leader. Now Sidious will be a better leader option in every circumstance. Would not have wasted the GW crystals if I had known this was coming. The rest of it seems pretty good.

    Seriously? Her attacks on specials, which aren't even part of her description, are what made her useful? Not the AOE + speed down, or the team speed up + advantage? Also, not the extra attacks on ATTACKS?

    let's read the description: "Whenever an ally attacks, they have a 18% chance to call a random ally to Assist, dealing 15% less damage. This chance is doubled if the attacking ally is First Order."

    Ally attacks... when she uses Victory March, how is that an attack?

    You didn't waste any GW crystals. She is still great and falls in line now with her description (and original intent), much like Asajj.

    She's now a mediocre support dps with less net leader damage than Sidious, who will also require Poe on the team for her specials to get down quickly enough to be meaningful. Like Asajj, her error is what made her stand out. I'll of course test her before I throw her away, but I feel running Poggle-Poe-Droid is now the better option than my Phasma AoE team. It was Poe's turn meter that was making Phasma overpowered. She needed no adjustment, Poe's taunt did.

    Look at your team and determine how many of them have non attack moves. If you are running a typical FO setup, you probably don't have any other characters that have non attack moves. Maybe Daka's revive/heal.

    Now, let's say you have both of those. 1 in 3 games your Captain would call in an ally, and 1 in 5 or 6 games, it would call in an ally on Daka. So, you are considering captain wasted because of a 1/3 and 1/6 chance to use her abilities? That seems like an overreaction.

    The only FO toon without non attack moves is Tie Pilot.

    Kylo doesn't. You probably aren't running storm trooper either...and maybe not even tie pilot if you haven't spend some money farming/buying packs. So I am assuming that the individual isn't using a full FO team, but without them telling me their team I can only guess.

  • Camalus
    217 posts Member
    edited February 2016
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Phasma triggering extra attacks on specials is what made her useful as a leader. Now Sidious will be a better leader option in every circumstance. Would not have wasted the GW crystals if I had known this was coming. The rest of it seems pretty good.

    Seriously? Her attacks on specials, which aren't even part of her description, are what made her useful? Not the AOE + speed down, or the team speed up + advantage? Also, not the extra attacks on ATTACKS?

    let's read the description: "Whenever an ally attacks, they have a 18% chance to call a random ally to Assist, dealing 15% less damage. This chance is doubled if the attacking ally is First Order."

    Ally attacks... when she uses Victory March, how is that an attack?

    You didn't waste any GW crystals. She is still great and falls in line now with her description (and original intent), much like Asajj.

    She's now a mediocre support dps with less net leader damage than Sidious, who will also require Poe on the team for her specials to get down quickly enough to be meaningful. Like Asajj, her error is what made her stand out. I'll of course test her before I throw her away, but I feel running Poggle-Poe-Droid is now the better option than my Phasma AoE team. It was Poe's turn meter that was making Phasma overpowered. She needed no adjustment, Poe's taunt did.

    Look at your team and determine how many of them have non attack moves. If you are running a typical FO setup, you probably don't have any other characters that have non attack moves. Maybe Daka's revive/heal.

    Now, let's say you have both of those. 1 in 3 games your Captain would call in an ally, and 1 in 5 or 6 games, it would call in an ally on Daka. So, you are considering captain wasted because of a 1/3 and 1/6 chance to use her abilities? That seems like an overreaction.

    The only FO toon without non attack moves is Tie Pilot.

    Kylo doesn't. You probably aren't running storm trooper either...and maybe not even tie pilot if you haven't spend some money farming/buying packs. So I am assuming that the individual isn't using a full FO team, but without them telling me their team I can only guess.

    I have the entire first order team, so seek first to understand then to be understood ya? What is going to suck is that every other team is going to have speedier toons, heals taunts and debuffs whereas this team has none of that. So nerfing Phasmas leader ability really hurts the team.
    And, lastly the description states a random ally assist chance (not just on attacks), so their claim that it was a bug is bogus.
  • All great news, @EA_Jesse
    Good changes and fixes, good move on Poe & Mace, and the new Event sounds fun!
    Can't wait.
  • @EA_Jesse are the rewards for each stage 1 time only or can we get rewards again when the event comes around again?

    Say I clear stage 5 this time and a month later the event comes back. Will I be able to receive the rewards from stage 1-5 again?
  • Barrok
    1753 posts Member
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Phasma triggering extra attacks on specials is what made her useful as a leader. Now Sidious will be a better leader option in every circumstance. Would not have wasted the GW crystals if I had known this was coming. The rest of it seems pretty good.

    Seriously? Her attacks on specials, which aren't even part of her description, are what made her useful? Not the AOE + speed down, or the team speed up + advantage? Also, not the extra attacks on ATTACKS?

    let's read the description: "Whenever an ally attacks, they have a 18% chance to call a random ally to Assist, dealing 15% less damage. This chance is doubled if the attacking ally is First Order."

    Ally attacks... when she uses Victory March, how is that an attack?

    You didn't waste any GW crystals. She is still great and falls in line now with her description (and original intent), much like Asajj.

    She's now a mediocre support dps with less net leader damage than Sidious, who will also require Poe on the team for her specials to get down quickly enough to be meaningful. Like Asajj, her error is what made her stand out. I'll of course test her before I throw her away, but I feel running Poggle-Poe-Droid is now the better option than my Phasma AoE team. It was Poe's turn meter that was making Phasma overpowered. She needed no adjustment, Poe's taunt did.

    Look at your team and determine how many of them have non attack moves. If you are running a typical FO setup, you probably don't have any other characters that have non attack moves. Maybe Daka's revive/heal.

    Now, let's say you have both of those. 1 in 3 games your Captain would call in an ally, and 1 in 5 or 6 games, it would call in an ally on Daka. So, you are considering captain wasted because of a 1/3 and 1/6 chance to use her abilities? That seems like an overreaction.

    The only FO toon without non attack moves is Tie Pilot.

    Kylo doesn't. You probably aren't running storm trooper either...and maybe not even tie pilot if you haven't spend some money farming/buying packs. So I am assuming that the individual isn't using a full FO team, but without them telling me their team I can only guess.

    I have the entire first order team, so seek first to understand then to be understood ya? What is going to suck is that every other team is going to have speedier toons, heals taunts and debuffs whereas this team has none of that. So nerfing Phasmas leader ability really hurts the team.

    I was referring to the person I was talking to originally, @mr_eel. You only recently came into the picture.

    I have no idea what that person's team was like, I was assuming not all FO.

    Also, if you are running all FO and using all their Non-attacks, you deserve to lose. You need to be able to actually attack the opponent to win, and now that her ability was FIXED, it will be even more important to be attacking.

    Lastly, look at my math above. Only 1 in 3 uses of a non-attacking ability from an FO character would cause an attack. This attack did less damage. If this is what you were relying on to win, then I can't help but think your team needs to be stronger or you need to change your approach.
  • Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Phasma triggering extra attacks on specials is what made her useful as a leader. Now Sidious will be a better leader option in every circumstance. Would not have wasted the GW crystals if I had known this was coming. The rest of it seems pretty good.

    Seriously? Her attacks on specials, which aren't even part of her description, are what made her useful? Not the AOE + speed down, or the team speed up + advantage? Also, not the extra attacks on ATTACKS?

    let's read the description: "Whenever an ally attacks, they have a 18% chance to call a random ally to Assist, dealing 15% less damage. This chance is doubled if the attacking ally is First Order."

    Ally attacks... when she uses Victory March, how is that an attack?

    You didn't waste any GW crystals. She is still great and falls in line now with her description (and original intent), much like Asajj.

    She's now a mediocre support dps with less net leader damage than Sidious, who will also require Poe on the team for her specials to get down quickly enough to be meaningful. Like Asajj, her error is what made her stand out. I'll of course test her before I throw her away, but I feel running Poggle-Poe-Droid is now the better option than my Phasma AoE team. It was Poe's turn meter that was making Phasma overpowered. She needed no adjustment, Poe's taunt did.

    Look at your team and determine how many of them have non attack moves. If you are running a typical FO setup, you probably don't have any other characters that have non attack moves. Maybe Daka's revive/heal.

    Now, let's say you have both of those. 1 in 3 games your Captain would call in an ally, and 1 in 5 or 6 games, it would call in an ally on Daka. So, you are considering captain wasted because of a 1/3 and 1/6 chance to use her abilities? That seems like an overreaction.

    The only FO toon without non attack moves is Tie Pilot.

    Kylo doesn't. You probably aren't running storm trooper either...and maybe not even tie pilot if you haven't spend some money farming/buying packs. So I am assuming that the individual isn't using a full FO team, but without them telling me their team I can only guess.

    I have the entire first order team, so seek first to understand then to be understood ya? What is going to suck is that every other team is going to have speedier toons, heals taunts and debuffs whereas this team has none of that. So nerfing Phasmas leader ability really hurts the team.

    I was referring to the person I was talking to originally, @mr_eel. You only recently came into the picture.

    I have no idea what that person's team was like, I was assuming not all FO.

    Also, if you are running all FO and using all their Non-attacks, you deserve to lose. You need to be able to actually attack the opponent to win, and now that her ability was FIXED, it will be even more important to be attacking.

    Lastly, look at my math above. Only 1 in 3 uses of a non-attacking ability from an FO character would cause an attack. This attack did less damage. If this is what you were relying on to win, then I can't help but think your team needs to be stronger or you need to change your approach.

    You don't even know the first order teams mechanics, All of the non attacking options are turn meter and advantage, which you need to use to win obviously.
  • First of all, thank you very much for this preview, everything looks awesome and I can't wait for it!!
    EA_Jesse wrote: »
    New Events System
    • A key feature in this update is a brand new Events system. This system replaces the old Key Card Events, and will enable our designers to craft a wide variety of Event types, structures, and themes.
    • To provide interesting and challenging scenarios, the new system can restrict the type, number, category, and rarity of units eligible for a given Event.
    • Events can allow limitless attempts, a limited number of attempts, or be non-repeatable.
    • Most Events are expected to be available for a limited time. An exception are the Training Droid and Credits Events which were previously available in the Key Card system. Those two events will also be available in the new Events system, and are expected to always be available.
    • A limited time Event can re-appear at a later date after its time limit has expired. Players' progress will be saved from previous attempts.
    • As part of this change, the old Key Card collection table has been removed.

    First Event – Featuring a New Character!
    • One of the most-frequently requested characters is now available! In this inaugural Event, players can Battle to win Shards for this character in their customized training Battles.
    • This Event features seven stages which must be unlocked progressively. Only Jedi units are allowed. The requirements for each Stage are also based on the star rarity of the Jedi units.
    • The first Battle in this Event requires five Jedi which are 1 Star or above. Completing that Battle will award Shards of the new character, and unlock Stage 2.
    • Stage 2 requires five Jedi which are 2 Star or above, and so on up to Stage 7 which requires five Jedi at 7 Stars to get the final Shards needed to Promote the new character to 7 Stars! Once players have completed Stage 5, they will have enough Shards to Activate the new character at 5 Stars.
    • This Event is planned to be available for a week, and then unavailable for a number of weeks, and then available again for a week, etc. This approach will give players multiple opportunities to progress in the Event, with time in between to prepare as needed.
    • This will be the only place to gain Shards of the new character. The new character is not expected to be for sale or acquirable elsewhere in the game.

    Great! I've been waiting for events for a long time. Time to work on a proper all 7* Jedi team now. Luckily Mace has been reworked! :smiley: And it seems the new guy will be Yoda. All points to that. Unlocking at 5* that's a new one too, but I guess it's obvious, to make it challenging, having an all 5* Jedi team is harder than a 4* (where everyone unlocks and stops farming in some cases).
    EA_Jesse wrote: »
    New Training Bot and Credit Events
    • These two repeatable Events have been refactored under the new Events system.
    • These Events are open indefinitely and no longer require Key Cards. Players can attempt them without limit.
    • Energy cost per attempt has been adjusted down.
    • Payouts per attempt have also been adjusted down to account for the lowered Energy cost, unlimited attempts, and economy balance.

    Nice to still keep them, and nice adjustments on no keys needed, and cost / rewards adjustments. We'll see how worthy they'll be next. I'm sure I'll do those at least sometimes when in need.
    EA_Jesse wrote: »
    Free Energy Rewards
    • During 3 two hour periods of the day (12:00-14:00, 18:00-20:00, and 21:00-23:00, all in your local time) the player can collect additional bonus Energy through the Daily Activities menu.
    • This bonus Energy will only be available during those time windows and must be actively collected. The collection opportunity will not persist if the player comes in after the two hour window expires.
    • A countdown timer displays in Daily Activities to show when the next one will be available.
    BIG THANK YOU! :)
    EA_Jesse wrote: »
    Leaderboard Rank Swap Adjustments
    • Adjustments have been made to the way Arena matchmaking works for the top 40 positions on the leaderboard.
    • Once players reach rank 40, the range of players they can challenge will begin to shrink.
    • For example, previously, players who reached rank 11 could attack the player at rank 2. Now a rank 11 player will only be able to attack a player up to rank 6.
    Interesting. It was odd rank 11 could attack up to rank 2, but rank 10 could attack up to rank 7.
    EA_Jesse wrote: »
    Shard Details
    • When viewing possible rewards or shipments, clicking on a character Shard will display the number of Shards required to acquire or Promote that character as well as summary details on the strategic value of the character.
    • This will give players more info on Shards where they need it, so they don't have to navigate away to check their Shard counts.

    Gear Details
    • When a player views possible rewards or shipments, gear that is currently needed for a character(s) is badged.
    • Clicking on a badged piece of gear will display all characters that currently need the gear (at that moment).
    • Viewing gear details now displays the quantity of gear that the player owns.

    Finding Gear/Shards
    • Improvements were made to the Find flow so players will know if they got the piece they were looking for.
    • After pressing "Find" to search for a piece of gear, when that piece of gear is part of the post-Battle rewards, it is highlighted as "Collected X/Y" with X being the quantity of the item the player owns and Y being the quantity of the item needed to fulfill the crafting requirement.
    • Shards will also be highlighted as "Collected X/Y" when searched.

    Nice as well.
    EA_Jesse wrote: »
    Shard Shop
    • Previously when players gained enough Shards for a 7 star character, any additional Shards earned had no value. The Shard Shop is the answer to this problem.
    • A "Shard Shop" will now unlock when a player has collected a 7 star character.
    • At the shop, players can convert additional Shards earned for their 7 star characters into a currency that can be spent on acquiring Shards for other characters.
    • Dialog for pre and post unlock guide explain the purpose of the shop.
    I'll have to see the shard conversion rate here, but so far I only have a single 7* toon (Sid). We'll see more of this shard shop. So far it seems aimed to big spenders (since only surplus of 7* toon shards can be used), but if the unique toon is worth it, I may keep farming for Sid shards, I guess.
    EA_Jesse wrote: »
    Gear Crafting Improvements
    • Several changes were made to the crafting flows to make it less labor intensive for players.
    • Previously when crafting a piece of nested gear (multiple levels of crafting), after crafting was complete for the "child" or "component" piece, the player would have to navigate up a hierarchy level to determine what gear was needed next to craft the "parent" or "full" piece.
    • Now when the child item has been crafted the player will immediately be taken to the parent (one level up), removing the extra navigation step.
    • Previously when crafting a piece of nested gear with many levels of hierarchy, each child had to be crafted individually before the parent could be crafted. Crafting can now be done at the parent level if all gear and credits required for child items have been gathered.
    • A back button is now present in the gear crafting UI making navigation up a level of hierarchy more clear. The current hierarchy level is also highlighted.
    • The "Equip" button will now be green when the gear needed is available, minimizing players from accidentally spending crafting materials unnecessarily.
    • When multiple pieces of gear are needed, a scrollbar is present and gear that is needed is sorted to the top.
    Nice as well, improving UX.
    EA_Jesse wrote: »

    Arena Screen
    • Arena Matchmaking screen has been overhauled based on player feedback, and to clarify a number of things players were finding confusing.
    • The screen will now show opponents' full squad, allowing players to both plan for the Battle and to study what unit combinations other players are using.
    • Tap and Hold on opponent units will bring up details for that specific unit.
    • The player's own rank is more prominently displayed.
    • Changed the power icon to just the word "Power" to make it more clear to players.
    • The prize tier the player is currently is now displayed next to the player's power.
    • A timer was added to the Prizes button to show when those rewards will be distributed.
    • The Home button is now available in the upper right. The Refresh opponent list button has been moved.
    • Shipments button in Arena (and Galactic War) changed to read "Redeem" and show the currency icon to clarify where to spend the related currency.
    Interesting on seeing all the details now. I'll select my battles more carefully, but I'm worried on how much of a target I'll become next. Luckily I'm working on three or four extra toons to bring some more variety to my team soon.

    Any chances on having defensive squads separated from offensive squads soon?
    EA_Jesse wrote: »
    Improvements to Delayed Damage
    • Previously, abilities which caused Damage over Time (DoT) or had a time-delay element in their damage could not kill an enemy unit when it started its turn. That is no longer the case.
    • Units with a DoT, bomb, or similar effect on them will suffer the correct amount of damage at the very start of their turn. If that takes them to zero health, they will die before taking their turn.
    Sid + Vader coming.
    EA_Jesse wrote: »

    Improved Pack Descriptions
    • The pack description screen has been improved to provide a more detailed account of the potential drops from each of the packs.
    • This is meant to more accurately represent the possible drops from packs than the previous approach that only displayed characters.
    • This new description is not a comprehensive list of everything in the pack, due to the vast quantity of items, but shows a large percentage of the possible items.

    Ally Information
    • Clicking on an Ally under Allies->Manage will now display additional information about the Ally including the leader's ability, PvP Rank, and Power.
    • This will allow players to assess their ally list more carefully.

    Nice touch. Any chance on showing us our own details? When adding allies we can see their scores in Arena, but there's no way to see our own scores so far, unless asking a friend to tell us by looking at our ally code.

    EA_Jesse wrote: »
    Sell button / screen removed
    • We removed the Sell Screen, and ability to sell items, from the game. This decision was made for a few reasons.
    • First, the replacement of Mining Droids with credits removed the item that people sold the most.
    • Second, with the improvements to gear details, players can now see how many of an item exists in inventory, a primary value of the Sell screen.
    • Finally, we were noticing that players were often accidentally selling items, leading to a negative experience.
    • We realize some players sell gear and xp bots purposefully to earn credits, but we feel this is a better experience for the majority of the playerbase.
    • Any player that had a mining droid in the inventory will receive an Inbox message granting the credit value of the droids.

    Not affected much by this personally, but I totally see the logic on taking it away.
    EA_Jesse wrote: »
    Gear rarity visibility
    • The border around gear denoting its rarity is now present in Shipments and during Data Card opening, making it easier to know the gear's value.
    OIC! So I've been getting some purples on the shipments and bronzium from time to time, I noticed this not long ago. It's nice it'll be properly highlighted now, this will improve the experience as well.
    EA_Jesse wrote: »
    Squad management
    • When selecting squad members pre-Battle, the characters previously had their level listed redundantly. This has been replaced by showing character power, assisting in determining which character to choose.
    Nice, but It could also be made that the selecting area is bigger than the selected squad area? This would help a lot, specially in GW where lots of changes are necessary.

    EA_Jesse wrote: »
    Character Inventory Screen
    • Previously, on the Characters inventory screen, each panel for a character had a progress bar with two potential meanings. If the character had been Activated, the bar indicated the units XP progress to their next level. If the character had not been Activated, it showed progress of collecting Shards to Activate the character. This was confusing and hard to message clearly.
    • Now, regardless of whether the character is or isn't Activated, the bar under the characters now shows progress to the next star level (unit Shards).
    • Characters were previously sorted by level as a default. They are now sorted by Power, which is a more accurate representation of their value.
    • Gear slots now show the actual gear images so it's more clear when the slots are filled. Optimizations to the system allowed this without massive increase to inventory load.

    The first one is like you just did exactly what I wanted, lol. Nice :) The other changes are appreciated as well.
    EA_Jesse wrote: »
    Galactic War
    • The chest that animates, prompting the player to open it, has improved VFX so it's easier to tell what to do (tap on chest to open it).
    • Refreshing the Galactic War Shipments now costs premium currency to make it consistent with other shipment stores.

    Daily Reward
    • Improved VFX after collecting the Daily Reward will more clearly show what the player has received.
    • A detail was added to the info section in the Daily Reward screen explaining that daily login progress resets at the beginning of each month.
    Minor, but still nice touch. Any UI and UX improvements are welcome.
    EA_Jesse wrote: »
    Accounts
    • If a player on Android is logged into G+, that player will continue to be logged in after doing an update from the app store. Previously a player could be logged out of G+.
    THANK YOU. Getting logged out of the account was very annoying. And very scary, the first couple of times it happened. Specially the first times when you had to go through the introduction / tutorial all over again.
    EA_Jesse wrote: »
    Battle Targeting
    • The targeting reticle "pops" more noticeably when attempting to target an opponent unit when another opponent unit is taunting, or when trying to target a stealthed opponent.
    • This should make it more clear why a player cannot change targets in those instances.
    • Improvements were made in Battle to make it easier to target backrow opponents so players can be more strategic in their target choices.
    • Targets will no longer swap between character turns when using manual Battle.

    Training Bot Icons
    • The size of training droid icons was increased in the info panels to make them easier for players to see and differentiate between them.

    VFX Changes
    • Double Shot VFX for Cad Bane and CT555's basic attack has been improved so they shoot from the right gun for the double shot.
    • VFX for Clone Wars Chewbacca's specials were differentiated more so it is clear that the chosen special ability was triggered.

    Attack animation distance
    • The distance to target in the animation for the Jedi Knight Guardian's basic attack and Kylo Ren's second special was reduced (no functional change, cosmetic adjustment) so it looks more like they are hitting their targets.

    Challenges
    • In order to help players plan, all of the panels for the Challenges now show the days of the week when a Challenge is available.
    • Previously, inactive Challenges were hidden, but in order to show when inactive Challenges will become available, all panels are now visible even if they are not accessible.

    “Go” Button Fixes
    • The “Go” button for Daily Activities has now been fixed for the Galactic War Activity, Use the Force, Mission Directives, Hard Won, and Give in to the Dark Side.
    • Go button on the "Battle Hardened" Achievement now takes player to Hard Mode Campaign instead of the store.

    App Rating Prompt
    • Added to the choices so players can dismiss the prompt forever or postpone it for a while.
    • "Rate Now" - Takes player to app store.
    • "Not Now" - Player is reminded to rate later.
    • "Never" - Reminder does not reappear.

    Home Screen Scroll Bar
    • Added an indicator to the Cantina Home Screen under the HUD that shows that there are scrollable areas to the left and right

    Cantina Energy Color
    • Changed Cantina Energy icon color from purple to match the color of Cantina Credits.

    Again, any UI&UX improvement is appreciated.

    548-145-651 | Playing since Dec 28th (:
  • Barrok
    1753 posts Member
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Phasma triggering extra attacks on specials is what made her useful as a leader. Now Sidious will be a better leader option in every circumstance. Would not have wasted the GW crystals if I had known this was coming. The rest of it seems pretty good.

    Seriously? Her attacks on specials, which aren't even part of her description, are what made her useful? Not the AOE + speed down, or the team speed up + advantage? Also, not the extra attacks on ATTACKS?

    let's read the description: "Whenever an ally attacks, they have a 18% chance to call a random ally to Assist, dealing 15% less damage. This chance is doubled if the attacking ally is First Order."

    Ally attacks... when she uses Victory March, how is that an attack?

    You didn't waste any GW crystals. She is still great and falls in line now with her description (and original intent), much like Asajj.

    She's now a mediocre support dps with less net leader damage than Sidious, who will also require Poe on the team for her specials to get down quickly enough to be meaningful. Like Asajj, her error is what made her stand out. I'll of course test her before I throw her away, but I feel running Poggle-Poe-Droid is now the better option than my Phasma AoE team. It was Poe's turn meter that was making Phasma overpowered. She needed no adjustment, Poe's taunt did.

    Look at your team and determine how many of them have non attack moves. If you are running a typical FO setup, you probably don't have any other characters that have non attack moves. Maybe Daka's revive/heal.

    Now, let's say you have both of those. 1 in 3 games your Captain would call in an ally, and 1 in 5 or 6 games, it would call in an ally on Daka. So, you are considering captain wasted because of a 1/3 and 1/6 chance to use her abilities? That seems like an overreaction.

    The only FO toon without non attack moves is Tie Pilot.

    Kylo doesn't. You probably aren't running storm trooper either...and maybe not even tie pilot if you haven't spend some money farming/buying packs. So I am assuming that the individual isn't using a full FO team, but without them telling me their team I can only guess.

    I have the entire first order team, so seek first to understand then to be understood ya? What is going to suck is that every other team is going to have speedier toons, heals taunts and debuffs whereas this team has none of that. So nerfing Phasmas leader ability really hurts the team.

    I was referring to the person I was talking to originally, @mr_eel. You only recently came into the picture.

    I have no idea what that person's team was like, I was assuming not all FO.

    Also, if you are running all FO and using all their Non-attacks, you deserve to lose. You need to be able to actually attack the opponent to win, and now that her ability was FIXED, it will be even more important to be attacking.

    Lastly, look at my math above. Only 1 in 3 uses of a non-attacking ability from an FO character would cause an attack. This attack did less damage. If this is what you were relying on to win, then I can't help but think your team needs to be stronger or you need to change your approach.

    You don't even know the first order teams mechanics, All of the non attacking options are turn meter and advantage, which you need to use to win obviously.

    I understand the first order mechanics... but I also understand the game mechanics.. and you have to attack and do damage. Also, why would you use First order stormtrooper, let alone why would you use his non attack ability? The guy already is bad, so you should be attacking.

    So if your turn went like this... FO officer - non attack, Captain phasma, non attack, Storm trooper non attack, that leaves only tie pilot and kylo to attack. That sure isn't going to take down any teams.

    Now, of course if somehow you were getting lucky and always calling in FO Tie Pilot, then ya, I could see how this update would tick you off, because that's a lot of damage you are giving up. But, the description clearly states and attack, and giving your team turn meter is not an attack.
  • Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Phasma triggering extra attacks on specials is what made her useful as a leader. Now Sidious will be a better leader option in every circumstance. Would not have wasted the GW crystals if I had known this was coming. The rest of it seems pretty good.

    Seriously? Her attacks on specials, which aren't even part of her description, are what made her useful? Not the AOE + speed down, or the team speed up + advantage? Also, not the extra attacks on ATTACKS?

    let's read the description: "Whenever an ally attacks, they have a 18% chance to call a random ally to Assist, dealing 15% less damage. This chance is doubled if the attacking ally is First Order."

    Ally attacks... when she uses Victory March, how is that an attack?

    You didn't waste any GW crystals. She is still great and falls in line now with her description (and original intent), much like Asajj.

    She's now a mediocre support dps with less net leader damage than Sidious, who will also require Poe on the team for her specials to get down quickly enough to be meaningful. Like Asajj, her error is what made her stand out. I'll of course test her before I throw her away, but I feel running Poggle-Poe-Droid is now the better option than my Phasma AoE team. It was Poe's turn meter that was making Phasma overpowered. She needed no adjustment, Poe's taunt did.

    Look at your team and determine how many of them have non attack moves. If you are running a typical FO setup, you probably don't have any other characters that have non attack moves. Maybe Daka's revive/heal.

    Now, let's say you have both of those. 1 in 3 games your Captain would call in an ally, and 1 in 5 or 6 games, it would call in an ally on Daka. So, you are considering captain wasted because of a 1/3 and 1/6 chance to use her abilities? That seems like an overreaction.

    The only FO toon without non attack moves is Tie Pilot.

    Kylo doesn't. You probably aren't running storm trooper either...and maybe not even tie pilot if you haven't spend some money farming/buying packs. So I am assuming that the individual isn't using a full FO team, but without them telling me their team I can only guess.

    I have the entire first order team, so seek first to understand then to be understood ya? What is going to suck is that every other team is going to have speedier toons, heals taunts and debuffs whereas this team has none of that. So nerfing Phasmas leader ability really hurts the team.

    I was referring to the person I was talking to originally, @mr_eel. You only recently came into the picture.

    I have no idea what that person's team was like, I was assuming not all FO.

    Also, if you are running all FO and using all their Non-attacks, you deserve to lose. You need to be able to actually attack the opponent to win, and now that her ability was FIXED, it will be even more important to be attacking.

    Lastly, look at my math above. Only 1 in 3 uses of a non-attacking ability from an FO character would cause an attack. This attack did less damage. If this is what you were relying on to win, then I can't help but think your team needs to be stronger or you need to change your approach.

    You don't even know the first order teams mechanics, All of the non attacking options are turn meter and advantage, which you need to use to win obviously.

    I understand the first order mechanics... but I also understand the game mechanics.. and you have to attack and do damage. Also, why would you use First order stormtrooper, let alone why would you use his non attack ability? The guy already is bad, so you should be attacking.

    So if your turn went like this... FO officer - non attack, Captain phasma, non attack, Storm trooper non attack, that leaves only tie pilot and kylo to attack. That sure isn't going to take down any teams.

    Now, of course if somehow you were getting lucky and always calling in FO Tie Pilot, then ya, I could see how this update would tick you off, because that's a lot of damage you are giving up. But, the description clearly states and attack, and giving your team turn meter is not an attack.

    Just stop already, you don't know anything, you wouldn't use Stormtrooper non attack then phasmas caused its the same thing, less defense up for 2 rounds on himself. Then you got First order officer granting another 70% turnmeter with added penetration, why wouldn't you use that?
  • Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Phasma triggering extra attacks on specials is what made her useful as a leader. Now Sidious will be a better leader option in every circumstance. Would not have wasted the GW crystals if I had known this was coming. The rest of it seems pretty good.

    Seriously? Her attacks on specials, which aren't even part of her description, are what made her useful? Not the AOE + speed down, or the team speed up + advantage? Also, not the extra attacks on ATTACKS?

    let's read the description: "Whenever an ally attacks, they have a 18% chance to call a random ally to Assist, dealing 15% less damage. This chance is doubled if the attacking ally is First Order."

    Ally attacks... when she uses Victory March, how is that an attack?

    You didn't waste any GW crystals. She is still great and falls in line now with her description (and original intent), much like Asajj.

    She's now a mediocre support dps with less net leader damage than Sidious, who will also require Poe on the team for her specials to get down quickly enough to be meaningful. Like Asajj, her error is what made her stand out. I'll of course test her before I throw her away, but I feel running Poggle-Poe-Droid is now the better option than my Phasma AoE team. It was Poe's turn meter that was making Phasma overpowered. She needed no adjustment, Poe's taunt did.

    Look at your team and determine how many of them have non attack moves. If you are running a typical FO setup, you probably don't have any other characters that have non attack moves. Maybe Daka's revive/heal.

    Now, let's say you have both of those. 1 in 3 games your Captain would call in an ally, and 1 in 5 or 6 games, it would call in an ally on Daka. So, you are considering captain wasted because of a 1/3 and 1/6 chance to use her abilities? That seems like an overreaction.

    The only FO toon without non attack moves is Tie Pilot.

    Kylo doesn't. You probably aren't running storm trooper either...and maybe not even tie pilot if you haven't spend some money farming/buying packs. So I am assuming that the individual isn't using a full FO team, but without them telling me their team I can only guess.

    I have the entire first order team, so seek first to understand then to be understood ya? What is going to suck is that every other team is going to have speedier toons, heals taunts and debuffs whereas this team has none of that. So nerfing Phasmas leader ability really hurts the team.

    I was referring to the person I was talking to originally, @mr_eel. You only recently came into the picture.

    I have no idea what that person's team was like, I was assuming not all FO.

    Also, if you are running all FO and using all their Non-attacks, you deserve to lose. You need to be able to actually attack the opponent to win, and now that her ability was FIXED, it will be even more important to be attacking.

    Lastly, look at my math above. Only 1 in 3 uses of a non-attacking ability from an FO character would cause an attack. This attack did less damage. If this is what you were relying on to win, then I can't help but think your team needs to be stronger or you need to change your approach.

    You don't even know the first order teams mechanics, All of the non attacking options are turn meter and advantage, which you need to use to win obviously.

    I understand the first order mechanics... but I also understand the game mechanics.. and you have to attack and do damage. Also, why would you use First order stormtrooper, let alone why would you use his non attack ability? The guy already is bad, so you should be attacking.

    So if your turn went like this... FO officer - non attack, Captain phasma, non attack, Storm trooper non attack, that leaves only tie pilot and kylo to attack. That sure isn't going to take down any teams.

    Now, of course if somehow you were getting lucky and always calling in FO Tie Pilot, then ya, I could see how this update would tick you off, because that's a lot of damage you are giving up. But, the description clearly states and attack, and giving your team turn meter is not an attack.

    I will have to see how it was implemented. I originally assumed that it meant specials as well as support abilities, leaving only basic attacks. If my Kylo and Sidious AoE still proc it, it's fine. But the change was still unnecessary because no one was running triple healer / support phasma teams anyway.
  • Camalus
    217 posts Member
    edited February 2016
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Phasma triggering extra attacks on specials is what made her useful as a leader. Now Sidious will be a better leader option in every circumstance. Would not have wasted the GW crystals if I had known this was coming. The rest of it seems pretty good.

    Seriously? Her attacks on specials, which aren't even part of her description, are what made her useful? Not the AOE + speed down, or the team speed up + advantage? Also, not the extra attacks on ATTACKS?

    let's read the description: "Whenever an ally attacks, they have a 18% chance to call a random ally to Assist, dealing 15% less damage. This chance is doubled if the attacking ally is First Order."

    Ally attacks... when she uses Victory March, how is that an attack?

    You didn't waste any GW crystals. She is still great and falls in line now with her description (and original intent), much like Asajj.

    She's now a mediocre support dps with less net leader damage than Sidious, who will also require Poe on the team for her specials to get down quickly enough to be meaningful. Like Asajj, her error is what made her stand out. I'll of course test her before I throw her away, but I feel running Poggle-Poe-Droid is now the better option than my Phasma AoE team. It was Poe's turn meter that was making Phasma overpowered. She needed no adjustment, Poe's taunt did.

    Look at your team and determine how many of them have non attack moves. If you are running a typical FO setup, you probably don't have any other characters that have non attack moves. Maybe Daka's revive/heal.

    Now, let's say you have both of those. 1 in 3 games your Captain would call in an ally, and 1 in 5 or 6 games, it would call in an ally on Daka. So, you are considering captain wasted because of a 1/3 and 1/6 chance to use her abilities? That seems like an overreaction.

    The only FO toon without non attack moves is Tie Pilot.

    Kylo doesn't. You probably aren't running storm trooper either...and maybe not even tie pilot if you haven't spend some money farming/buying packs. So I am assuming that the individual isn't using a full FO team, but without them telling me their team I can only guess.

    I have the entire first order team, so seek first to understand then to be understood ya? What is going to suck is that every other team is going to have speedier toons, heals taunts and debuffs whereas this team has none of that. So nerfing Phasmas leader ability really hurts the team.

    I was referring to the person I was talking to originally, @mr_eel. You only recently came into the picture.

    I have no idea what that person's team was like, I was assuming not all FO.

    Also, if you are running all FO and using all their Non-attacks, you deserve to lose. You need to be able to actually attack the opponent to win, and now that her ability was FIXED, it will be even more important to be attacking.

    Lastly, look at my math above. Only 1 in 3 uses of a non-attacking ability from an FO character would cause an attack. This attack did less damage. If this is what you were relying on to win, then I can't help but think your team needs to be stronger or you need to change your approach.

    You don't even know the first order teams mechanics, All of the non attacking options are turn meter and advantage, which you need to use to win obviously.

    I understand the first order mechanics... but I also understand the game mechanics.. and you have to attack and do damage. Also, why would you use First order stormtrooper, let alone why would you use his non attack ability? The guy already is bad, so you should be attacking.

    So if your turn went like this... FO officer - non attack, Captain phasma, non attack, Storm trooper non attack, that leaves only tie pilot and kylo to attack. That sure isn't going to take down any teams.

    Now, of course if somehow you were getting lucky and always calling in FO Tie Pilot, then ya, I could see how this update would tick you off, because that's a lot of damage you are giving up. But, the description clearly states and attack, and giving your team turn meter is not an attack.

    Just stop already, you don't know anything, you wouldn't use Stormtrooper non attack then phasmas cause its the same thing, less defense up for 2 rounds on himself. Then you got First order officer granting another 70% turnmeter with added penetration, why wouldn't you use that? Basically what you are saying is that the FO team is crap and its my fault for not using the cookie cutter team, K well I find that to be the devs fault not mine.
  • I think the meta isn't affected much in this patch, but we have some nice adjustments, some painful fixes (Asajj! :( )
    EA_Jesse wrote: »
    Character Balance Changes

    First Order Tie Pilot

    FOTP was affected by a couple bugs that significantly affected his performance in a variety of ways. Considering the magnitude of these fixes, we're going to observe how much they affect him before considering any further balance adjustments.
    • Fixed a bug with FOTP's 7-Star stat allocation, giving him much higher Strength Growth and much lower Agility Growth than intended.
    • Fixed a bug that allowed his Basic ability to gain more multi-attacks than intended

    Relevant because of reasons.
    EA_Jesse wrote: »

    Talia
    As one of the few Dark Side healers, Talia finds her way into a variety of parties, but has been significantly underperforming; we feel this is largely due to the extreme risk of her powerful heal, coupled with a few AI bugs that tend to drive her to make... tactically unsound decisions.
    • Health Steal effect on Basic ability doubled at all ranks (60~100%, from 30~50%)
    • Fixed multiple bugs that made AI-Talia use her heal improperly

    Luckily I decided to start working on her again recently. Having a good healer for DS missions is a must. Even more now that Asajj was fixed.
    EA_Jesse wrote: »
    Poe Dameron
    Poe's high-Tenacity gear upgrades after the level cap increase, coupled with his Unique ability, allowed him to substantially outperform other Tanks. In addition, the high chance to Expose enemies with Resistance Bravado made it reliable for him to secure a huge advantage for his team on the first turn. After these changes, Poe still has far more Tenacity than any other unit, and still has the only currently available Area-of-Effect Expose ability, even if it is less reliable, so we are confident that his unique role as a high-risk, high-reward Tank remains intact.
    As an additional note: the changes to his gear requirements were made only on Tiers II and III in order to minimize the disruption to players currently trying to equip and upgrade Poe.
    • Expose chance reduced by 15% at all ranks
    • Reduced Tenacity on Unique ability from 15-35% to 10-22%
    • Reduced Tenacity on gear at early Tiers

    The change is appreciated, though it doesn't reflect much in the meta. At least the change makes him a tiny bit more bearable.

    EA_Jesse wrote: »

    Jedi Knight Guardian
    Many players collect Jedi Knight Guardian early on to round out their parties, but she's also quickly outclassed by many other Tank options. These updates should help to keep her competitive.
    • Special ability Ability Block chance increased to 100% on Critical Hits
    • Defense bonus on Unique ability replaced with Heal Over Time (5~15% Max Health per turn)

    Maybe I'll get her. I don't have her yet.

    EA_Jesse wrote: »
    Asajj Ventress
    This update should serve to fix several of the factors (including a bug) that made Asajj's Strike Fear ability frequently unreliable or ineffective. Note that there is still a bug under investigation that can cause Dispel effects to fail to remove enemy buffs.
    • Fixed a bug that caused Asajj's Strike Fear ability to heal all allies instead of just Asajj
    • Healing effect altered to be 20~40% Max Health plus 3~9% per effect dispelled, from 3~7% per effect only
    • Ability now Dispels all buffs at all ranks

    I love using her, she's one of my favorite toons, despite of being slow and squishy. The fix on the dispel is appreciated, the one on the heals isn't, lol :tongue: but I supposed this was coming sooner or later. Just when I was finally starting to work on farming more shards for her to increase her star level. Maybe she'll have to be benched at least for my arena squad. :( again, luckily I'm working on three or four other toons as well. And considering Mace / QGJ as well now.
    EA_Jesse wrote: »

    Savage Oppress
    Savage was intended to be an extremely durable Attacker who could become a huge threat when he found the opportunity to finish off a low-Health enemy, but his less-than-stellar base damage and relatively unreliable Special ability made that difficult. This update should make Savage a much more threatening foe on both accounts.
    • Unique ability now also grants Offense Up for 1 turn when receiving damage.
    • Special ability now deals massive damage and can't be Evaded when used against enemies at 25% Health or less

    Nice, I don't have him but it seems like a nice change, more like the Savage present in the challenges.
    EA_Jesse wrote: »
    Mace Windu
    Mace Windu's kit was highly divergent, lacking synergy or focus that would allow him to play a clear role in combat. This overhaul should help him secure his identity as a heroic, high-pressure Tank that enemies will have to focus fire on to survive, even without a Taunt.
    • Basic ability reworked: Now deals 25~50% more damage while Mace is above 50% Health, and heals Mace for 50~70% of the damage dealt while Mace is below 50% Health
    • Unique ability reworked: At the start of each of his turns, Mace has a 30~60% chance to Expose a random enemy until the end of his turn. In addition, Mace gains 10~25% Turn Meter whenever he attacks an Exposed enemy.

    He really needed a revamp. He still doesn't fit the role some are expecting from him, but the changes are certainly welcome of course. I'll work a bit more on him (even more considering the upcoming Jedi events!). Luckily I got him 4* for free on a Bronzium drop. :)
    EA_Jesse wrote: »

    Captain Phasma
    Phasma's Leader ability had bugs that frequently allowed the bonus Assist attacks to trigger off of non-attack abilities, sometimes even targeting allies instead of enemies. It is unknown to what degree this influenced Phasma's effectiveness, so we will observe the effects of this fix before considering any future balance adjustments.
    • Fixed a bug that allowed Phasma's Leader ability to trigger on non-attack abilities
    • Fixed a bug that could cause Phasma's Leader ability Assists to target allies instead of enemies

    We'll see a lot of less Phasma leads starting this patch. Including me. Necessary bug adjustment though. :)
    EA_Jesse wrote: »

    Bug Fixes
    • Fixed an issue that prevented Minors with Google Play accounts from logging in to the game
    • Talia was using Water of Life as though it would heal her. AI was adjusted so she uses the ability more sensibly.
    • Fixed an issue where characters who were stunned showed no death animation when they were killed.
    • Fixed an issue where the portraits of enemies and rewards were getting stretched out, which made it difficult to determine what they were.
    • Fixed an issue where the Shipments button in Cantina Battles was displayed improperly as "Normal and Hard" after completing a Battle and prevented players from accessing the Cantina Battles store.
    • Fixed a bug with Health Steal gear items to ensure they were working properly and units were getting the full benefit.
    • Fixed an issue where the refresh button for the Galactic War shipments cost War Tokens instead of Crystals.
    • Fixed an issue where a Google Play login failure could occur after restarting the app. This lead players experiencing this bug that their progress had been lost.
    • Fixed an issue with the rewards screen after using a Sim ticket to do a Battle. Tapping on any item in the SIM ticket reward screen now will display details for each item type.
    • Fixed an issue where text for status description would occasionally go off screen when taunting enemy is near right edge of the screen.
    • Fixed an issue with the daily PvP Rewards which occasionally paid out more awards than it should have.
    • Fixed an issue where a bonus move is messaged when a unit doesn't perform bonus move.
    • Fixed an issue where Nute Gunray's bomb leaves dead splash damage victims still standing.
    • Fixed an issue where the Android device back button has no functionality in the choose your name screen.
    • Fixed an AI issue where units were using abilities with "on defeat" effects on the wrong target.
    • Fixed an issue where a player is unable to change their target during combat (unrelated to Taunt).
    • Fixed a crash on Facebook Ally Invite.
    • Fixed a UI issue where PVE Energy icon is shown in a Cantina Battle mission panel when using the Find function.
    • Fixed an issue in Squad Arena where Gear Level indicators on opponents were obscured.
    • Fixed an issue where the animation showing conversion of a duplicate character into Shards was inconsistent when a duplicate character was pulled from a pack. This was leading some players to believe the incorrect number of Shards had been awarded, which was not the case.
    • Fixed an issue where "Light Side Battles" text was flickering when swiping through the Home Screen.
    • Fixed an issue where tapping to change the sorting of the Inbox caused rewards in the selected message to flicker.
    • Scroll bar added to Attacks & Abilities section to better display abilities that are hidden below the edge of the section (ex. Asajj Ventress).
    • Fixed an issue where scrolling through the text in About screen caused the text to overlap the scroll bar.
    • Fixed an issue where pressing the back button after previously tapping BUY DATA CARDS from unit details would not show the correct character's unit details screen.
    • Fixed an issue with text flashing in Galactic War combat.
    • Fixed an issue where tapping Squad Cantina Battles as the home screen animates into place would open a currency description.
    • Fixed an issue where Bariss Offee's No One Left Behind Ability did not show level requirements for upgrade.
    • Fixed an issue where icons were stretched in various parts of the game.
    • Fixed an issue with the Portugeuse text overlapping with the Shard count numbers.
    • Fixed an issue in the Newsletter where the image of the Cantina Keeper was larger than it was supposed to be.
    • Fixed an issue where tapping on Credits at the top of the HUD led to the Character Details Screen getting swapped with the general Character screen.
    • Fixed an issue where upon leveling up to lvl 40 the user was not notified in the level up dialog that the Galactic War had been unlocked.
    • Fixed an issue where searching for a Shard showed normal energy requirement for Cantina Battles instead of Cantina energy requirement.
    • Fixed an issue where the Galactic War Shipments could not be refreshed after one refresh.
    • Fixed an issue where the "Free" button in the Bronzium Pack incorrectly appeared grayed out.
    • Fixed an issue where the Bundled Banking Clan Credit Pack screen contained overlapping text.
    • Fixed an issue where the application could remain in a progression block after opening the first data card in FTUE.
    • Fixed an issue where the player could access the drop related details before items/Shards were received when purchasing single data cards.
    • Fixed an issue where Premium Currency did not appear in the Possible Rewards section of the Challenges.
    • Fixed an issue where a badge persisted over Character Inventory even when player could not upgrade or equip anything.
    • Fixed an issue where on a fresh install of the app the Dark Side table button would replay the unlock animation on first load of cantina.
    • Fixed an issue where the game UI flickered after dismissing "Insufficient Storage" prompt.
    • The potency and tenacity upgrade descriptions where modified to display as a percentage.
    • Fixed a purchase issue where the catalog was failing when a purchase was attempted, thus making it impossible to finish the transaction.
    • Fixed an issue where the Challenge Feature Intro displayed on unlocking the Cantina Battles.
    • Fixed a display issue when switching tabs in the help menu while overscrolling.
    • Fixed an issue in the tutorial where the Select Battle button was greyed out.
    • Fixed an issue where the promotion tutorial arrow was still present after switching between characters.
    • Fixed a tutorial progression block when tapping rapidly on units.
    • Fixed an issue where word wrapping was occurring mid-word in some non-English languages.
    • Fixed an issue with legibility on stats increase pop-up from equipment slots in Character Details.
    • Fixed an issue where if the Shipments button was tapped twice, the Shipments pop-up could not be dismissed on certain iOS devices.
    • Fixed an issue where the application froze for 5-10 seconds upon tapping on a leveled ability.
    • Fixed an issue where when a duplicate character was pulled from a pack, the animation showed the already owned character, not the character pulled from the pack. For example, if the player owns a Snowtrooper unit that they've built up to 6 stars and pulls a duplicate, 3 star Snowtrooper from the Bronzium pack, the unit shown in the conversion animation would be a 6 star Snowtrooper, not the 3 star Snowtrooper.
    • Fixed an issue with graphical abnormalities on the Home Screen on certain devices.
    • Fixed an issue where the description text for War Token and Sim Ticket currencies was inaccurate.
    • Fixed an issue where War Tokens sometimes displayed incorrectly in the reward screens.
    • Fixed an issue that made the unit's shadows display very elongated on Tatooine environment.
    • Fixed a bug where the Bespin Hallway Camera clips through environment geometry on initial load of level.
    • Fixed a model issue where the Mob Enforcer's head was missing in the character detail screen. Head has been replaced on shoulders.
    • Jedi Councilroom sky was a black abyss showing naught but the passing vehicles. It now shows more than that so as not to remind players of the void.
    • Fixed a bug where a graphics box would appear behind units during activation.
    • Fixed an issue in the intro cinematic where Luke's lightsaber showed up behind the cantina keeper.
    • Optimizing the icons for combat effects in battle so loads are less taxing on devices and cause less slowdowns.
    • Fixed a texture issue on the Galaxy Tab 3. They were distorted on this device.
    • Fixed several environment graphics issues for the Dell Intel Atom device.
    • There was an issue with the Transaction Recovery Message details pane in the Inbox message of the same name. Details now appear so players will know when a transaction has been recovered.
    • The Achievement award for reaching Player Level 10 Rewards was erroneously set at 100k Credits instead of 50k. It has been re-set to 50K Credits.
    • Fixed an issue where debuffs and buffs on units with auto-revive capabilities were retained after that unit was killed and revived.
    • Fixed the Teebo, Royal Guard, Kit Fisto, and Nute Gunray ability effects and an enemy Jedi Knight Guardian debuff that persisted when the Battle proceeded to the next encounter.
    • Fixed an issue where Leia's Unique ability had a 100% chance to give the Critical Chance Up buff. It shouldn’t have been 100% and was adjusted.
    • Fixed an issue where enemy units are resisting Darth Vader's Leader ability. No effect was granted to the enemies but they shouldn't be effected at all by his leader ability.
    • We made a change to the Credit Mega-Pack to give players more opportunities for bonuses. The Credit data card provides 65,625 Credits with a possible 2x or 3x bonus. Previously the Mega-Pack simply multiplied this number by 8, hence 525,000 credits, with a possible 2x or 3x bonus on the 525,000. We modified the Mega-Pack to open 8 credit packs with the opportunity for the 2x or 3x bonus on each of them. This results in more opportunities for a bonus on top of the guaranteed 525,000 credits.
    • Closed a PvP rank exploit that took a lot of coordination between two players but was a loophole that needed to be closed.
    • Fixed an issue where manual targeting could affect the randomness in an encounter.
    • Fixed an issue in the Find flow. When searching for an item that drops in a Challenge using the Find flow it would bring players to the view of all Challenges rather than the specific challenge needed. Now players will be brought to the specific Challenge needed.
    • Fixed an issue that when navigating to the Shipments section in a new game, the Crystal section briefly interferes with the Shipments graphics.
    • Moved the General Veers unit model in his Unit Details screen so his head wasn't so high on the screen.
    • Replaced a corrupt image that would appear when tapping on the Arena Tokens icon in an Inbox message.
    • Fixed an issue where background music was unable to be turned back on after having been turned off.
    • Fixed a small issue where the area where the Bronzium Data Card Buy button appears would have functionality before the button graphic appears.
    • Fixed an issue in the initial tutorial where tapping a Training Droid icon wouldn't bring up its description box.
    • Increased the Shipments crate hit box on the cantina home screen to make it easier to tap.
    • Fixed an issue where clicking GO on the "Battle Hardened" Lifetime Achievement took players to the store. It now takes them to Battles.
    • Text change - Made the "or" text in the Dark Side Starter Pack text more obvious (e.g. "OR").
    • Text change - in the Agility Challenge: Details text it stated that support droids do not attack. They do. Text was changed to reflect their offensive nature.
    • Text change - Account Binding, fixed a space between "(" and "at" in the Account Binding description box.
    • Text change - Added a missing space between "Increases" and "Physical Damage" on unit stat descriptions.
    • Text change - Made "Clone" upper case in Clone Sergeant description text.

    Lots of work done here, I'll just thank for all of it. :) Specially the Talia IA and the Google Play account login failure (as I said, very annoying / scary).
    548-145-651 | Playing since Dec 28th (:
  • Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Phasma triggering extra attacks on specials is what made her useful as a leader. Now Sidious will be a better leader option in every circumstance. Would not have wasted the GW crystals if I had known this was coming. The rest of it seems pretty good.

    Seriously? Her attacks on specials, which aren't even part of her description, are what made her useful? Not the AOE + speed down, or the team speed up + advantage? Also, not the extra attacks on ATTACKS?

    let's read the description: "Whenever an ally attacks, they have a 18% chance to call a random ally to Assist, dealing 15% less damage. This chance is doubled if the attacking ally is First Order."

    Ally attacks... when she uses Victory March, how is that an attack?

    You didn't waste any GW crystals. She is still great and falls in line now with her description (and original intent), much like Asajj.

    She's now a mediocre support dps with less net leader damage than Sidious, who will also require Poe on the team for her specials to get down quickly enough to be meaningful. Like Asajj, her error is what made her stand out. I'll of course test her before I throw her away, but I feel running Poggle-Poe-Droid is now the better option than my Phasma AoE team. It was Poe's turn meter that was making Phasma overpowered. She needed no adjustment, Poe's taunt did.

    Look at your team and determine how many of them have non attack moves. If you are running a typical FO setup, you probably don't have any other characters that have non attack moves. Maybe Daka's revive/heal.

    Now, let's say you have both of those. 1 in 3 games your Captain would call in an ally, and 1 in 5 or 6 games, it would call in an ally on Daka. So, you are considering captain wasted because of a 1/3 and 1/6 chance to use her abilities? That seems like an overreaction.

    The only FO toon without non attack moves is Tie Pilot.

    Kylo doesn't. You probably aren't running storm trooper either...and maybe not even tie pilot if you haven't spend some money farming/buying packs. So I am assuming that the individual isn't using a full FO team, but without them telling me their team I can only guess.

    I have the entire first order team, so seek first to understand then to be understood ya? What is going to suck is that every other team is going to have speedier toons, heals taunts and debuffs whereas this team has none of that. So nerfing Phasmas leader ability really hurts the team.

    I was referring to the person I was talking to originally, @mr_eel. You only recently came into the picture.

    I have no idea what that person's team was like, I was assuming not all FO.

    Also, if you are running all FO and using all their Non-attacks, you deserve to lose. You need to be able to actually attack the opponent to win, and now that her ability was FIXED, it will be even more important to be attacking.

    Lastly, look at my math above. Only 1 in 3 uses of a non-attacking ability from an FO character would cause an attack. This attack did less damage. If this is what you were relying on to win, then I can't help but think your team needs to be stronger or you need to change your approach.

    You don't even know the first order teams mechanics, All of the non attacking options are turn meter and advantage, which you need to use to win obviously.

    lol I agree. FO is based on turn manipulation. Look at the two main toons FOO and Phasma. This is an un called for nerf of a teams synergy. Barrok please don't comment I cant waist anymore time reading your math you pull from thin air.
  • Barrok
    1753 posts Member
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Phasma triggering extra attacks on specials is what made her useful as a leader. Now Sidious will be a better leader option in every circumstance. Would not have wasted the GW crystals if I had known this was coming. The rest of it seems pretty good.

    Seriously? Her attacks on specials, which aren't even part of her description, are what made her useful? Not the AOE + speed down, or the team speed up + advantage? Also, not the extra attacks on ATTACKS?

    let's read the description: "Whenever an ally attacks, they have a 18% chance to call a random ally to Assist, dealing 15% less damage. This chance is doubled if the attacking ally is First Order."

    Ally attacks... when she uses Victory March, how is that an attack?

    You didn't waste any GW crystals. She is still great and falls in line now with her description (and original intent), much like Asajj.

    She's now a mediocre support dps with less net leader damage than Sidious, who will also require Poe on the team for her specials to get down quickly enough to be meaningful. Like Asajj, her error is what made her stand out. I'll of course test her before I throw her away, but I feel running Poggle-Poe-Droid is now the better option than my Phasma AoE team. It was Poe's turn meter that was making Phasma overpowered. She needed no adjustment, Poe's taunt did.

    Look at your team and determine how many of them have non attack moves. If you are running a typical FO setup, you probably don't have any other characters that have non attack moves. Maybe Daka's revive/heal.

    Now, let's say you have both of those. 1 in 3 games your Captain would call in an ally, and 1 in 5 or 6 games, it would call in an ally on Daka. So, you are considering captain wasted because of a 1/3 and 1/6 chance to use her abilities? That seems like an overreaction.

    The only FO toon without non attack moves is Tie Pilot.

    Kylo doesn't. You probably aren't running storm trooper either...and maybe not even tie pilot if you haven't spend some money farming/buying packs. So I am assuming that the individual isn't using a full FO team, but without them telling me their team I can only guess.

    I have the entire first order team, so seek first to understand then to be understood ya? What is going to suck is that every other team is going to have speedier toons, heals taunts and debuffs whereas this team has none of that. So nerfing Phasmas leader ability really hurts the team.

    I was referring to the person I was talking to originally, @mr_eel. You only recently came into the picture.

    I have no idea what that person's team was like, I was assuming not all FO.

    Also, if you are running all FO and using all their Non-attacks, you deserve to lose. You need to be able to actually attack the opponent to win, and now that her ability was FIXED, it will be even more important to be attacking.

    Lastly, look at my math above. Only 1 in 3 uses of a non-attacking ability from an FO character would cause an attack. This attack did less damage. If this is what you were relying on to win, then I can't help but think your team needs to be stronger or you need to change your approach.

    You don't even know the first order teams mechanics, All of the non attacking options are turn meter and advantage, which you need to use to win obviously.

    I understand the first order mechanics... but I also understand the game mechanics.. and you have to attack and do damage. Also, why would you use First order stormtrooper, let alone why would you use his non attack ability? The guy already is bad, so you should be attacking.

    So if your turn went like this... FO officer - non attack, Captain phasma, non attack, Storm trooper non attack, that leaves only tie pilot and kylo to attack. That sure isn't going to take down any teams.

    Now, of course if somehow you were getting lucky and always calling in FO Tie Pilot, then ya, I could see how this update would tick you off, because that's a lot of damage you are giving up. But, the description clearly states and attack, and giving your team turn meter is not an attack.

    Just stop already, you don't know anything, you wouldn't use Stormtrooper non attack then phasmas caused its the same thing, less defense up for 2 rounds on himself. Then you got First order officer granting another 70% turnmeter with added penetration, why wouldn't you use that?

    Pinning Shot -One of FO officers specials, does some of the highest damage in the game. You need to be killing people with him, since storm trooper and Phasma aren't the best damage dealers (and phasma you will be using her other abilities first, most likely).

    I understand later in the game using FO's turn meter, but not at the beginning. And, by that time, if you don't have the game in your hands, a random lucky basic attack off the ability isn't going to win the game.
  • Harmonica
    541 posts Member
    edited February 2016
    CPMP wrote: »
    To all you who had fun killing Mace Windu in enemy teams :
    post-54345-mace-windu-this-partys-over-gi-C1jF.gif

    Trying to 7 star five Jedi:
    Lo4d3V1.gif

    Team iNstinct -- teaminstinct.net
  • Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Camalus wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Barrok wrote: »
    Mr_Eel wrote: »
    Phasma triggering extra attacks on specials is what made her useful as a leader. Now Sidious will be a better leader option in every circumstance. Would not have wasted the GW crystals if I had known this was coming. The rest of it seems pretty good.

    Seriously? Her attacks on specials, which aren't even part of her description, are what made her useful? Not the AOE + speed down, or the team speed up + advantage? Also, not the extra attacks on ATTACKS?

    let's read the description: "Whenever an ally attacks, they have a 18% chance to call a random ally to Assist, dealing 15% less damage. This chance is doubled if the attacking ally is First Order."

    Ally attacks... when she uses Victory March, how is that an attack?

    You didn't waste any GW crystals. She is still great and falls in line now with her description (and original intent), much like Asajj.

    She's now a mediocre support dps with less net leader damage than Sidious, who will also require Poe on the team for her specials to get down quickly enough to be meaningful. Like Asajj, her error is what made her stand out. I'll of course test her before I throw her away, but I feel running Poggle-Poe-Droid is now the better option than my Phasma AoE team. It was Poe's turn meter that was making Phasma overpowered. She needed no adjustment, Poe's taunt did.

    Look at your team and determine how many of them have non attack moves. If you are running a typical FO setup, you probably don't have any other characters that have non attack moves. Maybe Daka's revive/heal.

    Now, let's say you have both of those. 1 in 3 games your Captain would call in an ally, and 1 in 5 or 6 games, it would call in an ally on Daka. So, you are considering captain wasted because of a 1/3 and 1/6 chance to use her abilities? That seems like an overreaction.

    The only FO toon without non attack moves is Tie Pilot.

    Kylo doesn't. You probably aren't running storm trooper either...and maybe not even tie pilot if you haven't spend some money farming/buying packs. So I am assuming that the individual isn't using a full FO team, but without them telling me their team I can only guess.

    I have the entire first order team, so seek first to understand then to be understood ya? What is going to suck is that every other team is going to have speedier toons, heals taunts and debuffs whereas this team has none of that. So nerfing Phasmas leader ability really hurts the team.

    I was referring to the person I was talking to originally, @mr_eel. You only recently came into the picture.

    I have no idea what that person's team was like, I was assuming not all FO.

    Also, if you are running all FO and using all their Non-attacks, you deserve to lose. You need to be able to actually attack the opponent to win, and now that her ability was FIXED, it will be even more important to be attacking.

    Lastly, look at my math above. Only 1 in 3 uses of a non-attacking ability from an FO character would cause an attack. This attack did less damage. If this is what you were relying on to win, then I can't help but think your team needs to be stronger or you need to change your approach.

    You don't even know the first order teams mechanics, All of the non attacking options are turn meter and advantage, which you need to use to win obviously.

    I understand the first order mechanics... but I also understand the game mechanics.. and you have to attack and do damage. Also, why would you use First order stormtrooper, let alone why would you use his non attack ability? The guy already is bad, so you should be attacking.

    So if your turn went like this... FO officer - non attack, Captain phasma, non attack, Storm trooper non attack, that leaves only tie pilot and kylo to attack. That sure isn't going to take down any teams.

    Now, of course if somehow you were getting lucky and always calling in FO Tie Pilot, then ya, I could see how this update would tick you off, because that's a lot of damage you are giving up. But, the description clearly states and attack, and giving your team turn meter is not an attack.

    Just stop already, you don't know anything, you wouldn't use Stormtrooper non attack then phasmas caused its the same thing, less defense up for 2 rounds on himself. Then you got First order officer granting another 70% turnmeter with added penetration, why wouldn't you use that?

    Pinning Shot -One of FO officers specials, does some of the highest damage in the game. You need to be killing people with him, since storm trooper and Phasma aren't the best damage dealers (and phasma you will be using her other abilities first, most likely).

    I understand later in the game using FO's turn meter, but not at the beginning. And, by that time, if you don't have the game in your hands, a random lucky basic attack off the ability isn't going to win the game.

    Well time will tell how much abuse I will take from other teams, There is something to be said about the fact that everybody has to deal with the nerf not just my team, but I am worried nonetheless. But its not supposed to be a lucky random chance its suppose to be 36% unless I get stunned, ability blocked, etc that hinders my chances.
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