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Immortal Balance Changes

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Re: Immortal Balance Changes

Postby Max donjon » Wed Jun 13, 2018 2:34 pm

I'm globally in line with Xen.

Some additionnal ideas on my side :
The global observation is that immo are becoming too weak vs big drc. On the other hand, the issue is to have them too powerful vs small dungeons pushing gamers in more and more sandbaging style which I don't think is the spirit of the game. What could be nice is to have a bonus when attacking strong dungeon. For example, additionnal levels 36 to 40 but with a cap applyed according to opponent's drc. If you attack DRC 250, you would get the improvments until lvl 37 for example but not more. For example, each additonnal lvl activated every 50 drc.
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Re: Immortal Balance Changes

Postby Waltz » Wed Jun 13, 2018 3:12 pm

I did not found button “like” here, but I agree with Kongar’s thoughts
Really just lvling up all what you can it’s boring!
We need fresh change!
- new league with new prizes
- new minions
- new spells
- new lvl guild
- New BUILD even!
- some permanent buffs on imms and minions like a critical strike, vampiric aura, slow and etc. One ofthis spells can be choose by keeper 1 time
Sorry for my poor English!
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Re: Immortal Balance Changes

Postby markuscookius » Thu Jun 14, 2018 6:11 am

The majority of the immortals needs strengthening.
With all the extra room/trap/door/minion levels the immortals are far far too weak (besides Sir Coph who is frequently used by the higher level players).
Dungeon 1:- Vileville

Dungeon 2:- Vileville v2.0


Raid, be raided and most of all have fun :-D
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Re: Immortal Balance Changes

Postby LegendaryOnesCom » Tue Jun 26, 2018 10:45 am

I disagree with making Tiny much stronger. It's not supposed to destroy enemy dungeon with one single immportal. Those Tiny raids with disable traps were bs at lower levels. Also 4 traps per DT spell cast is more than enough.

I agree with strengtening Cluch spell. It's not effective from certain level. Players also don't use Dragon Breath, so it basically means it's not set properly. It should do more damage. It needs to take down 1 door and damage at least one on different location.

I agree with increasing levels to Immortals.

From my perspective:

Swampus - too much damage reduction
Cophagus - too much damage, too much spike reduction (it's basically not weakness anymore at max. level)
Mortimer - low health, slow
Horny - shouldn't be able to attack when electrized
Gargl - low health, low damage, ball should be thrown only on damaging rooms you select to attack
"Firegoat" - no one use him, should set rooms on fire...more dots=more damage over time
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Re: Immortal Balance Changes

Postby Troudouillet » Sun Jul 22, 2018 10:24 pm

For me, old immortal must be increase :

Glargl : more dammage, too long time to kill heart 25.
Mortimer : more life, difficult to keep this immortal alive during attack
Deeg dugger : more life ! This immortal start from beginning of attack to open the way, and after, dead. Impossible to this immortal survive one attack. I never use this immortal because of that
Swampus : more dps on gold and rock room ! X20 or x30 and more dps on other room, he have power of squeletton. Swampus doesn't get big dammage, but he does no dammage too. Little bit more can be great.
Tiny : more dps and life, must broken heart high level in 1min30.
Horny : need more dps to broken big heart.

Have to be careful to don't do too strength immortal.

To update all of this, level 40 for immortal. But don't give more power too sir caphagus, he enoight strong !
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