Showing 1-20 of 657 entries
Dec 31, 2019 @ 6:33pm
In topic 100% not happy
I have been looking into this. I'm not sure how we can rework the Windmills achievement while keeping the general idea in tact. Mixers should make it a bit easier if you get ones that benefit stalling.

One route might be making the boss easier overall. Two big ways we could nerf Johnny would be making it so he cannot dive onto home panels and removing the blind card played after he dives.
Dec 23, 2019 @ 2:42pm
In topic Update History (latest version: 2.7.2)
Direct me to that list of potential changes for the Windmills achievement that was mentioned a while ago.
Dec 23, 2019 @ 1:44pm
In topic Update History (latest version: 2.7.2)
You are not the only one that knew about that exploit.
Dec 15, 2019 @ 12:28pm
In topic Level 2 abilities (aka, the big healer nerf)
The real solution might be to change Fury to be selectable during battle.
Dec 15, 2019 @ 12:03pm
In topic Bug / troubleshooting thread v2
The pet is supposed to be red/cooked during that pose.
Dec 15, 2019 @ 11:56am
In topic Level 2 abilities (aka, the big healer nerf)
I haven't been replying but I have been reading the thread and taking note of what is being said.

I would however like to jump in and correct some statements about the ability changes:
Originally posted by Shade:
- Attackers' Fury no longer has infinite duration when used. It now only lasts one chapter, whether you get into combat or not.
- Guardians' Guardian Spirit no longer has infinite duration when used. It now only lasts two chapters, whether the targets get into combat or not.
- Avengers no longer get a bonus to Rec from what I can tell.
- Dealers can only hold one additional card rather than two.
- Might change the Fury duration since just a single turn leads to a lot of frustration if you miss your target.
- Guardian Spirit no longer expires after combat, you get a full two chapters out of it no matter how many battles you enter. Should you decide to have a full team of Guardians you could in theory have Guardian Spirit active for the entire match.
- Avengers still get a bonus to REC once they reach Norma 3.
- Dealers can still hold an additional two cards (max 5). The ability description was incorrect in the initial update, I'm uncertain if the fixed description has been released yet.
- Dealer's old Demand 2 ability let them pull 3 cards every 10 turns, for 9 cards in 30 turns. Dealer's new Demand ability lets them pull 2 cards every 6 turns, for 10 cards in 30 turns. The new ability lets them ignore hostile boss panels more often.

The duration changes to Fury, Guardian Spirit, and From Beyond were made so that way players can no longer stock an ability as soon as the game begins and then 5 turns later have it activate, making the effective cool down half what it was intended to be.

Originally posted by Intra:
I think we should've kept the same power levels for classes and just moved the deck points around for higher levels instead. Now what does a level even mean? Total noob or just "meh another dude with basics unlocked".
Just like the levels in the standard mode?
Dec 15, 2019 @ 11:39am
In topic Update History (latest version: 2.7.2)
I think the boss only plays as Poppo.
Dec 14, 2019 @ 11:05pm
In topic Level 2 abilities (aka, the big healer nerf)
The idea behind the changes was to cut down the amount of grinding required and to reduce the power gap between a new player and a Lv25 player. We also wanted to correct the idea that we were balancing the game around having Lv25 abilities.

As a co-op game progresses and the boss gets more aggressive the amount of HP you have matters less than whether you're KO'd or not. The new ability doesn't let you revive your tanks to full health but it does let you get people up more quickly.

I'm not opposed to making more adjustments to the roles based on further player feedback after we have seen the changes in action on a larger scale for a few days.
Jul 27, 2019 @ 8:46am
In topic old beach party stuff
Next month.
Jul 26, 2019 @ 5:46am
In topic What would you like to see next?
Sticking the level up rewards into the shop doesn't make any sense to me. Those items are for people who have experience playing the role, not for people who have extra oranges to spare.

I am continuing to work on ways to lessen the grind to Lv25 and decrease the power gap between low level players and high level players.
Jun 6, 2019 @ 12:40pm
In topic In my opinion the Devs are killing the game
We've been trying to lessen the grind each event has. Co-op is the exception because it is a permament mode, you aren't supposed to get to Lv25 within the event duration. It is hard to balance durations between the set of people who play 15 hours a day and people who place once every 15 days.

There is some more traditional stuff that we'll be adding next.
Jun 6, 2019 @ 12:26pm
In topic Just dropping this here
Don't listen to Hono, he is full of lies.
Yes, I meant Dangerous Pudding. The card that lets causes you to skip your next turn.
RE: Earning EXP
Right now the amount of EXP you get every game is static depending on the difficulty. We're looking into adding bonuses similar to the ones that exist in the normal game mode (i.e. Card Master, Trap Meister, Survivor but tailored toward co-op). We will also probably be adjusting the loss penalty since it's currently incorrect. The reward difference between Extreme and Hyper likely won't be increased. Our intention was never for people to feel like they needed to play on Hyper to progress their characters efficiently.

Redistributing EXP between classes probably won't happen. An idea that we had during development but were unable to get implemented was to allow you to earn a portion of the EXP your teammates earned. So for example if your friend was playing Guardian and you were an Attacker you would gain a little bit of Guardian EXP at the end of the game.

RE: Field Selection
Random Field and Random Boss options (with filters) were planned but didn't get implemented in time. They will get added later. We will probably share the fields between bosses at a later point as well. When we add a new boss we would have to anyways.

RE: Character Changes
I'd like to do more changes to Hypers to give characters a more unique feel for co-op. The only one that really got a new Hyper was Fernet. Time restraints got us here.

RE: REC Penalties
We tried removing the REC adjustments entirely but found that it was a necessary evil to balance how good attackers are. The only way to lose is for all players to be KO'd at once for the majority of the bosses. With low REC the game devolves into picking high ATK characters and then just suiciding into the boss over and over as long as you can manage to keep one player alive. Some people have been doing this with a team of all Shifu Robot to beat M10 on Hyper. Don't expect REC penalties to go away or be reduced unless a different solution for the problem is found.

RE: Guardian Shield
Protect will probably be buffed to not vanish on successful evades. The HP lost from putting a shield up on somebody is meant to be like you are taking the damage for them.

RE: Class Upgrades
I don't really like having direct upgrades but it is what it is. I would like to add some sidegrades instead that you can pick from as you level up.

RE: Card Costs
I'm not going to reply to every item in your list, there are some I agree with and some I don't (Holy Night is a very strong card). I will say that Mimyuu's Hammer and Bad Pudding are there because if they were not a new player would be unable to build a deck of 10 cards.
May 18, 2019 @ 2:18pm
In topic Good cards to use in Co-op? (Suggestions pls)
Out of Ammo is not able to be brought to co-op. There is a bug that shows it during deck builder sometimes but if you click on it you should not be able to actually add it to your deck.
May 18, 2019 @ 12:59pm
In topic Update History (latest version: 2.7.2)
Originally posted by $corPion's20010:
Support ability "Movement Buff" does not work. Please fix this!!!

Originally posted by Lacrima:
Originally posted by $corPion's20010:
Support ability "Movement Buff" does not work. Please fix this!!!
I'm seeing it work for me. Are you Norma 2 or higher?
I don't think that there is only one solution to a boss. The other two play quite differently and since they have not been revealed yet I won't comment on them. But the the two keys to defeating Haruo is management of the minions and a way to bypass the +1 EVD. Several characters have hypers that can help with control, whether through direct damage like from Marc or Tomomo or traps from Starbreaker or Krila. To deal with the boss's evasion you might want to try mixing things up by picking positive attack characters as your Guardian or Support role and letting a neutral or negative attack character take the Attacker role. Having only one person capable of putting out damage will likely lead to you getting overwhelmed.
I appreciate all of the feedback.

We underestimated the worth that some of the upgrades have. We are looking at adjustments to make things less of a slog to reach a point where you feel like you are making positive contributions to the party. The excuse is that we have a small team and after months of experience working on the mode we were able to do Extreme with Lv1 characters.

Some of the stuff we are considering that hasn't already been mentioned in the thread is decreasing the amount of EXP required between levels, adjusting ability power gaps, and adding EXP bonuses similar to the star+EXP bonuses in the normal game mode.
May 16, 2019 @ 4:08pm
In topic Update History (latest version: 2.7.2)
Originally posted by KawaiiSeeker:
hey, was the slot to see other players classes was removed? don't see it no more
Bug. We're fixing it right now.
May 16, 2019 @ 3:57pm
In topic Update History (latest version: 2.7.2)
The in game stats are only your online games.
Showing 1-20 of 657 entries