0.4.0c Hotfix 14

edit: just revert the t3 medallion change and keep your loot nerfs :facepalm
On average you get to add 0 to 2 rooms to the chain given the horrible RNG and very limited options for connecting rooms to the chain.

Either
- Add 1 soft wild card in your starting 6 cards that allows you to place a Spymaster, Golemworks or Generator each time you start a run.
- Make all the rooms connect even if they don't upgrade rooms. Makes everything in the early temple easy while making everything in the late temple difficult, complex and deep. All of which are a W as well as a balance to late-game temples.
- Revert the lock change and allow path cards to connect to rooms.

Or heck, do all 3. Make temple more fun and engaging, you've balanced the loot already.
"
Iirixz#3407 wrote:
Let me teach you basic economics, since you clearly failed school.

When you calculate the "Profit Per Hour" of the Temple, you need to add the MASSIVE amount of time we spend building it into the denominator.

You can't just look at the loot and ignore the hours of setup!

But of course, that calculation is too advanced for you.
Your math skills are actually worse than WANGCAI.

And just so you know, WANGCAI is my puppy. He can count better than your entire dev team.


We need WANGCAI
only point of league was this and now its dead, guess im not playing anymore
Please revert the lock change. This destabilisation change does very little, you're still just hoping and praying. Hope and pray that 30% less of your dozens of hours get pissed away while Fubgun and the Legacy Temple Enjoyer crew continue to profit.
If you gone this far, reset everyone's Temples.

You have literally buffed the 1% of players that have completed Temples
You mean though we get 6 cards around, some of them are paths and some of them can't match into the temple. In the meanwhile 3 to 4 rooms destabilised after temple finished.
In this case you indicate players can keep a large temple about 60 rooms.
You serious? This just makes me laugh and shows you totally don't care or even don't know much effort we have made to design and build it.
Let me explain some basic logic to you, since your brains are clearly disconnected.

1. Locking Rooms vs. Killing Atziri
Me being able to "lock" rooms to build a fully connected Temple does not conflict with the strategy of rushing the Architect or Atziri.
Why do you think these two things are mutually exclusive? Are you stupid?

2. The Market Already Solved It
With the general Temple yields increasing, Atziri's unique drops are already sky-high in price.
That insane value ALONE is enough to support a dedicated Atziri-rushing strategy.
What the hell does "nerfing the locks" have to do with this? You don't need to cripple builders to encourage boss killers!

3. You Are Destroying the Economy
This is the most important part, so read carefully:
Your change makes it impossible for players to trade for Atziri items properly because you broke the consumption loop.

There is a massive stock of "Legacy" Divine Orbs produced before the patch.
By stopping players from building high-end Temples, these Divines will NOT be consumed. You removed the currency sink!

You are literally stagflating your own economy because you don't understand how your own game works.
It's crazy, we're not even mad about loot nerf. We're basically telling them what we want.
Sort your shite out GGG
it's so simple, just revert the lock thing an keep the nerf loot...

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