Assuming its lvl 200, yes. I would say too many EEs were tranformed into MEs as well ( that line with 1 jade and 3 ME are literally best places for EEs). Too few ancient slates and EGs.
I have removed some high scores from Season 2 due to cheating, for example a player had this number of resumes:
"92 resumes across 38 levels; 86 occurred on flying waves."
How many lives is the level 100 boss worth? I swear in classic it is only 10 lives, but i had 30 and died when the minions burst and made it to the end of my maze. Are bosses just "game over" if you can't kill them?
New confirmation still bu... EDIT: seems to be fixed
Meanwhile did another maze mistake in lvl 351, costing me about 20 lives. Still, if some luck it can reach 400
I have decent s2 run going (310 now) , but i rather wait for craft fix, it's too annonying.
@LobsteRbosley: This is chance for one gem, not whole slate
I am the newest skeptic on the efficacy of the percentage of slate extra chance. This run alone I have been skunked on nearly 10 extra chance slates that were higher than 95%
@Peter The make x slate/combine special buttons in pop-up window works in like 20% cases, so i need to click sometimes 10+ times craft...then it to make something. I fell like it's getting worse with lvl
About last few lvl: there is huge RNG factor actually. i leaked 0 (lucky) in 388 then 3(unlucky) in 392, while i had 11 lives and gold for next 4 (so missing 1). Ground wawes are irrelevant, so only 392 and 396 are more unforgiving - possible to pass them by luck
Hmm, while choosing gems i rather don't look at top bar - it should be close enough to "keep" button. There surely is enough space - if move upper buttons and info text a litte.
In addition path text could change color to red if drops much (compared to longest in last 2 lvls)
Number format: Time is never above 6-digits. But for score and gold idea is not bad. But leave the low numbers natural: 1.234k instead 1234 is nonsense; 100k is good threshold, some ppl may say 10k
@216 How about we put it on the top bar and move the score, gold, time numbers to this format:
1000 = 1.000K
1000000 = 1.000M
That way its always 6 or less characters for the numbers?
Thanks for working on UI improvements! But pop-up confirmation for malachite is not needed :)
My suggestion is:
- craft... button only when both slate and combine special are available
- combine special (in same place) - single click maybe
- make slate (in same place) - diferent color, double click (as cofimation)
Will it be intuitive for everyone?
Path length: Could it be displayed in more visible place? (above downgrade maybe ?). White text near surrender button requires to intentionally look here to check, which will not happen when forgetting about gap in maze.
Currently I can only play season 2 by being logged out when I start. When I end or lose the run I then login to attempt to have it recorded but I don't think its working. Somehow when I'm logged in I can press restart but it won't start the 'place gem' function (or show that button).
Not a video, but...
1. Put Malachite in a decent place (to cover much air path)
2. Vivid Malachite literally solo first 8 lvls, try to get 70+ kills (of first 80) on it
3. Get one Damage and one Range Slates asap. dont take more. let them farm kills
4. At lvl 9 , checkpoints should be separated, forcing ground enemies to pass 7 times near Malachite. Then add maze around it. Ground units should be not problem.
5. Malachite needs little help in lvl 12, 16 to deal with flyers. If build fells not strong enough for lvl 20, delay last chances upgrade and upgrade Malachite. Don't spend gold on anything else.
6. Once max upgraded chances and Malachite you may use gold on extra chances (mostly on Perfect Amethyst or Opal) and repicks to help with build first few EGs. Try to make a few Great Gems: GA, (at least one if well placed) GO, and GAq maybe. Other importnat gems: EEs, ancient slate(s), jades (for gold), one Red Crystal , one (maybe 2) wraith slate (speed buff), one BO, SYS (little buff +aoe slow).
Optional gems: Uranium, BS, GT, GR - very strong early, not essential later
7. at lvl 40 combine Viper Slate (possible before in some cases)
8. after 40 , if you already have GA, GO and GAq and other important gems, keep builing EEs, EGs, Ancient Slates, maybe jades (especially one hit ones) and some Great gems (mostly more GAs - helps destroying flyers). Make 1 Paraiba before 100.
9. for lvl 100 boss is recomended about 10 EGs, some EEs, Paraiba and good maze. Uranium slow effect helps.
Some tips:
-Use downgrade a lot. Slates, 1-hit recipes, Great gems ( if 1 Perfect and 2 Flawless to combine 3 Flawless) for example
-Don't use too much new, advanced gems. IF get 1-hit Silvers in early lvl then make SKs later. Miasma, if many kills is strong gem, but hard to build(also big sacrifice of EE+GE), don't use extra chances for emerald before GO constructed
-avoid Star Ruby and Elder Slate components (despite spell slate being strong early- waste of kills), (Pink) Diamons are for lvl 100+
@tony_nguyen No need to apology. Thanks for playing!
@216 @tony_nguyen @TTJ Btw... I have a surprise. Check your profiles later today to unlock something very experimental.
We will need more testers as well so anyone interested in testing an experimental mode of Gem TD, please post here and I'll add you.
@Peter Thanks for the detailed explanation. I completely understand your point about keeping the playing field fair for everyone now.
I also want to apologize for my reaction—I should have been more understanding of the adjustments and effort you’re putting into balancing the game.
Hi Peter, just to clarify, does this mean every run moving forward will count toward the leaderboard?
I also agree that we should shorten the time to close Season 2. After so many fixes and adjustments, continuously resetting the leaderboard is becoming demotivating for active participants.
Well, if that bug had major impact on my score (possible to simulate i guess), then i think its needs to be disqualificated. I was leaking mostly 0, sometimes 1 in last ~10 flying wawes.
Only 1 month for s2? s3 rather won't be ready for october. Also, many players are not active now, why not give them more time.
I afraid there is a bug with repetable grounding same flyers - noticed new affect apllied before even old ended. lvl 400 on first official run...
Surrendered before boss 400 to show map
Another bug with button/text visible here
I understand no gameplay changes, but why no cosmetic/QoL? I was intentionally focused only on gameplay feedback before.
Now the only way to see (color) damage table is old GTD wiki (and code inspection)
@Peter i realized those things before. But its not fully explaination of the extra chances algorithm
- how normal rolls works while its active
- what is the chance of not olny for Perfect, but also Flawless / Normal / flawed of target type? (depends of pity ofc)
- is the chance same for every of 5 gems?
I realized also, when repicking after getting targetted perfect ( on pity 0) and using extra chances again, then Perfect gem appear on same gem again.
I prefer to know chance per gem than per 5 gems, i guess at p0 is ~6%. But how normal roll increase it? its x% for normal roll and y% for target flawed-perfect?
- - - - - - - -
Some QoL suggestions:
- display damage table somewhere, maybe (s2 for now) instructions
- display the maze length (during build phase at least); the amount of mistakes by leaving/forgetting about gap in maze (not olny in s2) that i made is my life is incredible. Maybe if length number can change color on huge changes...
- allow to scroll towers long descryptions
- make current gold more visible on extra chances menu; maybe display gold cost red if can't afford
Extra Chance has some hidden carryover:
- A miss builds pity for later attempts, even if you change targets.
- A success reduces pity rather than always clearing it.
- Unused pity slowly decreases each round.
- For Perfect gems, the displayed percentage is the chance of getting at least one targeted Perfect.
- For Slates, the percentage only means that at least one gem is influenced—not that the full slate recipe is guaranteed. Downgrading can also let you create the slate while the system still records a miss.
I agree it is confusing, but I’ll leave Season 2 unchanged and simplify it for Season 3.
I'm also curious how exacly extra chances works.
What will happen to season 1 now (and generally to seasons after end) ?
- - - - - - -
Some final testing feedback: generally it's nice, fell balanced and challenging... for now. But i predict when we optimize our strategies, lvl 400 scores will start to appear on the leaderboard. If someone would reach 351 with 50 lives left then leak average 2 flyers = lvl 400 reached with 2 lives left. It fells doable (not easy, though) - already passed 350, while still adapting to new towers.
Because competition is more fun about reaching highest lvl than getting few more points on lvl 400, I think bringing back 3-lives leaks at some point (maybe 301, maybe later?) is good idea. Furthermore, wawes near the end (starting around 380) can be even harder - 4,5,6,... lives per leak, maybe little more speed, maybe something else ?
Of course that is just a suggestion, i prefer harder tier 4 with nearly impossible to reach max lvl
I'm not sure that I really understand the extra chance mechanic. What I think is happening is you are given a pity boost if you miss and that boost is residual. If I'm always looking for the same gem, then that's great (literally), but I'm looking for a range of targets, it gets in the way.
I love the idea of the extra chance system. It gives you levers to pull to guide the RNG toward your preferred strategy. I just wish the invisible residual factors were gone and that the algorithm was opaque. Slate-focused extra chances are pretty broken too. You can continually "miss" the target slate while actually acquiring them through downgrades. The problem with that is you'll eventually crank it up to 100% - which isn't a good thing - it starts throwing a bunch of perfect gems at you and you have to lay off for a while so that the chances are reasonable again.
Don't take this as "Extra chance is broken, replace it". I like it. Just needs a few tweaks.
S2 fells quite nice now, thanks. I was afraid that flamestrikes got buffed too much, but my observations didn't confirm it so far.
However, the tier 3 difficuly dropped slightly - 1 more enemy would get it back. If 151-199 part (which is too easy) had 17 enemies, then it would be smooth increase 2 per 50 lvls: 15/17/19/21/23/25
Suprisingly, no leaks in lvl 250
Tier 4 - no longer fells impossible; 3-lives leaks can be considered to be back (starting from any point in tier 4) , depending of desired difficulty . I afraid reaching 400 won't be hard enough.
I'm still far from optimal strategies. Grounding abilities makes stun towers viable in places they wasn't before, including bottom left corner. It's hard to predict now if tier 4 is hard enough or not.
Thanks for some fixes, but Miasma need something serious, not minor change vs boss - I suggested before to give it EE's crit (15% for x4), which means x1.45 average dmg. Cloud effect is also weak. There must be a reason of sacrificing EE and GE.
Flamestrikes - this mechanic is serious olny on stunned targets. The wider range give hope of affecting sometimes 2 close stunned flyers, but the general problem was not benefing form new dmg buffs (viper) - its dmg stays, while all direct dmg and enemy hp goes up.
Tier 4 needs more testing, but is possible to split it in 2 parts? Maybe 301-350 only 22 or 23 enemies, then 351-399 full 25 (might be reduced, need tests)
Similar change can be considered for tier 3, as some players complained on huge jump
The problem with testing tier 4 is time - was over 50000 ticks at lvl 300
@216 Sorry I didn't understand your recommendation for lives but now I believe I fixed it as you suggested:
Protected progressed saves from silent replacement.
Tiered leak costs: 1 / 2 / 2.
Tier-four flyers spawn every 400 ms.
Stagger recovery replaces permanent stun immunity.
Stronger Jade income and per-tier Repick pricing.
Viper, Ancient Slate, ABS, Miasma, Diamond Trapper, and Colossus adjustments.
Save issue - closing game during wawe causing save to be lost.
No more 2-lives leaks... so one of main s2 concepts is abandoned? Tier 3 keeps difficulty on decent level. However running out of lives takes quite long now - the pre-200 gold allows to buy only about 150 lives - but if no leaks before 200, then is possible to leak 5 every air lvl and all grounds in 250 - still lvl 300 will be reached.
In practice i lost 20-30 lives before 200, then 5-6 air leaks at early tier 3, then average 3-4 . 15 leaks in 250. Was going to lose around 320 (if no save issue).
tier 4 - leaking 7-8 flyers here. I don't think is possible to stop all. But if reduced tier 3 leaks to minimum, i believe there will be enough lives to reach 400. It fells hard to do, though.
So, game is *somehow* balanced, but not in way i imagined it - more leaks allowed, but unstoppable tier 4 cause its needed to save as many as possible lives for it.
I liked 2 lives cost leaks, i meant to remove price multiplier only, sorry if it was a missunderstanding (but tier 4 now is too hard for multi lives cost, tbh)
Other possible missunderstanding - i meant stun immune wawes are unbalanced , not there was too many of them. Maybe reduce minimum speed of them a little? Unless they are intended just to lose some lives.
>>Economy
still based on pre-200 gold. Jades do a little after now, but its still not enough (income per wawe drops from 20k-30k to 3-4k). Also repicks fells just too expensive (after 200)
>>other random feedback
1. Viper Slate - could be buffed little more, but let say its acceptable now - with 60 kills at lvl 40 it can grow to 100 kills before lvl 200. Why viper+BO+SYS total buff is capped at 100% , while 50+40+5 is 95 ? (in s3 it's different story). Btw, viper aura after soft cap grows really slowly.
2. Ancient Slate - kills after 100 fells wasted. Also that stun effect needs more explaination.
3. ABS - flamestrikes might need little buff in s2
4. Boss 300 - maybe need little more control resistance. Diamond damage no longer so important, GAs helps much. Why Diamond Trapper crit got nerfed (i know it was 20% for x5)?
5. Will Miasma get some buff?
@ Peter Bug: got another Uber Stone... and.. its fully pre-nerf version
1. Please apply Uber nerf also to classic - its as strong as it may be not fun (idk if anyone ever got it in classic)
2. Maybe its just flaw of pseudo-random number generators, but i fell the RNG is little favorizing amethyst
3. Is possible to determine from seed/verify that rolls somehow? I still don't believe that Extra Chances fully stops after 2 hits.
@Peter I think s2 will be ready on early Septebmer, but not sure if on 1st
Enemies difficulty in tier 3 looks nice - avoid major changes. But no idea about tier 4 yet.
However i don't like the economy.
Completing lvl 201 awards only 409 gold + 25x20 + maximum of 105x20 form infinite jades. so ~3k max, in practice about 2k per lvl. Becasue cost of most actions is multipited by 3 , 2k is nothing - at this point repicks cost ussually 5-20k (life cost can be way more) , we have to rely on gold earned before lvl 200 (which is about 1 million if reasonable amount of jades).
Kill-only bonus gold should be WAY higher to make it serious mechanic
Please tell why multipling life cost by leak cost is active again - i explained why i hate that, i thought we all agree with it.
Bug found: Killing group of enemies by Wraith mark explosions do not reward proper amount of gold. Similar once happened (likely) by early BS (got before 15) aoe
Thanks for edit option! But update with slate confirmations didn't go well.. (maybe its no needed at all or only to viper slate). Start preference do nothing.
Suggestion for comments: separate s3 and s2 comments from general/classic somehow; if not different place for them, then maybe an option to tag comment as "S2" / "S3" (+different colors) and optonally filter out/show only chosen tag(s)?
Not sure which option is better, but if ppl will commenting s2 and s3 at same time, it may be too chaotic, especially for those who want classic disscussion
-----------------
EDIT: Tags looks nice, but specyfic Season 3 tag will be really needed for alpha test discussion. S3 alpha comments should be visible olny to players that opt-in s3 alpha test (and dev)
Haha, i didn't mean to start s3 now... but restoring .33 makes sense and those new mechanics can be placed in s3, as lack of extra chances is huge difference.
I would say s2 is still beta - tier 3 and stun immune wawe are completly unbalanced in .33
assuming .35 become s3 i would say its alpha - its really not ready
Season 2 was sheduled to start in september? i guess no need to rush with s3, balance s2 and some classic changes are more important
Actually noticed the new version and already found game breaking bug - finished lvl 15 and... lvl 23 !?
The .35 changes are so huge as I fell its season 3. While it is not even s2 v1.1 :)
Tempering looks very interesting, but its so far from classic game. I guess it will take some time to balance all of it.
@216 I just released .35 for season 2 and it has some major changes, I didn’t like how extra chances work so I removed it and replaced it with gem contracts and the boss spells are now acquired by purchasing them as well as multitude of other buffs.
I decided to include the concept of Gem Tempering which are gold purchased rank upgrades to the towers, the idea being it is up to you as the player to determine which towers to upgrade and which buffs to purchase.
2 million hp at 201, 2.5 million at 222 (about twice as before) ... Could You keep the exponential hp growth away from GTD, please? (maybe just slow linear increase to x1.5 multiplier?)
In fact difficuly in tier 2 was interesting, was leaking few flyers (3-4 just after 100 then 1-2 near 200) and surely there were ways to optimize it little more. Only problem was time of dealing with wawes near 200.
tier 3 - ocassional ground leaks (!). But could be better propared. However that 2-3 leaked dwarves weren't reason of lose - of course additional 5 flyers resulted with extra 5 leaks; 6-7 instead 1-2, which drained me fast from 50 lives and 1 million gold stored.
Sadly lost just before stun immune wawe, but i predict 20-30 lives lost - no way to deal with so much hp without stuns. I liked wawes 250, 350 before - challenging but ussually i didnt leak after some preparation.
Undocumented nerf - jades gold: level/2 + 5 -> level/4 + 5
Anyway, i generated over 1 million gold by lvl 200 due to more hp (takes longer = more hits), Sadly, from 201 jades production drops thousands times. And we need a lot gold at tier 3 - single repick is ussually around 10k, life often even more
>> Other important feedback:
- Elder slate -7 armor debuff replacing EG's -8 one
- Viper slate - absurd low dmg, it literally need x2 (maybe even x4) buff. The point is not to make it a good damage tower, but it allow it to gain any kills. Now the olny reasonable strategy is hunt for early range/ damage slate and wait with making stronger towers, then combining them at lvl 40. If less than ~80 kills - rather reset. Once missclicked and combined then too early (ofc another reset)
-Could starting gem preference be saved to account?
-Its written that boss 300 removes wraith marks on shifts. Do they do anything but explosion on DEATH? if no, then removing them is nonsense and writting about it is only confusing
@216 Yes I increased the difficulty a fair bit as I have a proper simulator now, so please try to reach the highest level and then I'll be able to dial down the difficult.
Looking at those s2 changes... a "little" overreacion :) At least making game easier do not require reset.
That 15% for x4 crit wasnt inteded for Miasma? The crit of Trapper was balanced (anyway diamonds do nothing untill boss 300 phase 2)
Also why lives cost x2 x3 is back? the problem wasnt too cheap lives, but no leaks (almost) at all. leakig 1-2 flyer at tier 4 was already deadly. We don't want to be punished for forgetting maxing lives before 200.
Hp/armor buff.. maybe needed, but there is little problem - game fells too slow already without. But maybe no, because we will lose faster :)
Speed buffs do better at diffuculy increase.
@216 @ttj I'm working on improving the game simulator I have to ensure that we have a smoother process of making balance changes as we are getting to the point in season 2 that small changes as I did drastically change how easy the season is or not. Unfortunately we will definitely need a reset again.
@Parson I meant 400 LONG runs, ~100 000 extra chances uses. Not possible to chase basicly. Also look at poll (scroll 40 comments below) - you can vote for removing, but read option 3 before.
Uranium - not strong, but no longer waste, helps keeping enemies at minimum speed(and slow bosses now). However the range od slow aura is still 64 for both version. it likely should ignore armor also.
Malachite - it's strong starting gem. No worth building another, but the first one can get stronger than you can think. Likely the (Mighty) Malachite should be even little nerfed - for those who don't know it got bufed in 2021: cooldown 500/500/550 -> 350/350/350.
One more thing: it attack "all" targets, which actually means 10
Star ruby : yes, its trash
and another question. Diamond trapper has brought back one of the towers that was useless. I believe there other three - uranium, star, malachite, that are a waste of turn and space. Is there a plan to boost them?
Or I am losing something about these towers?
I would vote fore removing. The reasoning - if it is as impalancing, as it was in classic, the whole game becomes a chase for it. 400 runs means you restart and restart the game at level 60-80, until you get what you want. Current gameplay is really good for exploring new technics, balances and combos. No need to have a rare case that is sole reason to play
Removing Uber would be dissapointing for some players - most players have never seen it. Also, the chances are as low as it shouldn't be problem - if chance to get targetted perfect gem/roll is p, Uber chance should be:
p^2 / 2160 + p*(1-p)*2 * p / 6400
Maybe i don't understand extra chances too well, but the event of 2 same perfects in first 3 gems happends only several times per long run - and i use extra chances much.
That mean Uber should appear once every 200-400 long runs, but i afraid the 3rd perfect is not properly rolling.
Also, Uber icons are gone; please add it for s1/classic too
@216 @muellesx Thanks for the feedback, I'm actually using a game simulator to run through your suggested changes.
I do think we should just remove the Uber stone from Season 2 competitive play.
My beta testing feedback on Season 2 (in no particular order):
1. Difficulty (# of spawn, speeds, costs, everything) should scale evenly (not necessarily linearly) and not jump by tiers.
2. Tower/Enemy info panel needs work.
- Please show us DPS rather than (or in addition to) speed and damage. I don't like doing math.
- Show us health percentages, not long numbers. A health bar perhaps?
- Show the effects that are currently affecting the tower/mob
- Move the yellow alert messages somewhere else so we can read them
- Increase the height to accommodate longer descriptions.
3. New diamond tower is very powerful yet can lead to leaks if relied on too heavily. I actually think it's balanced.
4. Here's a proposal - and it's radical: Take away purchased retries altogether and instead earn a free one every time you clear a level without losses. Understanding that this will reduce flexibility to keep unwanted gems off the maps in later stages, make another change to add more flexibility: if gems can be combined, allow combination but leave the other gems on the board and allow continued combinations. Lastly, allow retries to also be spent to remove a tower or gem.
5. The new emerald tower is underpowered and I haven't wanted to use it beyond a bit of testing
6. The new sapphire tower is good-ish.. but since it overlaps function with the diamond one (which does everything better), it's a dud.
7. A warning might be nice if you're about to create an uber. I was careful, but one presented itself to me on level 200+ and I would hate to accidentally accept it and try to compete against must earlier ubers.
8. I would like the option for my first roll to be fully random
9. Many towers state that their actions use "Mana". What does this mean? With no means to affect or even view a tower's mana, it seems no different than a timed action to me. Just curious.
10. I'm completely lost regarding the extra-chance algorithm. Seems overly complex.
11. LAJ drop-off is crazy. But I guess if you fix re-picks then it's a non-issue. If you do then LAJ needs to be nerfed. I found in my last run that 4 of them will almost fund a careful trip to level 400 (!)
12. It seems reasonable to allow slate combines and moves prior to the start of a level rather than after.
That's all I can think of now. Amazing work @Peter!
The difficulty drop by new towers/bosses changes is insane.
Tier 1 - very easy
Boss 100 - easy. Was ok before.
Tier 2 - here difficulty jumps singnificanlty, causing me to leak few flyers just after 100 (not optimized new towers strategy yet), but quickly getting easier each diamond trapper/important tower added.
Boss 200 - medium dif. Forgetting about Elder slates wasn't a problem.
Tier 3 - suprisingly easy, 2 air leaks total maybe, due to preparation for boss 200 (GAs) and decent amount of Trappers.
Boss 300 - medium , too easy for that point
Tier 4 - maybe hard, but still too easy for that point - despite lose in 388 (many kind of mistakes). This tier should be really hard and reaching 400 should be unusuall.
Diamond trapper effect fells really strong. However noticed that sometimes grounded flyers were going to exit, ignoring chekpoints (then turn back after the effect ends)
Sapphire Knight - same base dps as SYS (225, meh ), but strong control effect. Need more testing here.
Miasma - dissapoitning, direct dps not so high (comparable to EG), if it retain EE's x4 crits it will be interesting.
Cloud effect - weak, much weaker than flamestrikes... which lost some value due to damage "inflation" (more hp, more dmg buffs, same 100 flame dmg /0.2s unaffected by anything)
Btw, realized that info about EE's crit is missing.
Season 2 mobile UX update: tower placement now stays above or below your finger based on where you first touch the map. Start in the upper half and the tower stays above your finger; start in the lower half and it stays below your finger for the entire drag.
@TTJ @SODTAOE @BoxWeasel, apologies for the seven Season 2 scores that were caught one minor version behind and moved to the archive. Thank you for testing and helping improve Season 2. I have fixed the version handling, and the current 1.0.32 leaderboard will not be reset again.
@216 The Great Opal / Uber Stone stats disappeared because I changed the game changing gem card to use telemetry and accidentally replaced the separate GO / Uber cards instead of keeping both. It is fixed now: the telemetry selected gem remains, and the GO / Uber stats are shown separately when they were built.
The mobile placement problem at the bottom of the map should be fixed now too. The lowest row is reachable again.
What happened to high scores? - GO/uber stats are gone, some scores are missing.
I'm already at home, but checked the mobile version - impossible to place gem at lowest part of the map
@fffleo the general mistakes
- position of some EEs, especially those 5 on the left
- some gems outside of GO aura
S2 specific mistakes:
- no 2nd wraith slate to cover all gems
- no Great Gems with important s2-only functions, like GA and GAq (extra chances helps with geting them)
- ancient slate is good alternative of EE for stuns
Hello Everyone. I played season 2 several days. I can't pass 200. Most of time, I only reached around 150. What's wrong of my map? Why the batmans escape more than five? Please let me know, thanks.
[url=https://postimg.cc/bsVtfbnn][img]https://i.postimg.cc/bsVtfbnn/ying-mu-xie-qu-hua-mian-2026-08-19-174141.png[/img][/url]
https://postimg.cc/bsVtfbnn
Hi. Tons of joy from new version, thanks!
Question: I see 3 allowed attempts to move slate. I am able to move it once, but not for the second time. How can I do that?
Re: the Season 2 Extra Chance/Pity mechanic, just from playing around it (apologizes if I'm misinterpreting, but I'm not good at reading javascript code and haven't spent much time outside of Classic Mode):
I believe there's some unnecessary confusion here introduced by pity doing two different things. Extra chance boosts the odds of a roll giving you a specific gem. But pity does something different for levels 1-5 than for 6-10:
1 to 5: Boosts the odds that Extra Chance's increased odds WILL BE APPLIED TO ANY GIVEN ROLL. At level 5, Extra Chance applies to EVERY ROLL, 100%.
6 to 10: Increases the odds for rolls that Extra chance applies to (already applicable to ALL ROLLS). But that's what boosting extra chance does.
Especially without documentation, this is needlessly confusing.
A suggestion for an alternative would be to have pity only be upgradable to 5, with further Extra Chance upgrades gated UNTIL pity is fully upgraded to level 5. Then the player is allowed to boost Extra Chance again.
The game mechanics (which I have no comment on) would remain completely unchanged, but they would be a lot more digestible/legible to players if pity didn't take over what Extra chance does for levels 6 to 10.
Devourer is kind of unbalanced boss (or balanced for Uber Stone). Not flying, but it do something bad.
-it shouldn't be at 303. Let the players experience tier 4 flyers.
-even if it was killable, continuing may be not fun (if no uber) - so it might be a good idea for final boss
Jades basicly stops gold production at 200, as described in s2 rules. I don't think it's a good idea.
Btw, i remember 1 more strange thing - at 201 lives cost gets doubled in addition to -2 lives per leak
-it penalize players for forgetting buying up to 50 lives before
-2x lives per leak means x8 gold need in long term, anyway.
Assuming the extra chances works correctly(turn off after 2), Uber is still extremelly rare - 26 per million at max tier of extra chances, less than 4 per million at lowest tier. In general less than 1:100 000, so we shouldn't expect spam of them. Little suspected that there is already 5 in few days.
But filter all/non-uber/uber scores might be not bad idea.
Season 2 Length?
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