• Karbie Sweet

    I think that the survival dungeons have also disappeared? That's 22 gems and 14 elementium less each month, not to mention the cells to rank a good epic.

    There are definitely aspects that I enjoy about the new dungeons. But I cannot shake the feeling that for each step forward there are two steps back.

    posted in General Discussion read more
  • Karbie Sweet

    It is not a bad idea, but unfortunately I don't think it will happen as long as SP want to sell those awful Nemesis chests. And as the regulatory bodies are not very fast in banning loot boxes, this may take a while.

    posted in General Discussion read more
  • Karbie Sweet

    There is not a "particular bug in the survival dungeons", but there is a bug affecting the reliability of extra-turn skills. Many players do the survival dungeons using Samael with a turn transfer to either Ruby or an attacker for extra precision and damage boost. However, due to the current issue, Samael misses a lot its turn transfer, which means that this otherwise very good strategy misfires and the player loses his/her monsters. Prolonging the Nemesis dungeons with 2 days will do nothing good for those players that lost their monsters because of this bug.

    My advice would be to wait for at least a day before doing the Nemesis dungeon and to consult the Discord servers to check for feedback. This is the third time when we have issues with the Nemesis dungeons, so it is safer to assume it will be buggy.

    posted in General Discussion read more
  • Karbie Sweet

    I use 120 Samael, 120 Warthak and 115 Ruby for the last node. Always activate CDs on Talos. Samael with healing skill and tenacity shield.

    posted in Events read more
  • Karbie Sweet

    I am sure that the developers can come up with a technical solution that will work for most mobile devices. They just need to be given the time and direction to do it.

    posted in General Discussion read more
  • Karbie Sweet

    I might have been too quick in judging the new dungeons. The rewards have decreased: gems from 272 to 240, and elementium from 68 to 36 per month. I guess they figured we'll get some rewards from the Cave and took them out from the dungeons. So I guess it is more gambling and less actual gameplay, which contradicts what my initial post was saying. So there. I was optimistic for once and the good old profit was behind this too.

    posted in General Discussion read more
  • Karbie Sweet

    Reading through the messages -- indeed, the islands could use a major overhaul. I have to say I am a bit embarrassed when I show the game to my friends. They are all like, what is this old game you play?

    posted in General Discussion read more
  • Karbie Sweet

    I don't have to see all the monsters in the habitat, do I? The animation is a big mess as it is, so when I look for a certain monster I use the monstagram or the list in pvp. So, the habitats could very well contain 5 or even 6 monsters, even if the animation would only show 4 monsters.

    I am sorry, but the problem with old devices is just an excuse. The high price for Vault space is the proof that the real issue is SP trying to limit the number of monsters we'd be able to host for free. You pay or you gonna have to sell some monsters, which we all hate to do. I understand the idea, but let's be honest about it and not blame it on some animation.

    Fingers crossed for this new feature they promise, which could reverse this policy. But I am afraid it is going to be some kind of monthly subscription or pass.

    posted in General Discussion read more
  • Karbie Sweet

    I welcome the changes recently implemented for the dungeons. I believe that this game feature has a lot of unexplored potential. I prefer to engage in battle more than anything else. It is fun, it is what, in my opinion, ML should be more about.
    More specifically, I really appreciate the following:

    • The reorganization of dungeons in a more consistent, predictable calendar;

    • More dungeons during the weekend, when players usually have more time on their hands;

    • Each dungeon is structured around a type of reward, which allows the players to focus on those dungeons bringing the resource that they need;

    • Eliminating the items from the reward roulette, as they were just a little nuisance the players had to put up with. Cells for monsters, even if older or lower quality, give some sort of satisfaction.

    • Rethinking the elemental dungeon difficulty according to player level. Before, the first nodes were too easy to get through.

    Going forward, I would like to have even more opportunities to use my monsters in battle. I invest so much in them and really, the battle opportunities are rather limited. So, I would like to see:

    • Even more difficult dungeons, perhaps with some mid-level runes and some starting battle conditions. I know that there has to be a balance between new and more advanced players. However, most of the dungeons are still very easy to go through for an advanced player.

    • For more difficult dungeons, the reward could be some cells for legendary/epic non-breedable monsters, even if older. Say 25 cells of Metalhead or something similar. I am not looking for big rewards, just something that is enough to engage the player in battle.

    Getting back to the initial message, thanks to the developers for rethinking this feature. I really appreciate it.

    posted in General Discussion read more
  • Karbie Sweet

    @marianne-van-es I was talking about the work and pride of achieving a high performance economy. You make it sound as if I was talking about 25 gems and you suggest I am being cheap. I think this is a new low even for you.

    posted in General Discussion read more

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