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New Update: Version 8.60.0

New Update: Version 8.60.0

New Divinity, Gear Presets, and more!

With Update 8.60.0, we are adding a new Divinity with new Blessings, introducing Gear Presets, rebalancing Bosses, and more. See the full breakdown below.

New Divinity - Harmony

We’re adding a new Divinity - Harmony - along with 6 new Blessings. As the name may suggest, these Blessings are about bringing balance to the battlefields of Teleria, and we can’t wait to see how you’ll use them.

Gear Presets

We are adding Gear Presets to the Fitting Room, allowing you to save various Gear combos and equip them with just a few taps. Quickly switching between Gear Presets can be especially useful for taking on the Cursed City, where different districts require different tactics.

Free Gear Removal Boost

We’re introducing a new type of booster - Free Gear Removal - which allows you to swap or remove Gear with no Silver cost for a certain amount of time. While there is an existing booster of a similar kind, this one works on a personal level and not on a server level, meaning you can choose when you want to activate it. Also, this booster will always reduce the Silver cost by 100%. We will still be activating the server-wide Gear Removal Cost reduction boosters, so be sure not to use them at the same time or it’ll go to waste.

Bosses rebalance (Iron Twins, Al-Naemeh, Akumori)

We’re decreasing the stats for the Iron Twins (HP, DEF, RES, ACC), Al-Naemeh the Sand Devil (HP, DEF, RES, ACC), and Akumori the Phantom Shogun (HP, ATK, DEF, SPD, RES, ACC). Also, we are rebalancing some of their skills - see the full breakdown below.

Iron Twins

[Skill 2 – Fires of Insanity]

- Changed the duration of the [Ironbrand] debuffs.

Old version: The enemy with the highest DEF will receive 10 turns of [Ironbrand]. The enemy with the next highest DEF will receive 9 turns of [Ironbrand], while the enemy with the next highest DEF will receive 8 turns of [Ironbrand], and so on.

New version: The enemy with the highest DEF will receive 7 turns of [Ironbrand]. The enemy with the next highest DEF will receive 6 turns of [Ironbrand], while the enemy with the next highest DEF will receive 5 turns of [Ironbrand], and so on.


[Skill 3 – Ruinous Swath]

- Changed the duration of the [Ironbrand] debuffs.

Old version: The enemy with the highest ATK will receive 10 turns of [Ironbrand]. The enemy with the next highest ATK will receive 9 turns of [Ironbrand], while the enemy with the next highest ATK will receive 8 turns of [Ironbrand], and so on.

New version: The enemy with the highest ATK will receive 7 turns of [Ironbrand]. The enemy with the next highest ATK will receive 6 turns of [Ironbrand], while the enemy with the next highest ATK will receive 5 turns of [Ironbrand], and so on.


[Skill 4 – Retaliatory Launch [P]]

- Changed the HP milestones when the Iron Twins remove all debuffs from themselves and attack all enemies.

Old version: Whenever the Iron Twins’ HP drops below 85%, 70%, 55%, and 40%, removes all debuffs from the Iron Twins, then instantly attacks all enemies.

New version: Whenever the Iron Twins’ HP drops below 80%, 60%, and 40%, removes all debuffs from the Iron Twins, then instantly attacks all enemies.


Al-Naemeh the Sand Devil

[Skill 4 – Rest for the Wicked [P]]

- Skill changed: Now the innate damage reduction is decreased by 15% for each debuff that Al-Naemeh is currently under, instead of 10%.


[Skill 5 – Soul Sustenance [P]]

- Skill changed: Now, whenever Al-Naemeh attacks, destroys the MAX HP of all targets by 5% instead of 10%.


[Skill 6 – Dreamless Sleep [P]]

Sand Devil’s Necropolis:

- Changed the duration of the Slumber counter on different stages.

Old version: The duration of the Slumber counter is 10 on Stages 1-5, 7 on Stages 6-15, and 5 on Stages 16-25.

New version: The duration of the Slumber counter is 16 on Stages 1-5, 14 on Stages 6-10, 12 on Stages 11-15, 10 on Stages 16-20, and 8 on Stages 21-25.

Cursed City:

- Changed the duration of the Slumber counter on different difficulties.

Old version: The duration of the Slumber counter is 10 (on Normal Difficulty), and 7 (on Hard Difficulty).

New version: The duration of the Slumber counter is 10 (on Normal Difficulty), and 8 (on Hard Difficulty).


Akumori the Phantom Shogun

[Skill 5 – Shroud of the Shogun [P]]

- Skill changed.

Old version:

Activates the Shade counter at the start of the battle. 

Whenever an enemy lands a weak hit on Akumori, increases the Shade counter by 8. 

Whenever Akumori lands a critical hit, increases the Shade counter by 5. 

Whenever an [Enfeeble] debuff is removed or transferred from an enemy, or when its duration is fully decreased by an enemy Champion, increases the Shade counter by 2. 

Increases Akumori’s C. RATE by 1% and C. DMG by 2% for each Shade counter stack. 

Akumori is immune to Turn Meter reduction effects and [Enfeeble] debuffs.

Whenever the Shade counter reaches 10, Akumori will not receive damage from [Poison] debuffs. Whenever the Shade counter reaches 20, Akumori will also not receive damage from [HP Burn] debuffs and [Smite] debuffs. Whenever the Shade counter reaches 30, Akumori will also not receive damage from skills or Masteries that scale based on Akumori's MAX HP. 

If the Shade counter reaches 40 or higher, all of Akumori's attacks will ignore 100% of the target's DEF. Also whenever Akumori kills an enemy, deals damage to all remaining enemies.

New version:

Activates the Shade counter at the start of the battle. 

Whenever an enemy lands a weak hit on Akumori, increases the Shade counter by 2 on Stages 1-10, 4 on Stages 11-20, and 6 on Stages 21-25. 

Whenever Akumori lands a critical hit, increases the Shade counter by 5. 

Whenever an [Enfeeble] debuff is removed or transferred from an enemy, or when its duration is fully decreased by an enemy Champion, increases the Shade counter by 2. 

Increases Akumori’s C. RATE by 1% and C. DMG by 2% for each Shade counter stack. 

Akumori is immune to Turn Meter reduction effects and [Enfeeble] debuffs.

Whenever the Shade counter reaches 20, Akumori will not receive damage from [Poison] debuffs. Whenever the Shade counter reaches 30, Akumori will also not receive damage from [HP Burn] debuffs and [Smite] debuffs. Whenever the Shade counter reaches 40, Akumori will also not receive damage from skills or Masteries that scale based on Akumori's MAX HP. 

If the Shade counter reaches 50, all of Akumori's attacks will ignore 100% of the target's DEF. Also whenever Akumori kills an enemy, deals damage to all remaining enemies.


[Skill 7 – Purge The Shadow [P]]

Old version:

Whenever an Awakened Champion uses a skill against Akumori, decreases the Shade counter.

The Shade counter is decreased according to the Awakening Level on the Champion who uses a skill (1 stack for Level 1, 2 stacks for Level 2, 3 stacks for Level 3, 4 stacks for Level 4, 5 stacks for Level 5, and 6 stacks for Level 6).

New version:

Whenever an Awakened Champion uses a skill against Akumori, decreases the Shade counter.

The Shade counter is decreased according to the Awakening Level on the Champion who uses a skill against Akumori:

Level 6 Awakening:

1st hit inflicted by a skill will remove 6 stacks

2nd hit inflicted by a skill will remove 3 stacks

3rd hit inflicted by a skill will remove 1 stack

Any subsequent hits inflicted by a skill will remove 0 stacks

Level 5 Awakening:

1st hit inflicted by a skill will remove 5 stacks

2nd hit inflicted by a skill will remove 2 stacks

3rd hit inflicted by a skill will remove 1 stack

Any subsequent hits inflicted by a skill will remove 0 stacks

Level 4 Awakening:

1st hit inflicted by a skill will remove 4 stacks

2nd hit inflicted by a skill will remove 2 stacks

3rd hit inflicted by a skill will remove 1 stack

Any subsequent hits inflicted by a skill will remove 0 stacks

Level 3 Awakening:

1st hit inflicted by a skill will remove 3 stacks

2nd hit inflicted by a skill will remove 1 stack

Any subsequent hits inflicted by a skill will remove 0 stacks

Level 2 Awakening:

1st hit inflicted by a skill will remove 2 stacks

2nd hit inflicted by a skill will remove 1 stack

Any subsequent hits inflicted by a skill will remove 0 stacks

Level 1 Awakening:

1st hit inflicted by a skill will remove 1 stack

Any subsequent hits inflicted by a skill will remove 0 stacks

Hide Set Filters in the Accessory Filter options

We are enabling the Hide Set Filters button in the Accessory Filter menu that will allow you to view Accessories categorized by Sets they belong to.

Champion rebalance

Holsring

[Skill 1 – Rampant Blows]

- Skill changed

Old version: Attacks 2 times at random. Places a 50% [Increase ATK] buff on this Champion for 2 turns if this attack is critical.

New version: Attacks 1 enemy 2 times.

If this Champion is under a [Veil] or [Perfect Veil] buff, each hit has a 50% chance to decrease the target's Turn Meter by 15%.

Places a 50% [Increase ATK] buff on this Champion for 2 turns if this attack is critical.


[Skill 2 – Overthrow]

- Skill changed

Old version: Attacks 3 times at random. Will ignore 25% of DEF against targets under [Hex] debuffs. Will ignore a further 25% of DEF against targets under [Hex] debuffs from the Banner Lord or Knights Revenant Factions.

New version: Attacks 1 enemy 3 times.

If the target is under a [Hex] debuff, each hit will ignore 25% of the target's DEF. Will ignore a further 25% of the target's DEF if they are also under a [Decrease SPD] debuff.

Will also ignore an additional 25% of the target's DEF if they are from the Banner Lords or Knights Revenant Factions.

[Skill 3 – Witchfinder]

- Effect added: Places a 30% [Decrease SPD] debuff for 2 turns. 

- Effect changed: Always places a [Perfect Veil] buff on this Champion for 2 turns.

[Skill 4 – Hunter's Guile [P]]

- Skill changed

Old version: If this Champion attacks 2 targets under [Hex] debuffs during the same turn, places a [Perfect Veil] buff on this Champion for 1 turn. Will not count counterattacks. 

Increases critical damage by 30% while attacking under a [Perfect Veil] buff.

New version: If this Champion attacks a target under a [Hex] debuff and a [Decrease SPD] debuff, places a [Perfect Veil] buff on this Champion for 1 turn. This effect will not activate when counterattacking.

Also increases this Champion's C. DMG by 30% while attacking under a [Perfect Veil] buff.

Vitrius the Anointed

[Skill 1 – Holy Terror]

- Effect changed: Now places a [True Fear] debuff for 1 turn.

- Effect added: This debuff cannot be resisted if the first hit fully healed this Champion.

[Skill 2 – Storm of Righteousness]

Effect added: If at least one buff was removed, also places a 50% [Increase ATK] buff and a 30% [Increase C. DMG] buff on this Champion for 2 turns.

[Skill 3 – By My Hand!]

Effect changed: Each hit ignores 30% of the target's DEF and destroys the enemy's MAX HP by 25% of the damage dealt.

If the target has any active skills on cooldown, both hits will ignore 50% of the target's DEF instead.

[Skill 4 – Inexorable [P]]

- Skill cooldown reduced from 5 to 4 turns.

Other improvements and battle fixes

- Fixed a bug that caused damage dealt by Blessings when counterattacking to activate an enemy’s [Counterattack] buff.

- Fixed a visual bug that caused all Bosses’ HP bars to appear not fully depleted when losing all HP.

- Fixed a bug so that the Slayer Artifact Set now only caps the repeated damage on AoE skills whose damage scales based on an enemy's MAX HP.

- Fixed a visual bug that caused the damage from multiple [Bomb] debuffs to be displayed in the wrong order.

- Fixed a visual bug that caused buffs placed by Glaicad of the Meltwater’s Lifestream skill to not be visible on allies revived by this skill.

- Fixed a visual bug that caused the background in the Tournaments window to display incorrectly on all platforms.

- Fixed a bug that caused the “Connect your account to Facebook” achievement to not be completed.

- Fixed a bug that caused players to receive a warning notification when trying to use Champions with Tags as Level Up, Rank Up, or skill upgrade material.

- Fixed a visual bug that caused the time in the Chat window to display incorrectly.

- Fixed a bug on Plarium Play that caused the ‘Enable Notifications’ achievement to not be completed, despite having notifications turned on.

- Fixed a bug that caused tapping on a Potion icon in any Potion Keep to display a tooltip with the Potion’s name, instead of a pop-up with information and the number of Potions a player currently has.

- Fixed a bug that caused buttons in the Tavern to not work correctly.
 

Views
829
Comments
20
Jun 6, 2024, 11:1806/06/24
Jun 6, 2024, 13:3806/06/24
03/07/23
9

TLDR:


"Everything you hated we added more of, anything that made your gam enjoyable or brought you any actual sense of satisfaction, we've removed it or nerfed it. We've quadrupled the grind, and reduced the rewards. PLUS we've now added even MORE monetization so you can spend even MORE money and get absolutely 0 real world value for your purchases when the game eventually closes down when it's not profitable anymore. Oh and ven MORE progressive chances ... but just don't actually do the math because .0000000001% x25 is still only 0.0000000025%."

Jun 6, 2024, 14:2506/06/24
03/17/24
2

Join

ShortOnSkillzModerator
Jun 6, 2024, 16:3206/06/24
06/24/19
1869
ScopelySucks

TLDR:


"Everything you hated we added more of, anything that made your gam enjoyable or brought you any actual sense of satisfaction, we've removed it or nerfed it. We've quadrupled the grind, and reduced the rewards. PLUS we've now added even MORE monetization so you can spend even MORE money and get absolutely 0 real world value for your purchases when the game eventually closes down when it's not profitable anymore. Oh and ven MORE progressive chances ... but just don't actually do the math because .0000000001% x25 is still only 0.0000000025%."

Do you have any examples of this?

Jun 6, 2024, 17:2306/06/24
06/06/24
1

Wow what a great change. What happened to not ruining existing teams with the boss changes? Blizaar solo is broken

Jun 6, 2024, 18:4406/06/24
03/28/20
1
ScopelySucks

TLDR:


"Everything you hated we added more of, anything that made your gam enjoyable or brought you any actual sense of satisfaction, we've removed it or nerfed it. We've quadrupled the grind, and reduced the rewards. PLUS we've now added even MORE monetization so you can spend even MORE money and get absolutely 0 real world value for your purchases when the game eventually closes down when it's not profitable anymore. Oh and ven MORE progressive chances ... but just don't actually do the math because .0000000001% x25 is still only 0.0000000025%."

so you still play this game because?

Jun 6, 2024, 19:5006/06/24
10/08/17
999

Happy to be playing a game that the developers of said game actually care and continue to UPDATE the game. So many games out there are throw away games after  2  months  of play

Love me some RAID  :)))

Jun 7, 2024, 03:1306/07/24
11/08/19
4
Máté

Wow what a great change. What happened to not ruining existing teams with the boss changes? Blizaar solo is broken

Um as much as I'd like to agree and rally behind you......what team of yours did they ruin? You even said yourself that they said no teams would be ruined as a result of the boss nerfs.....but then I think u started to say your team, but u must of accidently hit comment after typing only one champion

Jun 7, 2024, 15:5906/07/24
04/16/16
37

Nice changes. Would be better if for maybe even a week, players could change their hero's blessing to one of the new blessings without having to use their one-time fee change or pay gems if already used. 

Jun 8, 2024, 06:4106/08/24
09/24/23
6

You should urgently make a change to Fire Knight's Castle, because it is too difficult from level 13 onwards. I think it's also the hardest obstacle in the whole game. He is made too strong, stronger than all other bosses. He needs to have his current hit points reduced so he can be defeated like all the other bosses with those beatable champions and other bosses. This one is overpowered, making it the hardest boss in the entire game. From level 13 and up, his hits and defense should be reduced, and his shield draw should be reduced to 8, not the current 10, so that he can take more damage than he does now. I would also comment a little on the Shards.


Ancient shard, it should be, yes left like this, but increase the percentage of dropping legendary champions, make it a higher percentage.


Void shard, with this shard only Epic and Legendary champions should be taken out, and Rare champions should be thrown out of this shard, because it is not realistic with a shard that in the game is considered stronger than Ancient shard, and only Rare champions are often taken out , and when buying these shards with real money, they are expensive, and getting a Rare champion is unrealistic, right?


Primal shard, Mythical and Legendary should be extracted from this shard, because this shard, to be bought from the game, is too expensive, and it is considered stronger than other shards before it in terms of strength, and when buying this shard from the game with real money at a high price, and the buyer should be satisfied, not just the developers of the game, when taking out a champion from this shard, the champions should be good, that's how it would be created, the more profile managers buy and spend money on the game, and this way, after a while, the manager loses the will to play, he gave a lot of money to the game, and the champions are nothing that he took out for real money.


Sacred shard, with this shard to extract like now Epic and Legendary champion, but the percentage for Legendary should be higher than Epic, to be different with extracting champions from Ancient fragment, there the percentage of Epic champion should be increased, and lower for A legendary champion. That's how it will be real, and that's how after a while the manager loses the will to play, because the developers of the game earn money, and the managers help the game financially, and for their money, they get no champions.

OlenkaAdmin
Jun 10, 2024, 12:5306/10/24
10/31/22
429
Daisygirl

Nice changes. Would be better if for maybe even a week, players could change their hero's blessing to one of the new blessings without having to use their one-time fee change or pay gems if already used. 

Hi there! This time around, there won't be a free Blessings reset since we haven't rebalanced anything, but introduced a new Divinity. However, we'd love to hear your thoughts and feedback on this new addition, if you have already applied the new Harmony Blessings for some of your Champions! 🙌

OlenkaAdmin
Jun 10, 2024, 12:5906/10/24
10/31/22
429
Emiliano2023

You should urgently make a change to Fire Knight's Castle, because it is too difficult from level 13 onwards. I think it's also the hardest obstacle in the whole game. He is made too strong, stronger than all other bosses. He needs to have his current hit points reduced so he can be defeated like all the other bosses with those beatable champions and other bosses. This one is overpowered, making it the hardest boss in the entire game. From level 13 and up, his hits and defense should be reduced, and his shield draw should be reduced to 8, not the current 10, so that he can take more damage than he does now. I would also comment a little on the Shards.


Ancient shard, it should be, yes left like this, but increase the percentage of dropping legendary champions, make it a higher percentage.


Void shard, with this shard only Epic and Legendary champions should be taken out, and Rare champions should be thrown out of this shard, because it is not realistic with a shard that in the game is considered stronger than Ancient shard, and only Rare champions are often taken out , and when buying these shards with real money, they are expensive, and getting a Rare champion is unrealistic, right?


Primal shard, Mythical and Legendary should be extracted from this shard, because this shard, to be bought from the game, is too expensive, and it is considered stronger than other shards before it in terms of strength, and when buying this shard from the game with real money at a high price, and the buyer should be satisfied, not just the developers of the game, when taking out a champion from this shard, the champions should be good, that's how it would be created, the more profile managers buy and spend money on the game, and this way, after a while, the manager loses the will to play, he gave a lot of money to the game, and the champions are nothing that he took out for real money.


Sacred shard, with this shard to extract like now Epic and Legendary champion, but the percentage for Legendary should be higher than Epic, to be different with extracting champions from Ancient fragment, there the percentage of Epic champion should be increased, and lower for A legendary champion. That's how it will be real, and that's how after a while the manager loses the will to play, because the developers of the game earn money, and the managers help the game financially, and for their money, they get no champions.

Hello, and thank you for this detailed feedback! As for the Shards drop rates and Champions' rarities you can get from them, there are no current plans to introduce any changes to this  system, however, we appreciate your input! 

As for the Fire Knight's Castle, we will make sure to pass your suggestion along to the dev. team. May we ask you to share details about the team you use against this Boss?

Jun 11, 2024, 18:3206/11/24
06/13/20
14

Can't say I'm a huge fan of this unless more content is immanent.  There is basically now zero end-game PvE content in the game, unless you count cursed city, which is not really end-game, it's just 'build-a-lot-of-pointless-champs-you'd-not-use-anywhere-else-game', like DT secret rooms.

dthorne04Moderator
Jun 12, 2024, 01:4006/12/24
12/30/20
5706
ralphhope

Can't say I'm a huge fan of this unless more content is immanent.  There is basically now zero end-game PvE content in the game, unless you count cursed city, which is not really end-game, it's just 'build-a-lot-of-pointless-champs-you'd-not-use-anywhere-else-game', like DT secret rooms.

What kind of content would you be looking for?

Jun 12, 2024, 15:2306/12/24
05/29/24
1

not good

Jun 15, 2024, 03:3706/15/24
01/20/23
5

Why is it necessary to either Join or Create a Clan in order to continue with the Progress Missions and to be able to complete Quests and Passes. I enjoy playing the game but do not want to join or create a clan, your requirement for this prevents me from continuing any further and this is an unacceptable requirement to play your game.

Jun 16, 2024, 08:0906/16/24
Jun 16, 2024, 08:10(edited)
09/24/23
6
Olenka

Hello, and thank you for this detailed feedback! As for the Shards drop rates and Champions' rarities you can get from them, there are no current plans to introduce any changes to this  system, however, we appreciate your input! 

As for the Fire Knight's Castle, we will make sure to pass your suggestion along to the dev. team. May we ask you to share details about the team you use against this Boss?

Leader - Chronicler Adelyn = 60 it is with 5 red stars and a lily star

Sun Wukong = 60  it is with 2 red stars 

Candraphon = 60 with 6 lilac stars  

These three champions are my standard on every boss, and I add them occasionally.

Tayrel = 60 with 6 lilac stars

Rathalos Blademaster = 60 with 6 lilac stars 

Scyl of the Drakes = 60 with 6 lilac stars  

But maybe the problem is in the equipment, maybe the equipment for these champions is weak, but up to level 12 of the Fire Knight, I passed them without a problem, but level 13 of this boss is too difficult, and it is made as if on purpose, so that it cannot be pass this boss.

Jun 18, 2024, 08:3706/18/24
11/08/19
4
Emiliano2023

Leader - Chronicler Adelyn = 60 it is with 5 red stars and a lily star

Sun Wukong = 60  it is with 2 red stars 

Candraphon = 60 with 6 lilac stars  

These three champions are my standard on every boss, and I add them occasionally.

Tayrel = 60 with 6 lilac stars

Rathalos Blademaster = 60 with 6 lilac stars 

Scyl of the Drakes = 60 with 6 lilac stars  

But maybe the problem is in the equipment, maybe the equipment for these champions is weak, but up to level 12 of the Fire Knight, I passed them without a problem, but level 13 of this boss is too difficult, and it is made as if on purpose, so that it cannot be pass this boss.

Do u at least understand that fire knight has different mechanics and u may need different champs??? Assuming that the same champs u tend to use everywhere are just gonna work is more of a you approaching this dungeon wrong than it is an issue of its too hard.  You need to bring in multi hitters. But also fire knight is typically harder.  Learn how u need different strategy and or champs to fight him.  It sounds like u barely tried other than what diesnt work multiple times. Way too quick to call for a nerf lol

Jun 19, 2024, 10:3106/19/24
09/24/23
6






clear



Jas te se razbiram, ama izgleda ti ne možeš mene da me razbereš. Jas vo igrata dvapati vloživ vistinski pari za vadenje podobri šampioni, i koga izvadiv premnogu loši šampioni, rešiv nikogaš poveḱe da ne frlam pari na ovaa igra. No neli? Igrata se računa kako free simnuvanje, i koga e free simnuvanje, taka i ḱe ja igram ponatamu, a za free, bez frlanje pari vistinski na igrata, teško se doaǵa do srebro, za toa tie što sum gi spremil kako full so oprema, i za toa so tie ja igram igrata, a koga ḱe dojdam do poveḱe srebro vo igrata, togaš ḱe pojačuvam i drugi šampioni za da ne gi igram se istite šampioni, kako što mi veliš ti. A i igrata, štom e free, znači treba da se ovozmoži barem malku od malku da može da igraat i drugi menadžeri, a ne samo onie koi davaat vistinski pari za igrata. Jas svaḱam deka onie koj ja napravile igrata, treba i da zarabotuvaat, no ne e osmislena baš dobro, za onie koj davaat pari za ovaa igra, znači štom nekoj menadžer ḱe dade vistinski pari, i ḱe se ponadeva na vadenje podobri i pojaki šampioni, a koga ḱe izvade od šards nekoj epten slab šampion, e tuka nastanuva razočaruvanje, i bi sakal poleka da se otkaže od ovaa igra. Za onie poskapite šards, davame pari, nadevajḱi se deka ḱe izvademe pojak šampion, a vadime šampion od klasata Rare, e tuka nastanuva razočaruvanje. I ne mi kažuvaj, deka treba da se menat šampionite, i jas go toa znam, daj mi vistinski odgovor, jas rekov deka e možno poradi ne vistinskata oprema što ja nosat šampionite, i poradi toa da e problemot, koj ne može da se pomine ogneniot vitez. Ama izgleda i ti tolku ja razbiraš igrata, pa mi davaš komentar, kako samo da se iskomentira, a dali e vistinskiot, na toa ne se pripazuva.

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I understand you, but it seems you can't understand me. I put real money into the game twice to get better champions, and when I got too many bad champions, I decided to never spend money on this game again. But right? The game is billed as a free download, and when it is a free download, I will continue to play it, and for free, without actually throwing money at the game, it is difficult to get silver, for that I have prepared as full equipment, and that's why I play the game with them, and when I get more silver in the game, then I will strengthen other champions so that I don't play the same champions, as you tell me. And the game, as soon as it is free, means that other managers should be able to play, at least little by little, and not only those who give real money for the game. I understand that those who made the game should also make money, but it is not designed very well, for those who give money for this game, so as soon as a manager gives real money, and hopes to bring out better and stronger champions, and when he pulls out a really weak champion from the shards, that's where disappointment sets in, and I'd like him to slowly give up on this game. For those more expensive shards, we give money, hoping to get a stronger champion, and we get a Rare class champion, and this is where the disappointment sets in. And don't tell me that the champions need to be changed, and I know that, give me a real answer, I said that it is possible because of the wrong equipment that the champions wear, and that is the problem, which cannot be overcome the fiery knight. But it seems that you also understand the game so well, so you give me a comment, as if it is just a comment, and if it is the right one, it is not taken care of. 

Jun 19, 2024, 10:3206/19/24
09/24/23
6
djquessy

Do u at least understand that fire knight has different mechanics and u may need different champs??? Assuming that the same champs u tend to use everywhere are just gonna work is more of a you approaching this dungeon wrong than it is an issue of its too hard.  You need to bring in multi hitters. But also fire knight is typically harder.  Learn how u need different strategy and or champs to fight him.  It sounds like u barely tried other than what diesnt work multiple times. Way too quick to call for a nerf lol

I understand you, but it seems you can't understand me. I put real money into the game twice to get better champions, and when I got too many bad champions, I decided to never spend money on this game again. But right? The game is billed as a free download, and when it is a free download, I will continue to play it, and for free, without actually throwing money at the game, it is difficult to get silver, for that I have prepared as full equipment, and that's why I play the game with them, and when I get more silver in the game, then I will strengthen other champions so that I don't play the same champions, as you tell me. And the game, as soon as it is free, means that other managers should be able to play, at least little by little, and not only those who give real money for the game. I understand that those who made the game should also make money, but it is not designed very well, for those who give money for this game, so as soon as a manager gives real money, and hopes to bring out better and stronger champions, and when he pulls out a really weak champion from the shards, that's where disappointment sets in, and I'd like him to slowly give up on this game. For those more expensive shards, we give money, hoping to get a stronger champion, and we get a Rare class champion, and this is where the disappointment sets in. And don't tell me that the champions need to be changed, and I know that, give me a real answer, I said that it is possible because of the wrong equipment that the champions wear, and that is the problem, which cannot be overcome the fiery knight. But it seems that you also understand the game so well, so you give me a comment, as if it is just a comment, and if it is the right one, it is not taken care of.

Jul 9, 2024, 04:122 days
06/25/20
1

gone for awhile , now now longer able to add equip to my new champs ! change in game?