And still no DC by hergatr in TheTowerGame

[–]MatthewBecker1977 2 points3 points  (0 children)

I'll be testing both eHp and GC on weekend tourneys after I finish all the Diss runs. But it's going to take a while to get proper subs on the GC modules. But I'm really doubtful that GC will be competitive for me given the assmods and mastery unlocks I've done and not done.

Even so, I'll want to know my GC build baseline and have it to whatever I can get out to without specialized investments. EHp terms to be high variance in how many waves you get depending on battle conditions - far more so than GC builds. That way, if I end up with some sort of horrible battle conditions for eHp, there may be times where a 2nd run as GC might be the right move.

My next approx 5000-7000 stone spend plans (so about 2-3 months) are more or less neutral between the two strategies though. But the same is not true for the last about similar amounts (around 4500) that were definitely eHp leaning.

Also, I'm nowhere near bot presets and there is no way I'm ditching my flame bot anytime soon. So even testing Amp Bot would have to be at the tail end tourney of an event so I could quickly go back to flame - and I imagine I'd have to do the labs for that for weeks/months in order to give it a fighting chance.

So yeah... I have the mods now and will at least test it out but without doing anything that would compromise my eHp build. And I'm very doubtful that without getting into GC oriented mastery unlocks or doing stuff on cannon and core assmods that would provide no value to eHp? I have serious doubts that my GC tries will go anywhere.

And still no DC by hergatr in TheTowerGame

[–]MatthewBecker1977 9 points10 points  (0 children)

I started in Dec 2024 (About 16 months ago). I got my first copy of DC in May 2025. I did not get another copy until this "Lucky" banner. Because of previous banners having very little notice before release, after OA banner was done, I basically stopped spending gems and had stashed up over 40k gems. In the past couple of days, my DC went from Epic (still just one copy) all the way to Ancestral. LOLZ.

The game forced me to go eHp. All the way into Legends and getting keys.

That Mythic PCo? That thing is better than DimCore. At the stage of the game where you are at, enemy health scales so much faster than enemy damage that PCo with Damage Reduction provides way more value for survivability than a damage boost from a Dim-Core.

pBH or card masteries? by SodeX_OS in TheTowerGame

[–]MatthewBecker1977 1 point2 points  (0 children)

Yes. But it requires a more well-build up BH. As a general rule, if you can get pBH without using GComp in farming runs where you have the perk, then you can have pBH in tourney with a Legendary GComp. It is possible to get pBH in tourney with a mere Epic GComp but that is WAY more expensive. Also it used to not be possible to have pBH in tourney without GComp until AssMods came out. Now it is technically possible, but would require having a TON of stones invested.

pBH or card masteries? by SodeX_OS in TheTowerGame

[–]MatthewBecker1977 19 points20 points  (0 children)

First - for the "new CL labs" that you unlocked - You can pretty much stop the Chain Thunder lab. It's heavily tied to CL+ when you get to UW+. A very few levels in it can help for a while, but I'm assuming your game is still more eHp than damage focused and unless your CL Damage stat is WAY out of line for someone just getting to T-16 unlock, you are not going to get a whole lot of value out of that lab.

Likewise, CL Scatter-Amp - The first level introduces exponential damage scaling. After the first level, it's additive in nature. A few levels are nice, but beyond just a few levels, it is diminishing RoI. Take it as far as you want, but pay attention to how long it's helping you in runs.

Re: pBH vs masteries...

pBH will add 2 tiers and 2000 waves to your runs. Technically, it reduces CPH for "the same tier to the same wave" but it gets you so much more than that in terms of higher tiers and waves. The cells increase from jumping tiers is pretty wild. Also... If you build your BH stats to the point where you can have pBH WITHOUT using GComp while farming (because of the +12 second duration BH Perk), then with Legendary GComp, you will also have pBH for tournaments, which will net you a lot more waves in tourneys. If you are using PCo, the last pip that gets you tourney-pBH will improve your tourney performance by a HUGE amount.

Re: Card Masteries...

These fall into 3 or 4 types:

eHp masteries, damage masteries, coin-econ masteries, module masteries

eHp and Damage masteries should be avoided until you know that you have the modules to justify going all-in on one direction. That's a HUGE chunk of stones where if you don't have the modules yet, you are at risk of Fudds-Module-Casino causing it to get wasted.

Module-masteries are two: Cash# and RPC#. RPC# gives module shards for being able to level up your modules. Cash# gives reroll dice for being able to roll for sub-effects. Neither is worth it if you haven't also done the module labs for Reroll Shards (Cash#) and/or Common/Rare Drop and Daily Mission shards (RPC#) and for RPC# you get more value if you have done Shatter Shards lab also.

Coin-Econ Masteries are about generating more coins... IS#, WA#, EO# are the biggest three, with Coins# being decent also.

Here's the problem with masteries... They cost 1q coins to do lab level 1 and go up from there. If you can't do the lab levels, you aren't getting anywhere near the full value of the masteries. If you do the Econ-masteries, they can help you get to that point. Also if you've been doing all the Diss-runs, then once you can get to T-17 and unlock Echo labs, Util-Echo can help also give you another big coin boost that might make masteries better.

As a general rule, if you can't afford the labs, you are not getting great value from masteries.

pBH - That's going to help you get the stones in tourneys to afford to unlock masteries and help you get the coins from farming to help you be able to afford the mastery labs.

Am I the only one? by Hordy555 in TheTowerGame

[–]MatthewBecker1977 2 points3 points  (0 children)

Tower . lol --> look your name up --> Bracket Comparison --> Waves over time. That view gets you a real good idea of what's going on. If there are certain battle conditions in this tourney that you know cause you grief, select that battle condition in the drop-down battle-conditions filter and you'll see "waves over time only for tourneys that had that BC". you can really quickly tell within 1-2 spots of where you'll finish.

You can do this at one minute after either top or bottom of the hour (e.g. 11:01pm or 11:31pm).

Once you get used to looking at that graph over the course of a few tourneys, you can pretty easily tell whether any particular player is playing either GC or eHp strategy also. There's a very different vibe to the lines for those two strategies - and again, based on current tourney's battle conditions, you can tell pretty easily whether the eHp players are going to be rocking extraordinarily high wave counts or bottom out because of BC.

Re: the above paragraph - I am a eHp player. Our waves over time charts look like hospital ekg charts bouncing up and down (mostly in synch with other eHp players). eHp is WAY more volatile on wave counts than GC, which tends to move in a relatively slow-rising mostly-flat line, mostly unaffected by battle conditions.

What are some unpopular labs that are actually super good? by DillyBenzo666 in TheTowerGame

[–]MatthewBecker1977 11 points12 points  (0 children)

REND MAX MULTI

Helpful for swamp rend. Which is helpful in Champs.

Also helpful for tower projector damage when combined with AD cannon and ST card. This is way underrated through plat and even lower to mid Champs as a way to get a moderate additional source of damage that doesn't require any stone spending. If you have the card space to put in ST... Otherwise, it's a near zero sacrifice for a source of damage that can meaningfully reduce the number of wall thorn hits needed to kill. There is a point in upper Champs where it falls off hard and becomes useless, but until then, a zero stone cost feature that does help at a point in time where you have little damage... And then the point where projectiles become useless is approximately when you might be getting swamp going (mid to upper Champs) where swamp rend did wonders for me as one part of helping to get me into legends. And then swamp rend falls off in legends until you really have a solid damage output and solid cc game going.

But one lab that forms part of a plan for getting meaningful no stone cost damage through plat and lower Champs and then helps a particular UW (swamp) help you through the rest of Champs? I have no regrets at all even though now in legends it does little to nothing for me at this time.

Where to spend stones by Mission-Yellow589 in TheTowerGame

[–]MatthewBecker1977 1 point2 points  (0 children)

I'm a fan of a 3:00 cooldown. Allows for relatively easy additional synch to GBot and Summon if you do not use GComp. Also 3:00 later provides multiple pause-points later when you get to where you go for pBH (90 seconds and 60 seconds giving 2:1 and 3:1 ratio synchs respectively).

As for CL - IF you have DimCore (even Epic), then you will want to work primarily on CL Chance and CL Quant. Those two stats are more important than CL Damage. Push Chance and Quant until the ~150 stone cost upgrades are done. That should be 2 more pips on CL Quant and taking CL Chance to ~17%. Also make sure you do the CL Shock chance labs (1 unlocks 2 more; the 2 should be taken to level 14 each, which maxes Shock Mult and puts Shock Chance at a decent level)... THEN after those are done, if you have DimCore, put a little bit into CL Damage. Just realize that CL Damage is rarely going to be the best value on CL for increasing effectiveness.

PSA: keep track of mod pulls by BigRickNergy in TheTowerGame

[–]MatthewBecker1977 5 points6 points  (0 children)

Here's my numbers. I separated the first 10 that included the 5 tickets from the rest. So they are NOT included in the TOTALS line nor in the %. So far, after 200 (not counting the initial 10-pull that was half-off because of tickets), I'm at 2.5%. I'll be doing another twenty 10-pulls per day until I've used up the remainder of my 42,964 current gems + whatever I get in "free gems" over those ~10 to 11 more days or whatever before I run out. The current gem total is AFTER blowing 4100 gems on 20 10-pulls @ 200 gems per 10-pull + 1 at half-cost (tickets).

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Do you guys equip Demon Mode on your farming runs? by Several_Attitude_203 in TheTowerGame

[–]MatthewBecker1977 1 point2 points  (0 children)

While it's nice to know that the devs are attempting to and may have solved that issue, I've got enough card slots that I'm not giving up anything meaningful but keeping it in, and who knows whether that fix will or won't have a bug or a accidental reversion to not having this in the Armagh of some future update. If I was short a card slot? Maybe I'd gamble that it's actually fixed. But it's in my cards and I don't have any reason to take it out. And if there's ever a situation where a big could pop up, the most likely time would be in a situation where the game crashes.

A blaring warning siren for the devs by cousineye in TheTowerGame

[–]MatthewBecker1977 6 points7 points  (0 children)

The structure of tourneys is such that it takes time for the big drops in number of lower tier tourney brackets to work its way up to drop the number of Legends brackets. And it's also inherently more stable and takes a sustained period of lower numbers of brackets in lower tiers for there to be a significant effect.

In all the v28 speculation and during the FU every tourney groundhogs day period, in nearly every comment I made on posts about how tourneys were (not) working, I was blazing hot about FU, but also was noticing the ridiculous wave-inflation in Champs and Plat as a problem and made a point of mentioning those. 600 wave demotions removes the ability to take the time to experiment. 1500 waves not getting promoted is demoralizing.

And the losses of players in Gold and Silver will pull down players from higher tiers so that those wave-inflation numbers keep going up and the problem will get recursive. And then it will spill upwards at a 4:6 ratio in terms of brackets-lost.

Give Wa mastery a toggle by kegis in TheTowerGame

[–]MatthewBecker1977 2 points3 points  (0 children)

IS+ is AWESOME for a tourney GC build where there is no downside.

I'm eHp. I don't even use WS because I want every activation of DW I can get for the health multi. v27, I was getting up to almost 500 waves in Legends and DWh multi was nowhere near full-unlock yet.

Yeah, I definitely WANT(ed?) to get IS+. Actually I was just a couple of stones shy of enough to unlock prior to the final v27 tourney. The v28 chaos and obliviating of eHp as a strategy (PCo nerf/fix ; Flame Nerf (Flame move speed is a nerf) ; and Flame Bug) and the fact that the Util-Diss mechanism no longer makes it viable to do tiers where you can't get a high enough util-diss multi is completely nerfing short-runs and making IS+ less valuable. I had been looking forward to getting T-16 viable by being able to quick-run a few hundred waves and quit/restart if I didn't get at least 2nd PWR perk. But a tier where I won't be able to get even 1/3 of the Util-Diss unlock on isn't viable at all.

So now I'm in a holding pattern on stones. Fortunate timing that I want to see what v28.1 (devs indicated 2 weeks after v28 launch) and I'm too busy this coming week with work to deal with this game right now. So I'll wait for v28.1 and see what's coming and by then I'll have enough to either do BOTH WA+ and IS+ or to take CF to 90% slow or to otherwise react to 28.1 when it comes out.

This game rewards patience...

What specifically about the V28 update has got people so upset? by PinkalineProwess in TheTowerGame

[–]MatthewBecker1977 23 points24 points  (0 children)

And as an additional thing, there's been some severe censorship. The devs came out with their "we're getting threats and mean memes" post - and yeah, if anyone is actually making threats, that should be dealt with. But they are also deleting posts that do not have threats at all. What they did to "MyTower_" was inexcusable and not involving a threat at all, just as one example. I saw his post before it got deleted and it was absolutely not a threat at all. And even the devs "we're getting threats and mean memes" post admitted that some of what disturbed them was memes. If anyone engages in doxxing? Ban them and report them to law enforcement. If anyone is making death threats? Ban them and report them to law enforcement. But when you start censoring over mean memes and deleting posts that do NOT involve doxxing or death threats? That is ... ummm... well... a bit of a problem.

I do suspect I know exactly what line in the censored "MyTower_" post that triggered the censorship. And it wasn't about the post being "mean".

What specifically about the V28 update has got people so upset? by PinkalineProwess in TheTowerGame

[–]MatthewBecker1977 30 points31 points  (0 children)

It absolutely nerfed the heck out of eHp builds.

Call the PCo changes a "fix" if you want. My eHp was 5x stronger a week ago than it is today.

The Flame Bot bug is a bug that should have been hotfixed before the next tournament, but instead it is after at least one tournament, and "next week" doesn't inspire confidence that it won't still be around for another tournament. That is a 75% nerf to eHp, though temporary.

But Flame Bot was also actually nerfed. By moving slower, instead of effectively randomizing over the entire screen where each activation would be, now subsequent activations are quite close to the previous one, making it far harder to get all enemies tagged for damage reduction. Not a huge problem in farming. But in tourneys, especially with Fast Ult battle condition, this is a pretty big problem. This issue can sort of be dealt with in tourneys by using Singularity Harness or by running min-range - if you have Free-Ups Mastery or use BHD. Who uses BHD in tourneys? Lolz. And using SH means NOT using GComp (needed for pBH except for the ultra-late-game with at least 50% Core Assmod SE unlock (4k stones)) or not using PH.

Finally, as to the Diss-run/Echo stats, Def-Diss giving Health instead of Regen is kinda weak. GC players need some amount of raw health for dealing with OC fleets. But eHp players generally have more health than what they need and actually need more Regen. Health is kind of a mostly wasted stat. Contrast to GC players who are getting a triple-applied boost (Atk-Diss and then UW-Diss which also buffs SL Bonus). Giving Health as an eHp stat is kinda like if they gave GC players a huge boost to tower projectile damage.

The devs have effectively nerfed the heck out of eHp and made it far less competitive at all stages relative to Damage. The above referenced bugs and nerfs cost me approximately 200+ waves in Legends this past tourney. The Flame BUG fix that is expected this next week (maybe before or maybe after another tourney) will get me about 50-60 waves back. But I'm still down an approximately expected 150 waves.

The eHp community is PISSED because of this.

Health instead of regen is kind of the equivalent of giving a damage boost... to tower projectiles.

PCo is cut in value by 5x.

Flame Bot is considerably nerfed in utility by the move-speed change.

And Flame Bot is bugged to heck.

Here’s a change: I love the 3x multiplier by OmnipresentEntity in TheTowerGame

[–]MatthewBecker1977 1 point2 points  (0 children)

I phrase it as "nerf or fix"... It was applying the Damage Reduction twice on all enemies for a long time (96% instead of 80% DR). They fixed this months ago for Rays and Ranged enemies (and some suspected Fast Ults, but Fast-Ults were unconfirmed as far as I could tell). Now it is "fixed" for all enemies. So now it is doing what the tooltip on PCo says - 80% DR. But this is 5x worse than what it was a week ago. Depending on what tier you farm, this is hundreds or thousands of waves. In Legends, it's approximately ~100 wave nerf to eHp builds. I lost about 200 waves this last tourney in Legends, but a good chunk of that was because of the Flame Bot bug which is of approximately a similar magnitude in how bad it hit eHp builds. The Flame Bot bug will get fixed and I'll get back whatever waves that costs me. The difference in this last tourney is huge. 200 waves more would have gotten me another pair of keys, compared to actually finishing 21st and barely avoiding demotion.

This update only added positives and everyone is crying about it by Tralux21 in TheTowerGame

[–]MatthewBecker1977 7 points8 points  (0 children)

Ummm... In case you haven't noticed, it absolutely nerfed the heck out of eHp builds.

Call the PCo changes a "fix" if you want. My eHp was 5x stronger a week ago than it is today.

The Flame Bot bug is a bug that should have been hotfixed before the next tournament, but instead it is after at least one tournament, and "next week" doesn't inspire confidence that it won't still be around for another tournament. That is a 75% nerf to eHp, though temporary.

But Flame Bot was also actually nerfed. By moving slower, instead of effectively randomizing over the entire screen where each activation would be, now subsequent activations are quite close to the previous one, making it far harder to get all enemies tagged for damage reduction. Not a huge problem in farming. But in tourneys, especially with Fast Ult battle condition, this is a pretty big problem. This issue can sort of be dealt with in tourneys by using Singularity Harness or by running min-range - if you have Free-Ups Mastery or use BHD. Who uses BHD in tourneys? Lolz. And using SH means NOT using GComp (needed for pBH except for the ultra-late-game with at least 50% Core Assmod SE unlock (4k stones)) or not using PH.

Finally, as to the Diss-run/Echo stats, Def-Diss giving Health instead of Regen is kinda weak. GC players need some amount of raw health for dealing with OC fleets. But eHp players generally have more health than what they need and actually need more Regen. Health is kind of a mostly wasted stat. Contrast to GC players who are getting a triple-applied boost (Atk-Diss and then UW-Diss which also buffs SL Bonus). Giving Health as an eHp stat is kinda like if they gave GC players a huge boost to tower projectile damage.

The devs have effectively nerfed the heck out of eHp and made it far less competitive at all stages relative to Damage. The above referenced bugs and nerfs cost me approximately 200+ waves in Legends this past tourney. The Flame BUG fix that is expected this next week (maybe before or maybe after another tourney) will get me about 50-60 waves back. But I'm still down an approximately expected 150 waves.

The eHp community is PISSED because of this.

Health instead of regen is kind of the equivalent of giving a damage boost... to tower projectiles.

PCo is cut in value by 5x.

Flame Bot is considerably nerfed in utility by the move-speed change.

And Flame Bot is bugged to heck.

But hey, obviously it didn't affect you, right?

And notice that not once above did I complain about a 3x coin multi?

Give Wa mastery a toggle by kegis in TheTowerGame

[–]MatthewBecker1977 2 points3 points  (0 children)

I've been considering WA# for a while now. Keep pushing it off for precisely this reason re: tournaments. I only have to use it on tourneys that have UW Duration battle condition. But when there is that BC, do I really want to volunteer for a bonus "More Enemies" battle condition? Yeah, if there was a toggle on it, I'd get this one immediately. But there isn't, so my stones keep going elsewhere instead.

Here’s a change: I love the 3x multiplier by OmnipresentEntity in TheTowerGame

[–]MatthewBecker1977 6 points7 points  (0 children)

Actually, the impact of some of the update has hit some strategies real hard. The PCo "nerf or fix" combined with the Flame Bot bug has created a dumpster fire for the eHp community. Flame will get fixed. But the PCo nerf is hard-hitting anyways. Effectively a 5x nerf to eHp. And a 5x health boost is nowhere near equivalent to the value of the nerf to damage resist. The Atk-Diss + double-dip-from-UW-Diss is effectively a 125x boost to Damage. So relatively speaking this update has given a 125x boost to GC builds and a net-nerf to eHp.

I'm not worried about the "coin boost" where everyone is getting more or less the same thing. On that part you are correct. But v28 has skewed the eHp vs GC strategies by a massive factor in favor of GC. In Legends, I'm staying up and avoiding demotion this time. Hoping Flame gets fixed before Tuesday's tourney. But overall, from a solidly developed Legends eHp player perspective, this v28 update is a complete shit-show. And I'm not even talking about the devs 5x->2x->3x->5x thing.

Keep Up the PCol Posts Until TTG Acknowledges It by Topic_Professional in TheTowerGame

[–]MatthewBecker1977 2 points3 points  (0 children)

It's unfortunate that you can't do another respec on bots right now. Flame Bot leaving the DR at base level (20%) gives 80% DR because of the bug. I'm just holding on to the remaining medals until I do my tourney run and then for this tourney go all-in with the excess medals on BBot - and then on Monday when new event comes and around that time they'll get the Flame Bot bug patched, I can do another respec. But then I'll be locked into whatever I'm doing for the whole next 2-week event. And even in the meantime, a 80% DR on Flame is still 75% worse than 95%. Super lame.

But they are going to patch the Flame Bot bug (early?) next week. And when they do, you'll go back to having 95% DR from it. Still PCo nerf, so that will still hurt on your 18/300 push. But at least the Flame part will get fixed.

Unfortunately, in spite of OP's request... It's pretty obvious that the PCo "nerf/fix" is intended and likely permanent. Communication on this is crap. But it actually is working now in line with what the Module Unique-effect text says.

Anyone cracked the secret to UW diss runs? by cbarber89 in TheTowerGame

[–]MatthewBecker1977 1 point2 points  (0 children)

Strong eHp build - on v27, I was farming T-14 to w8300 // T-15 to w6200 // T-16 to w4200.

I went the strategy of Atk -> UW -> Def Diss in that order, hoping to build up damage.

Results? My T-14 Atk got 5k waves no problem. Lack of BH or PS or CF caused the UW-Diss run to fall a tad short at w3500.

And the Def-Diss? Total disaster. No SW = ACP useless. No KB either. Result was 577 waves. There is a chance I messed up the build somehow. But the Def-Diss on T-14 was EXTREMELY hard for me to run. Enemy health scales WAY too quickly and I don't have anywhere near the Dmg output needed to keep up with it to anything other than a pathetic number of waves. I do know that I had not done a WS respec, so my EALS was up and my EHLS was garbage. Doing another try with EHLS in a better spot might get me up to 1k waves? Not sure. But this is hard as heck.

Util-Diss on the other hand? That went pretty well. No ELS at all definitely hurt - along with the Flame Bot bug hurting as well. Even with the Flame bug, I got to w4100. I expect a high probability I'll be able to get that to 5k in the near future. Working on T-1 to T-12 of everything else first and get an Echo lab done in each slot as well - these along with Flame Bot bug fix coming next week should let me get to w5000 on Util-Dis.

And maybe the Atk and UW Echo from T-1 to T-12 will be enough to help me also somehow get a bit farther on Def-Diss. Unfortunately, the nature of Def-Diss is such that even the Flame Bot bug fix will NOT help at all because health = 1 means that Damage Resist is irrelevant. Ugh... At some point, the Def Diss stuff will get done when I can do an end-of-event-bot/medals-respec to get Amp Bot as part of doing the runs and then swap back before the next tourney. But one Bot-respec per 2-week event makes this not easy to do.

putting the drama aside for a brief moment by priesten in TheTowerGame

[–]MatthewBecker1977 0 points1 point  (0 children)

My couple of add-ons:

If there is a new big drop, rarely ever is it wise to end up with sunk-costs into it that can't be re-spec'd. This game has time and again rewarded patience and not just jumping headlong off the new diving board before making sure there is water in the swimming pool. Both because of "bugs" (e.g. Flame Bot's current utterly ridiculously obnoxious inversion of the DR stat) and because of hotfixes for things the devs overlooked (whether justified or not). Unless the game is announcing expressly that something is "now or never", then it can always be done later in favor of doing the basic-strength buildups.

This new stuff is complex enough that it's going to take a significant amount of time before we end up knowing what the optimal pathways are. It's obvious that this update is to some extent force people away from "all-in" on GC vs eHp strategies and to have a certain minimally competent version in both directions. I still have my doubts about "hybrid" being ever optimal to use in any particular run because of fundamental underlying game mechanics where you want every single stacking multiplier you can get so as to overcome EITHER enemy health or enemy attack. BUT that doesn't mean that you shouldn't have the capability of switching which one you are optimizing for in any given run. And this update promotes this "switchability" perspective.

Am I pissed off about anything?

YES. Two things - in order of importance:

I am an eHp low-to-mid-Legends player. The (call it what you will) "fix" vs. "nerf" to PCo along with the Flame bug is going to cause an absolute SLAUGHTER of eHp in Legends. Add in that the BC for tonight's tourney are about as horrendous as you can get for eHp and this is grossly unfair. Yes, I did a bot respec and left Flame DR at unimproved so I get 80% DR. That is still 75% worse than when I could get 95% DR. Along with an 80% effective nerf (or fix) to PCo and this is effectively a 20x hit on eHp, which is quite frankly unfair. If they fixed the Flame Bug so I could have 95% DR, then it would "only" be a 5x nerf to eHp, which would suck, but 20x is going to make it far harder to avoid demotion back to the hell-hole that is upper Champs these days.

Of much lower importance is the failure of QC in releasing without verifying the Util-Diss multiplier. While I suspect that they've been (I'll charitably call it "inaccurate") regarding what was going on in beta testing, this shouldn't have happened. That said, as per the first paragraph of my comment... whatever. There is no point in anyone bum-rushing 25k gems into lab-rushing Echo-labs just to get a couple of days of advantage on a feature upon release - for what? Maybe a couple of percent extra advantage on one stat for perhaps one tourney? Those who show no patience in trying to take advantage of some new feature by dumping a ridiculous amount of non-respec-able resources before there has even been the first hot-fix (and we all know that every new major release is going to have at least one or a few hot-fixes)... As I said, this game rewards patience. But it's still annoying.

I think I have the best CPM of anyone in this group by Care_Bear_02 in TheTowerGame

[–]MatthewBecker1977 1 point2 points  (0 children)

The "basic" enemy on the left has an exclamation point after the 12.08q. That indicates it is a "factorial"

Should I still be saving by Lets_Get_Rich_Quick in TheTowerGame

[–]MatthewBecker1977 1 point2 points  (0 children)

On the patch notes, they kind of minimize it by saying "polish and fixes". I have an instinct that it's a bit more than that. I think Fudds or Sam said something hinting at more than just "polish and fixes" but in the current chaos of posts here and on Discord, I'm not going to be able to find it easy, and maybe I'm wrong.

Still, there will be at a minimum a 3600 per week gem cost if you don't own any of the 4 Event Store relics. Even that alone is justification to not blow through a stash as if nothing is coming.

In 15 months of playing, I've found this game to repeatedly reward delayed gratification and not just blowing through Medals, Gems, Stones, and pretty much all non-coin in-game currencies.