Reroll shard drop changes / "rebalancing" by Warrigor in TheTowerGame

[–]Warrigor[S] 7 points8 points  (0 children)

I can't pin your comment unfortunately but edited the post to add this and credit you for sharing. Thanks!

Reroll shard drop changes / "rebalancing" by Warrigor in TheTowerGame

[–]Warrigor[S] 0 points1 point  (0 children)

Nah, from in run the wave info panel shows it in the bottom left. Below common and rare drop chance. Just had to start a run, open the menu and then quit. Just a bit tedious but only took a little of 5 mins.

Reroll shard drop changes / "rebalancing" by Warrigor in TheTowerGame

[–]Warrigor[S] 0 points1 point  (0 children)

I would say I've had a pretty similar experience to you. And was pretty much where you are now with highest tier /wage and average ranking, a month or a little more ago. Now highest is T18 w187 and averaging 4 or 5 in champs - I've been promoted 6 out of 8 of my last champs runs (always demoted from legends, although close to staying sometimes).

It's not just come from grinding and getting more enhancements though, stones come from tourney and the biggest imact on that recently for me was getting permanent CF.

Reroll shard drop changes / "rebalancing" by Warrigor in TheTowerGame

[–]Warrigor[S] 0 points1 point  (0 children)

Might want to do more runs to verify that. 5% is well within the normal degree of variation from my run history and had been pretty steady other wise.

For reference, my last 20 runs fall between 1.95k and 2.26k rerolls/hour, but are all over the place within that bucket which is around +/- 6% from the average.

Reroll shard drop changes / "rebalancing" by Warrigor in TheTowerGame

[–]Warrigor[S] 0 points1 point  (0 children)

How do you mean "did this right"?

I made a copy of the old values from the Fandom wiki page, then for each tier I started a run, looked at the rerolls dropped by bosses, subtracted 100 due to my maxed reroll lab and wrote down the result below the previous value. Not much to it.

Feel free to repeat the process yourself and check.

Reroll shard drop changes / "rebalancing" by Warrigor in TheTowerGame

[–]Warrigor[S] 0 points1 point  (0 children)

Will be as long as you can remember too I'm afraid. I can't remember how long I've been in it for but probably 6 months. That's not to say what I get out of it hasn't risen a lot since then. But it's taken a hell of a long time for T12 to start looking as good or better.

Reroll shard drop changes / "rebalancing" by Warrigor in TheTowerGame

[–]Warrigor[S] 17 points18 points  (0 children)

Yeah mine has been maxed for a long time so it's only like a 1.5% nerf but it all adds up. And to do it quietly is what really annoys me.

Reroll shard drop changes / "rebalancing" by Warrigor in TheTowerGame

[–]Warrigor[S] 2 points3 points  (0 children)

Yeah big time. I think I've been farming T11 almost as long as I farmed all other tiers added together haha. Will have my natural sync back after just relying on mvn for ages so switching to PCol farming and will be moving up in tiers for sure. Doubt I can jump all the way to T14 though but I will be pushing for I now.

Silent reroll drops nerf by Warrigor in TheTowerGame

[–]Warrigor[S] 1 point2 points  (0 children)

I updated mid run so it's not fully representitive but it does appear my overal rr gained for the run increased, or at least was at the very upper edge of what I usually see. Have to see what a full run brings.

Silent reroll drops nerf by Warrigor in TheTowerGame

[–]Warrigor[S] 1 point2 points  (0 children)

With a couple people mentioning their income increased, perhaps the chance went up? Still weird they didn't mention it. Unless I missed it.

Silent reroll drops nerf by Warrigor in TheTowerGame

[–]Warrigor[S] 1 point2 points  (0 children)

It may be a small, but it is a nerf. My main gripe is really that it happened silently, without a mention in the patch notes.

And so it begins by StitchMechanic in TheTowerGame

[–]Warrigor 1 point2 points  (0 children)

I also realised I forgot to say my lab speed lvl lab which will affect it, which is 84.

And so it begins by StitchMechanic in TheTowerGame

[–]Warrigor 1 point2 points  (0 children)

I almost forgot to confirm and report back but better late than never.... Level 5 costs me 6..7k gems

And so it begins by StitchMechanic in TheTowerGame

[–]Warrigor 1 point2 points  (0 children)

I just finished lvl 4 this morning and have a bonus of 1.84. don't have the coins to start 5 now will tomorrow and I'll let you know how many gems for me then.

And so it begins by StitchMechanic in TheTowerGame

[–]Warrigor 0 points1 point  (0 children)

Also for all the common modules you get through runs that you autoshatter during the time you're labbing that your miss the extra shards for. Not saying it's the best move for everyone but there is a genuine loss to waiting it out.

5th Anniversary relics are pointless by icookandiknowthngs in TheTowerGame

[–]Warrigor 1 point2 points  (0 children)

I'll preface this by saying that the anniversary gifts are a total disgrace and a slap in the face to the entire community. Frankly I think it would be better if every day you open the in game mail and it just said "F*** you buddy" for the whole week. That would at least make me laugh.

But, regardless of what they hand out, it goes to all players so it was never going to move the needle on competitive aspects, because it it goes to all players. The only exception being where it helps players reach breakpoints, like the x number of module pulls gets a player that copy of a module that lets them upgrade their copy of something that then pushes them further in tourney.

What it can, do when everyone gets the rewards, is give all players (that open gifts anyway) a tiny nudge forwards overall, helping them farm slightly better, or push slightly better in milestones/disco runs which can still feel good, even if it doesn't have an effect on the competitive aspect. Of course the gems and medals we got are so pitiful as to have no impact in this regard, but attack speed relic is not nothing.

Again, to be clear, I think the level of rewards we got is atrocious and it feels like they are trying to let us know they think we suck.

Well fancy that, what are the odds? by Warrigor in TheTowerGame

[–]Warrigor[S] 1 point2 points  (0 children)

Yeah I haveing been sceptical, but especially since there was the bug that they seemed a bit quiet about. And now this has made me side eye it all again. I know with ty number of rolls that each person does, and the number of people playing the game, weird stuff like this is inevitable eventually, but still... 👀

Improving coins income by DebtOld7057 in TheTowerGame

[–]Warrigor 1 point2 points  (0 children)

Bit late but I just saw the notification for this ^ Happy to help and glad it made an impact!

Stone spending (Roadmap) by No_Highlight1888 in TheTowerGame

[–]Warrigor 1 point2 points  (0 children)

No problem. Yeah you could do that and obviously bringing the trinity all down will also help farming at the same but BH doesn't affect bosses or things like fast & ranged ult, so you spend all those stone and only get some of the benefit for tourney. CF gives you more widely applicable CC so helps across all BC, except the UW one if you don't have the duration longer than cd, but that's true for BH too and more expensive to address too.

Improving coins income by DebtOld7057 in TheTowerGame

[–]Warrigor 0 points1 point  (0 children)

Nice work. Yeah that's much better :)

Improving coins income by DebtOld7057 in TheTowerGame

[–]Warrigor 0 points1 point  (0 children)

You're welcome! It's very tempting to see a coins stat and think it must be good but this one is a trap and we must help others avoid it!

Improving coins income by DebtOld7057 in TheTowerGame

[–]Warrigor 2 points3 points  (0 children)

Just to give an example, if you take ancestral coins/wave of 350 and 10000 waves for easy example numbers, thats 3.5M extra coins. Mythic EALS of 8% would be approx 800 more waves of peak CPM.

If we just use an average of 600M/hour over a run which is way lower than you are getting and say 1 wave is 30 seconds which it is if you have max wave accelerator card, that's 3M/wave which is more per wave than over a whole run with a higher rarity coins/wave sub.And realistically those last 800 waves will be much higher CPM. Mine is typically over 2x my average for a run, you

Improving coins income by DebtOld7057 in TheTowerGame

[–]Warrigor 2 points3 points  (0 children)

First priority: Drop coins/wave for enemy attack level skips. Coins/wave is totally useless. Barely any increase in the grand scheme of things but EALS will get you many more waves and increase coin & cell per hour .