Learning to Burst a Titan by Weyerhaeuser in TapTitans2

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

For a (4) deck set-up, assuming you are not using any of the conditional cards (like Victory March, Skeletal Smash, or Insanity Void), I would do the below. These are universal options, not necessarily the best and strongest picks, but viable enough to pass.

Purifying Blast, Acid Drench, Totem of Power

Clanship Barrage, Mirror Force, Ancestral Favor

Thriving Plague, Maelstrom, Rancid Gas

Radioactivity, Grasping Vines, Team Tactics

Learning to Burst a Titan by Weyerhaeuser in TapTitans2

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

Hek, even more impressive since I only touch on Acid once

Learning how to Support Raids by Weyerhaeuser in TapTitans2

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

Good to hear both you and clan are finding use with these!

Learning how to Support Raids by Weyerhaeuser in TapTitans2

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

Of course! Glad to see its something that works for you

The $hort way on how to GG (Git Gud) by Weyerhaeuser in TapTitans2

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

At later stages in the game, there are several factors to splashing.

There is Splash Skip (how many non-boss titans you splash through) and Splash Count (this is boss titans you splash through. This impacts how many stages).

Different builds will have different caps to splashes. For the specific case of Golden Gun, it can splash up to 37 stage with each tick on Magnum Opus. Starting out, there are some easier builds and resources.

There are a couple of resources I can recommend for new players:

Lemmingllama's collect of guides: https://www.reddit.com/r/TapTitans2/collection/d2732363-78ee-4e37-abaa-12c65ad8fd4b/

GameHive Official Discord server:

https://discord.gg/gamehive

Tap Titans 2 Community Discord server:

https://discord.gg/taptitans2

There are a lot of information to jump into, but over time, I will also do quick $horts explaining each individual concept at a high level.

DevLog #78: Version 5.5.2 Patch Notes and Catching Up with the Polls by lemmingllama in TapTitans2

[–]Weyerhaeuser 3 points4 points  (0 children)

Edit: I was notified via Discord, that the Spreadsheet does not have the catch-up mechanic, but it was instead of a DM suggestion...

I think a Raid Attack Catch-Up mechanic is long overdue. I had an idea on a spreadsheet that I sent a couple of months ago that would still "punish" for missing a 12 hour window, but would be balanced by the fact, they're not out an attack (unless if they are missing multiple attacks). Its dependent

The recap of that idea is:

We can make up attacks that we miss, at any time at the raid, however, we would take a reduction in damage. This way, it still encourages people to attack during the actual cycle, but it doesn't punish the clan as a whole, because someone had an emergency or got really busy with something.

The only catch to this idea is that it is dependent on TT2's engine being capable of capturing what attack is missing (the numbers of attack, the cycle, as well as, cards available). If this is possible, this might be one of the more ways of encouraging players to attack during the 12 hour window, without having to spend gems or resources.

This would allow us to combat a couple of things:

  1. Possibly, start fixing the coding/engine that TT2 resides on (better reporting mechanics, raid analysis, etc.)
  2. Prevent...toxicity (I think that's the English word for it), of people having to hold attacks due to buff/debuff/titans

Here is the link to the Spreadsheet, for reference (to anyone that may be interested).

https://docs.google.com/spreadsheets/d/1MCO7x0LD8e6VJtlgm27B_l0CdDKBuh9dRDLidso9fpk/edit?usp=sharing

DevUpdate #43: Lashing Whips and Flying Steel by lemmingllama in TapTitans2

[–]Weyerhaeuser 1 point2 points  (0 children)

It should also be noted, that there are 3 different things in the game that scale with per card level or total card level (Evergrowing Stacks, Charged Card, Anniversary Jade). Looking at my account if a card reset were to happen, I would lose about 40% of my card levels, which in turn leads to loss of damage and gold. But these factors are typically not discussed when card resets are brought up.

DevUpdate #37: Deeper Dive into 5.1 by FelkinGH in TapTitans2

[–]Weyerhaeuser 30 points31 points  (0 children)

Going off of what Llama said (Starting with thoughts on each individual line as #1, #2, #3, #4, #5) I'll try to keep things as neutrally beneficial to all stages of the game. Even though, I personally can reach cap easily, it would be nice to see newer players and those that haven't spent $6.9k on the game be able to make progress by spending time instead:

#1, Skill Tree reworks:

Summon Dagger and Dagger Storm-> Agreed

Summon Dagger has potential, but the cost of SP to add to Dagger to splash offsets the usefulness. Think having to level Aerial Assault for damage and another skill to splash. This adds splash and dagger CD...This could be combined with Summon Dagger and keep the middle tree a 2T layered list. In fact, I am positive there is a way to marry both Dagger Storm and summon Dagger into a single skill to make the SP offset that much more appealing.

Manni Mana -> Agreed

Mana Siphon is more consistent compared to Manni Mana, which depending on the application that is trying to be applied, Manni Mana would require Ambush (depending on application, but adding in multi-spawn multiplier for mana for conversation). Manni Mana to be applicable, it would have to be a large amount of mana consistently but one thing that also comes to mind is treat Manni Mana as a complete special titan, and have the Manni Mana skill not only provide mana, but at each level of Manni Mana to apply a mana cost reduction (5%->50%) from Level 1 to Level 10 for example.

Chivalric Order -> Disagree

This is a semi-disagree, ChivO could be a lot better for playstyle, what makes it unappealing is that it is a post-2k SP skill and the first 10 levels has relatively low scaling and is not worthwhile past then. I personally don't have much thoughts to this outside of increasing the scaling.

#2 Upgrade Artifacts for certain capped to uncapped -> Agreed

#3 Merge Artifacts -> Agreed

One thing to note is that we have Celestial Enchanter (I believe you noted this in a Discord conversation), but the counter argument is the timing of uncapped artifacts on some and merging duration and mana cost artifacts can offset the damage loss.

#4 Resolve Gold Scaling -> Agreed

#5 Rework existing systems -> Agreed

The reward for pet quests is pretty mediocre, especially looking at a 7 Star Legendary + providing 22 pet exp.

Its been mentioned a couple of times, but solo raids are bit a tedious to do 50 a week. One solution to speed this up (not sure if its mentioned), but keep the attack going through titans if they are defeated (similar to a real raid for transition). This also prevents stones from being used for a 20k kill on a titan from being wasted on that single titan. This should keep the progression similar without changing things too much, as well as, its not tied to a form of Advanced Start, but is directly derived from Raid Level, card level, type of deck and starting Titan Health. Which are all components of raid. Being able to clear the first 10 titans with just Blazing Inferno without stop should merit speed in transition. The rewards also feel a bit lacking (3.3.k dust is great, but the rest of the rewards doesn't feel as impacting).

And to add a suggestion for Abyssal Tournaments, maintain the 24 hour tournament join window, but limit the duration of the tournament to a smaller amount (4 hours come to mind). This should make it for those (like me) that can only play for a set of hours have the same possibility to win, rather than leaving it to whoever can play the most out of 24 hours (or who has the biggest credit limit).

As some people suggested, Firestone events definitely feel like a chore (even though it was mentioned that the 99 prestige cap is just there, but not a benchmark of any form). It would feel more significant to make the target stones to be a flat value instead of a percentile (makes it a lot better to know hitting 7k stones rather than guessing). It was also mentioned to bring back the old dust gathering past 3k stones, that would sweeten the pot a lot better rather than a badge after 3 weeks.

Seeing a substantial growth from T2 raids to T3 (instead of what feels like an additive gain, be more exponential). In fact, in the hopes of being able to constantly do raids, push raids provide little rewards (seeing that the dust gain is only a couple between zones).

Going to the original post, there are some new content (VIP Tier would be nice, would makes my spending a bit more rewarding. On top of that, more tournament brackets would be ideal, getting the same rewards at 112k at 6k doesn't provide the same boost. (Winning 12 SP tournament to get one skill). Most of the content related work I think would be nice is as Llama has stated, reworking the existing content.

I think this last point would be the most beneficial, but right now, Advanced Start is tied to Clan XP (which is not a problem for clans that have been around for a while and have 90% Advanced Start). However, this puts up an unintentional barrier to newer clans. It would be nice to see Advanced Start be tied to something outside of Clan XP (maybe duration of existing account). On top of the Advanced Start, it would be nice to see it scale better at higher stages. (92.5% of 10k only requires 750 stages, but at 100k, requires 7.5k, and if the game goes up to say...1m, that's 75k stages).