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No rewards for the latest tournament I was in. I had joined tournament, but now I come back there is no result screen and no rewards.
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Could you use a different font for this? The number zero (0) has line across it to distinguish it from letter O, but it's only used on numbers and gets mixed up with number eight (8), making it difficult to read.
I can't tell at a glance what this speed stat is:

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the targetting on the new map seems to be off. the two towers closest to the end are firing on the the third farthest robot from the end, rather than the two that are closer. there are no elemetnal symbols on the robots closer to the end.
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I just bought the new upgrade in the gem shop, the one that reduce the cargo hp by 25%. I bought 2 of them and got to finish my cargo. But now it's come from 2.2 aa of hp to 91aa. It's not even reduce the amount of hp but some. It's multiply it by 41.
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Hi,
a couple of bugs / questions:
1) Auto targeting skill - it waits for normal cooldown, then it has an additional "auto cooldown" : the normal cooldown is reduced 30 from auto cooldown. So, with auto skill enabled it waits (2X initialTime - 30)s; intended or bug? readig the description it seemed diferent / normally i would understand the skill triggers every time is available (and has 30 secs reduce in case of that upg as well)
2) Targeting: strongest and closest target does not change dinamically - the tower remains set on initttial target until killed, thoug at the time of the second (3rd, etc) shot there is a new mob closest / with bigger HP - maybe bug, maybe intended, but this is not really how i think it should work / does not work like this in other TD games.
Regards!
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Burnbunn's Haste Aura seems to be subtracting a percentage of attack speed rather than adding to it.
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i dont collect my dayly bonus today, and the counter reset to 1 day
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2 things: (a) Squid's anti-shield aura description is confusing and (b) it seems to be applying permanent **immunity**.
As reported by mihawkdulacre and windwalker01 in chat:
mihawkdulacre: wtf
lvl 930 and finally easy going
and then there is a unit no tower attacks
even if its just fire immune
windwalker01: I get that sometimes... were u using squiddler?
mihawkdulacre: yeah
windwalker01: i think it sometimes works "backwards"
instead of taking the immunity away... it makes it totally immune
i have had it happen several times
mihawkdulacre: even if this immune shield aura has some bugs
how does the unit get super low
windwalker01: a few hits then immune
mihawkdulacre: and then run around with noone attacking it
windwalker01: my squiddler lvl 3 so i see it more now than when lvl 1
mihawkdulacre: definetely super annoying
windwalker01: yup
mihawkdulacre: i now had a unit with no immune at all
and only my water tower could attack it
starts getting weird
so, should the immune unit only be immune while in range of squidler and there is a displaying bug that does not give it back the sign for immunity
or is it a bug that it should be immune all the way and it somehow is only immune while in range of squidler?
it somehow is only non immune while in range of squidler, sry
ForSyt: It says it right there.
mihawkdulacre: no it actually does not
ForSyt: "All enemies have a chance to drop elemental shields WHILE in range"
mihawkdulacre: thats the point
the phrasing is shitty
yeah, they have a chance to drop it while in range
that could mean they have a chance to drop it forever while they are in range
or it could mean they have a chance to drop it ONLY while in range
and i actually never visually noticed any unit having a shield dropping or gaining it back
so i cant tell
i am not 100% sure, but they seem to be dropping shields permanentely
playing fire/water and there was a fire and water immune unit which got destroyed
while it was not in range of squidler
GlobbyGoo: That's quite the rant.
Krefty: Could have been better
GlobbyGoo: Better?
eastpaw: agree with mihawk about how anti-shield aura's phrasing is confusing
because it's not at all clear whether the shield drop is permanent
also unclear if it's a per-second chance or a one-off chance
and if per-second and temporary, does it mean that a unit once unshielded within squid range remains unshielded in range or if the shield keeps toggling on and off
most importantly, that immunity bug (if it's that) is game-breaking
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> *Originally posted by **[testuser19827](/forums/1068865/topics/1904059?page=2#13373647)**:*
> Could you use a different font for this? The number zero (0) has line across it to distinguish it from letter O, but it's only used on numbers and gets mixed up with number eight (8), making it difficult to read.
>
> I can't tell at a glance what this speed stat is:
> 
Very much agree. Nearly impossible for me to tell 0 from 8 as well.
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It's look like to have a visual bug on Multi-card boosts daily mission. I bought 100 of them and still shows tier I. I pretty sure I got all the gems I should, but would be nice to check that.
https://prnt.sc/s9pe6c
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Elemental damage upgrades in tech are not working.
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Squidler's aura is not working correctly. The biggest issue is the permanent immunity once they are out of squidler's aura. The second is that if they lose immunity in the aura and then go out and come back into the aura and proceed to drop the immunity again they are not able to be targeted. The issues are the same but occur in two different ways that are essentially the same.
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Bug or working as intended?
I'm getting no essence from kills within my 10% ess aura when at wall. This suggests that the ess aura drop chance only works on new waves and not on previously passed waves. This is surprising considering the description of the ability.
Considering how lacklustre the ess aura is, it does not seem a bad idea to make it work on any wave. This would allow slow farming of ess even when the game is left overnight and progress walls.
Linked to this is the essence storm spell. This appears to only work on fresh waves as well. Again, unsure if bug or intended limitation. In either case, a small buff to allow it to work with re-attempted waves would make this a better investment.
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The gameplay boost "reduce cargo carrier HP" still displays -25% at lvl. 3? Not sure if the boost applied since I didn't check the HP value beforehand, but the boost description certainly didn't change.
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Sometimes the spell "Rain of Fire" does absolutely nothing.
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I noticed more and more often, that Conduits skill (5x gold) does not trigger.
I set it to boss only and on skill support, so the tower does not attack. But on some waves the skill simply does not trigger. It can not have anything to do with cooldown, as there hasnt been any skill used for 2 waves sometimes and it also has nothing to do with the conduit not having time for the trigger (for example if i put my DPS tower so it would kill units right when they enter the map).
It appears to be pretty random also. I started to take Conduit off the map and put it back on and it seemed like it worked for a few waves, but then again the same thing keeps happening.
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Whatever upgrade decreases the spell cooldown also decreases the duration of spells. You can see the clock run down much faster for e.g. Strength Aura and Prosper than for the drone duration countdown.
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> *Originally posted by **[jefeesdios](/forums/1068865/topics/1904059?page=2#13402110)**:*
> Whatever upgrade decreases the spell cooldown also decreases the duration of spells. You can see the clock run down much faster for e.g. Strength Aura and Prosper than for the drone duration countdown.
if you buy game speed upgrades that is what happens and its intended.
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I am not 100% sure if this is a bug or intended, but i noticed that if i set sea mustang to skill support (for slow only) the slow triggers even on water immune units. If i use it for damage / let it attack normal the skill does not trigger water immune units.
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> *Originally posted by **[mihawkdulacre](/forums/1068865/topics/1904059?page=2#13405165)**:*
> I am not 100% sure if this is a bug or intended, but i noticed that if i set sea mustang to skill support (for slow only) the slow triggers even on water immune units. If i use it for damage / let it attack normal the skill does not trigger water immune units.
Skill support was intended to bypass elemental shields :)
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