#Blazing Gem Attack Speed Bug

1 messages · Page 1 of 1 (latest)

woven flare
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On the collection / deck screen the tower shows Attack speed: 0.2. That screen is usually the one that reads the current base data of the card, so that’s the value we should consider the “real” one.

Then, inside the match tooltip (the description you see during a battle), it says 0.3. That’s the odd one out. KR Battles has already done this a couple of times: some panels get updated, others keep the old number. So what we’re seeing is simply two interfaces that are not synchronized. If two places in the game agree on 0.2 and only one place shows 0.3, it’s pretty clear which one is wrong.

Why does it happen? Most likely because Blazing Gem was tuned/balanced and the in-match description didn’t get updated with the last value. Towers that are expensive and legendary tend to get small balance touches, and sometimes only the “main” panel gets the new stat.

Now, about the tower itself, because that explains why the number is low.

Blazing Gem is a legendary magic tower that costs 120 and it’s not meant to behave like Musketeer, Tesla or other fast multi-target towers. Its description literally says it “slowly corrodes enemies one by one until none remain”. So the idea is:
• single-target focus (it picks something and sticks to it),
• high impact over time,
• and it becomes really annoying only after you invest in the upgrades.

You can also see players complaining that “the eldritch monster is more irritating dead than alive” and “why does it have 2 lifebars?”. That tells you a lot about how the tower is supposed to work: it’s not only the basic shot that matters, it’s the follow-up part. So the exact decimal of the displayed attack speed in the match tooltip is less important than having the correct base value in the collection.

So, to sum it up in a way that makes sense for the thread:

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  1. Yes, it’s a text/UI mismatch.
    The deck screen shows the updated stat (0.2). The in-match tooltip shows an older/unsynced value (0.3).
    2. The real stat to trust is 0.2.
    That’s the one consistent with the rest of the card and with how legendary, high-cost magic towers are balanced.
    3. The tower is intentionally slow.
    It’s expensive (120), single-target oriented, and becomes strong only after full upgrades, so devs keep the base fire rate low on purpose.
    4. No indication of an actual gameplay bug.
    This looks like the usual KR Battles thing where the client displays an outdated number, not a hidden nerf/buff.
pseudo plinth
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