#0.7 Public Beta Test
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A random survivor in your team, making it matter more who you pick!
Could also just be a rare or legendary pick and keep the normal three options.
There is still the lockdown bug where if you click too fast and select something, then go back when it prompts you to select a survivor, you cant use lockdown
@grave bronze it has begun again
Pyro has no effect on this
It’s really unfortunate that fury unleashed has “heroism” taking up one of its evolution spots.
All it does is make it always on but
With 17 duration 35 cooldown it’s already rather easy to do with buffs it even does it at base with skill tree, cooldown and area/duration badge
Cooperation spreading it to the team is great but having someone more interesting in the other slot as another option would be neat
i think personal survivor stats in meta progression is realy good idea. Let it be at least 15% of some thing for any one. like pyro duration 7.5% + CDR 7.5%, huntress Ctit chance + CDR, Tank 100 hp + 7.5 damage.
To be honest yesterday almost all my survivors be lvl 10. Now average lvl is 105. And general meta progression stil going but characters almost maxed. Its be cool to have some thing else to level up
also i wana make sugestion. about screen and experience. Some were i already saw this. lets exp crystals merche together automaticaly in begger ones, if they near each other. Cuz in beginign its fine, but in diff 2 or 3 all screen in crystals and hard to even see enemy.
And you narrowed it down to just a few items. I’m putting my imaginary money on it being an interaction between the windmill and gaslighter, triggered by a game pause event.
I think it’s both items because if it was just one, surely someone else would’ve noticed it by now.
Dear god I just found a completely broken new bug
The fury within medic synergy grants healing, if you have enough cooldown and duration for it to not run out and stay continuously….
It will grant 5 healing per second each time it procs
shhh do your 10 hour endless run before the devs see
This is just from 5 minutes or so on a hardcore run and I didn’t even have him past 50% cooldown, getting 1400 a sec will be easy
i think it might be even simpler than that
it might just be how windmill work right now
im gonna do another run and just take windmill when i can
Tfw I try to abuse the bug and don’t get medic even using 6 rerolls
Restart run time 😦
Hey, question… is this triggering when you get the buff cooldown low….. or is it stacking any time you level up, open a chest, or pick MT?
i find this in youtube Video .can agree its defently bug
It’s definitely whenever the buff procs
I’m just wondering if it “sticks” because of the overlapping buff or because of the pause event.
yes. its just add HP regen on top every time its activating
Should be easy enough to test. Keep cooldown high enough that it doesn’t overlap, let it explore once to see if it ever cleans itself out, and then next time it pops, grab an item cherry while the buff is active.
Ahh, so it doesn’t matter if the buff overlaps? It just adds the regen when the buff starts, but doesn’t take it away when the buff ends?
Hmm doesn’t seem to be working rn I’m not even getting the 5 hp half the time it’s on 
I’ll try to boost stuff and tell you if it starts working again
Now I have the extra +5 healing for only 5 second or so before it disappears. Not sure if that’s how it’s supposed to work, guessing that’s also glitched, I think it would just give it during the ability if it was working as intended idk
Wait now I suddenly have it twice
And does it stick if you open a chest during that 5 seconds?
It was right after a level up where I got another point in stim pack not sure what mattered about that
I’ll see if it fixes itself or not
Alright I’ve properly glitched it now, 3 stacks now. Might have to be interrupted at the right time
I’m fixated on the chest/level/MT because that seems to be what was triggering the permanent damage buffs Shiro gained from an item. Every time the game paused itself so that an option could be selected, it seemed to add a stack.
I’m not sure what’s going on, seems it gets disconnected from the cap, because it still gives it the way it’s meant to, it just never stops
It wasn’t working for a bit until I got that level up so maybe that ended up being timed right, not sure
yeah its the windmill
i have the item rn
and its just going on stacking again and again every MT/lvl/chest
That’ll certainly make it easier for them to reproduce internally! You were right about ditching the pyro.
🎉
Sorry about my very awkward hand holding the phone I’m still recovering from an injury
670 hp a second
That pause wasn’t for any gameplay reason to be clear just thought I would stop recording but went a few more seconds
I’m stacking his cooldown to get procs faster
I also banished the pump action shot gun to abuse weapon cooldown
Not sure I even have the skill points on this
@grave bronze okay I broke something 😆
Win+Shift+S if you want to use your mouse cursor to drag and screenshot.
I’m on steam deck and don’t have any experience with taking pictures on it
ahhh i thought you were on PC
I came here to post about the same thing. It seems Medic's syringe now gives stacking HP regen, which I don't mind because it's super cool. It's obviously overtuned but I'd definitely welcome this change
You mean the fury within?
stimpack is bugged for me where it occasionally doesn't give any bonuses 
I’m 99% sure it’s the synergy on fury within causing it and it goes up whenever it procs

Did you have this happen without tank?
Oh sorry was just talking to the other guy
I noticed character stimpack bonuses not showing up, no idea what causes it
At least the armor/movement speed are there
yea but character buffs are not
Mhm
so arrow rain Bug. description say +1 activation for 10% duration.i have 145% in base from meta progression +badges. its activates only 2 times insted of 4.
+1 noticed this issue too
had 125% duration, but only activated 1 bonus time
Why is it that the money you collect now is always $300? It used to be an array between 3 to 4 different numbers randomly.
Updated this morning.
#1285959697043689545 message
I don’t remember if Kala gave context other than general grind improvements.
Was careless and died, stacked up to 90% ability/weapon cooldown before I did though
Surprised bombing strike did so little, went with the chemical
its do not do some thing with out 10+tags. like any other
Ah thank you. I didn't look at this yet. So many new messages in this thread.
I had +10 chemical and explosive, between upgrading medic and tank it felt strong during the run but I guess it wasn’t actually doing much damage.
to be short. Less grind to make money. More difficult =>more money
Probably most of enemy die from mines and shot gun and its drops on almost empty field?
most of time before last 15 min
Have you seen it do a lot of damage on the end screen before?
Hm yeah probably most things died before that then
I was unsure if sticking with the basic shotgun with reload speed stack was the right move but starting another run maybe it was, it just shots so fast and mini gun doesn’t have spread
in early game its screen clean,in late game its toxic spreading in screen and all enemy blow up in toxic clouds. in HUGE toxic clounds. But i have a item for Biger Toxic clouds
I find NPNG pretty cool with it. i do not expect so good synergy. if some one do not try it before, TAKE IT! Full screen molotov Spray its some thing
"The Juggernaut" Achievement is not tracking correct but i got it when my tank hit level 51
I have a question regard this item. Does this apply to both weapon and abilities? If so, wouldn't it be better to word it specifically like "Grants you +3% Weapon Critical Chance and Ability Critical Chance".
It does apply to weapon and abilities.
I found that out by checking the stats. I'm only reporting this to see it from a new player's perspective or returning players who haven't played the new beta version yet. I can imagine this is confusing to read.
Anyway I have question. This sounds a bit dumb, but does weapon attack speed work on the Huntress' bow, and the Engineer's laser gun? If so, how is it applied then? How should see this?
Is it? just crit chance meaning both ability and weapon crit chance seems intuitive to me, but I guess it depends on the person, and there’s enough text space to write both regardless
If a weapon doesn’t list attack speed it isn’t affected by the weapon attack speed stat
I think I had this confirmed to me, one sec I’ll try to find it
The person who did the thumbs up was the dev
cool and thank you for confirming
I am currently testing the Coffee Cup item and I'm playing the huntress so I can focus on the sound of her fire rate. This item affects weapon cooldown reduction, not attack speed and I am hearing that the firing speed lasts only about 3 seconds instead of 10. Am I right about this or is this just me?
For single shot(as in their mag size) weapons their reload time is essentially their fire rate, that’s why I find the tier 1 shotgun on tank better than his mini gun if you’re stacking cooldown
I share the same sentiment about that weapon
Oh, sorry slightly misread are you saying you think the length of the item buff is glitched?
If you want to test that it shouldn’t be too hard just check your stats after killing a boss and do it again where you think it might have stopped even though it shouldn’t
Attack speed better work on Huntress. That’s one of her badges!
Wish Kala could confirm, but it’s 3 am in Poland rn
Hi I'm getting frequent crashes in the beta.
I have two logs for them that I got from %appData%/Local/Temp/Awesome Game Studio/Yet Another Zombie Survivors/Crashes/
good idea. I'll let you know when I do another run with this one, paying attentio to the stats
OK, finally dug into the beta a bit. Some of these changes were interesting, and some felt really pointless at best and a step in the wrong direction at work, admittedly.
The good?:
- Broader trees for mercs is probably better for 'long term' play carrot and stick, generally speaking
- Zombie horde behavior feels a little more interesting now and not quite as much propensity for the fast-runners to be the big threat over actual bosses
- Some of the audio/visual feedback feels punched up
The bad?:
- Most of those trees feel pointless, why would you spend points on earlier weapons if every match you are gunning to upgrade to later weapons ASAP?
- The deepening of the 'grind' for it all was a pretty massive chasm opening up, I had a ton of stored up points and barely put a dent in it
- Having military training assign to individual mercs feels terrible and completely pointless. It slows down the game with the UI and if you can only give each to one merc the correct play is giving all of them to the same merc 100% of the time because of how they'll wind up stacking, there is never any reason to spread them out around the team.
- Item / chest change feels awful, you literally no longer want to open chests once you have six items you're OK with and not having that accrual / upgrading of items feels like it's lost a lot.
- It feels a lot lot slower to level again and that's a bummer.
I personally agree with most of what you said although for upgrading earlier weapons it’s still useful to be stronger and have an easier time until you get the better ones especially since with 3 characters it takes a bit before everyone is tier 3, the tier 1 weapons are pretty cheap too.
And the grinding issue is more that the max they let you transfer even if you maxed the prior skill tree and spent 50 hours on it(I did) is like 5 hours of work(not even that when it comes to specialization points), and they only fixed the cash multipliers to actually function this morning(so we missed out on 3x cash before), I don’t think the grind is that extreme on its own after the fixes, we just got screwed over early
Is there anything said about how lockdown doesnt work?
You should ask kala yourself once they’re online, I don’t believe much was said directly yet, but I’m sure they know.
on military upgrade lockdown is not working anymore
Lockdown bug. i had a legendary ability area locked
Oh that was actually happening last patch too and we were talking about it then, so not new but shocked they didn’t fix it yet
If you didn’t notice, the worst part is it’s not even a common military training, it’s the “infinite” you only get from level ups with half the value 😆
I guess lockdown right now is only made to work with the level up pool or items properly at all
ive never tried lock down in the level up pool. only in MT and item chests
For level ups and item chests it works, but if you use it on any military training it shoves the level up version of that stat boost that’s far weaker in instead.
ive only noticed it happening because I was stuck with 1 survivor for a while due to poor rng
I swear it’s happened every time I’ve tried to lockdown a military training but I may be misremembering
well trying to lockdown a MT in general is an issue for me. It doesnt even let me do a lockdown at all if i do several runs. Only with a game restart can i clear that bug
Ah, that’s interesting, I haven’t seen that yet since I’ve conditioned myself to never lockdown them from the other bug. Haven’t tried on the beta yet
Yeah, I tried to lock down a good MT once. Didn't work. The sad thing is I didn't even notice it had switched to an infinite.
tbh i think thats how its suposed to work. you can lock down the type of thing you wnat, but ofc not the rarity, makes sense to me. always chose the higer rarity one if you want it or lose it
rubs eyes So we absolutely DESTORY all other forms of healing by nerfing or removing outright, separating even the Medic herself from healing thanks to the badge system, make what tiny healing there is crazy expensive, amounting to 30 skill points for 7/HPS, then 4 upgrades and an Evolution to reach 19/HPS total (or, for a 1200 HP setup, only 1.5% a second, 12/HPS of which requiring you to STOP MOVING, which gets harder as time goes on, meaning as the healing becomes more important, you get less and less chance to use it)......and then the ONLY synergy that ACTUALLY EFFECTS gameplay (Ghost with Medic, healing +1 per Ghost zombie kill) launches you to 150+/HPS, and even more importantly, directly scales with power over time, making it more useful as it becomes more valuable, and as an aside, amounts to a lone 5 point click that absolutely invalidates the previous listed combined 35 point 3-part expenditure.
I am confused.
All the while Dodge/Parry/Armor are basically a dump stat collection, as any single hit by a basic zombie after the 22-25 minute mark chunks off half your health bar, defensive stat investment or no.
Healing/Sustain of any kind/Defensive Stats could stand some wide-ranging balancing.
ok sad, doesnt work. other enemies are easy enough to not need this
rip
then i banish medic grenades again
do u guys use the engis laser or blaster? fell the laser is good when youre at one pplace so it always applys additional electric to bosses that enter the 8 turret radisu
Having seen videos of it working, why doesn't my Ghost-Medic Synergy work? Do Synergies need the person who has them to be the team leader or something?
I find it a matter of manual aim or not. If you auto aim, as I do, the Blaster seems to work very well. Very Planet Side Vanu Lasher. If you can pinpoint the big boys, the Laser is fantastic.
Ice doesn't work, you say? That's a shame.
Noticed the same thing, I think arrow is actually +1 for every 100 duration, they just forgot a 0 (so when including the base 100% makes it 2 arrows.) +1 per 10 (or per 10 over 100) would be way to insane. (Though realistically who is ever going to bother to get 200% duration on Huntress where the only 2nd use for it is the decoy.)
Arrow rain: Unlimited should probably be +1 arrow and an additional arrow for every 50% duration over 100.
Considering that duration and damage are 1 for 1 for unlimited gaining 1 more arrow for every 50% duration is effectively a 50% more damage dealt which seems fair. (and also getting to 150% duration is actually realistically possible.)
About difficulty:
Isolated City and Wasteland I-III are quite doable with SWAT & Tank. Green Hell I as well, but Green Hell II is already much harder than III of both other maps. And Green Hell III is just brutal from minute 5 or 6 on. So many AoE, projectiles and green pools to navigate around, this is too much danmaku for my taste. For at least each 2nd hit I receive I cannot even tell what it is that hits me.
Can't say much about how good the other chars are doing yet, since I focus on my preferred ones first. Except Pyro. he totally sucks as team leader. The only thing that works for him is setting as much ground as possible on fire.
I would like to see extra item and badge slots by way of unlock on the general upgrade tree, but with conditions, such as all characters must be X level., player level X
Big NO from me. Items are a gamble. most are trash for your build and collecting 6 of them takes about 15 minutes or so. while badges are helping straight from the start and providing a reliable self-chosen boost throughout the whole run.
I'd rather trade 2 item slots for one more badge slot.
Huntress' Explosive Arrow shouldn't have a delay. The targets usually die before the explosion happens, making a major part of its damage potential just go poof.
The Boss that releases a swarm of insects: The insects are not targeted anymore by the team, no matter how close they are. I'm not sure, but it could be, that the team prioritizes anything else moving, before going at the insects. which barely happens on high difficulty and late run phase.
Ring of Power does not accumulate damage on SOS.
'Killing Frenzy' it is.
Do you even make electrical upgrade for arrow rain and saw numbers from other abilitys? its not be insane it make ability SAME as others in terms of damage
oppositive , most items realy good. Only not good items in my opinion is barrel,trumpet,quick buck,pendrive,bear, retaliation and probably gems.( specialy red gem), Hit track,positive attitude.
gems good in theory but not in practice. Too low stats to player wana replace some thing on them.most of combinations can not even have some thing from gems.
Even pick up range items a realy good when you make this white power usp build when you almost endlesly under power ups effects.
Most of them not effective because armor was nerfed HARDLY.
cuz 100 armor now its only 50% damage reduction. player must run almost hitless to just survive diff 2 or 3 on in endless runs. So any item what realy on HIT character 100% garbage.Cuz 0.7 version of game about Glass cannon builds. to have even 100 armor is tough, but diff 3 already nullify this armor by default. and what source of armor we have? General meta +25, badge +50,retaliation +20.Frozen hearth but its not avalible for endless(really fun cuz this item only good for endlendless .its be because scaling of enemy but any way Enemy outscale this item in current version, for usual run its not even needed)
thats why item what give you some thing on HIT effect is REALY bad. player can not rely on Hits. its rare and not consistent source of bonuses . if hits became usual after 7 min of game => end of run even on first diff.
If arrow rain was really +1 arrow per 10 duration (over 100) its op because:
- From just meta 20% and Badge 25% (+25% area as well) is 4.5 extra arrows (So 5.5 arrows in total which is already equal to electric arrow.)
- Electric arrows barely overlap while Arrow rain can, so with enough arrows you'll be able to do way more damage to bosses and elites.
3 A) Damage increase and Duration increase have the same value for Military training but...
3 B) For every 10% duration you get 1 extra arrow (so even if you say 5 arrows is the base amount, that's a 20% increase effectiveness) While a 10% damage is just 10% increase. - From items you can get 14% duration from compass (and another 14.4% if speed badge, so 1.4-2.88 arrows), (You could also get more duration with the ability gem, but if your doing an endless run you would get more value from Guarantied rare military's training item in the long run, so I wouldn't include it in calculations.)
So with 1 base, just 1 badge (2.5), meta stats (+2), and 1 items that's (1.4) and if speed badge another 1.44 arrows for a total of 6.9-8.34 arrows of base 400 damage, 6 range, and a cooldown of 10 seconds. (and even more arrows if you want to with military training.)
In comparison:
- Emp Grenades triple upgrade is 400 damage, 5 range, and a 13 second cooldown. (so 3 more seconds and -1 range for only 3 grenades, though granted its also has 2 types +1 random so it will have damage boosts of those types and can apply more debuffs.)
- Tank's Electirc Bombing Strike is 300 damage, 5 range, 18 cooldown, and only 7 bombs (so -100 damage, -1 range, 8 more seconds, and only 7 bombs, though the less base damage and area will be partially offset by the damage 2 types so more damage boost and can get the area boost from explosive.)
Both of these abilities would be weaker then arrow rain unlimited and arrow rain has one more stat it can scale with, giving it much better scaling potential as well.
So its fine about electric upgrade what does 7-9 arrow rains rigth? and its even in ELECTRIC build with 30+ tags do some thing near 1.500 dps
im talking about not Theory. in practice arrow rain in best elecric condition with 7-9 Rains at once with 50% CDR at least do 1.500 dps
so this usual 2 rains do nothing
Electric turret just alone do 6-7k dps in same electric build
Looks like on tanker, when we activate the infinite superpower some stat is not activated, looks like the weapon reload is slower or weapon cooldown, I know on the previous version that was standard, but now on this new beta version it doesn’t say it slows those stats so that may be a bug there
Since arrow is bugged (or the tooltip is wrong). I can't actually test how powerful the ideal arrow rain: unlimited build with +1 arrow per 10 Duration would be for endless, but With arrow rain infinite easily out-scales so much better ( to the point of having much better stats with little difficulty) over any other single ability. (even with that said electric build is almost definitely much better, because someone just had to have the bright idea to make one character have all one damage type at the same time, and have the best abilties, and Miltary training to no longer affect a whole team.)
In non-endless you do just fine with a leader only all in weapon build, specifically tank's Minigun or Swat's assualt rifle. (and banish all non-weapon based abilities to get the infinite military triang sooner.) I don't see how an arrow rain infinite that scales this insanely couldn't do the same thing. (With maybe leveling Freezeing Arrow since the CC is decent, and the Kinitic damage bonus is only slightly worse then the damage you could get from infinites.)
in non endless you can just take double Saw as tank and it carry player to the end
or turrets from Swat
or kunai from ghost
or molotov from Pyro
and you do not even need so much Mtraning to its actualy work well. Just badge and some thing from items
Bear traps do 2 times more than arrow rain. If player have a 20+ bleed tags, its became insane
im talking about....Arrow rain can not offer some thing more than raw little damage+debuff. even its be 10 times, its be just good. to you can understand i can not level up with Swat in dif 3 before first SoS most of time. i just do not do enouph damage to kill enemy before they became swarm. 1 Grenade do not kill base zombie on first min of game,when its already swarm with 3-5 elites what do not die so much time.
if you look at another ability. Same Bear traps or Saws. Its do average base damage,BUT becaus of bleed tag ... with some items like katana. its do real damage. Rain rely is kinetic what just Debuff enemy it self. for 2 and 3 diff rain is DEBUFF source with NO damage rigth now. No matter what evolution. this ability just in base weak
when clicking the back button during badge selection, the badgesselection screen remains in the foreground while in the background it changes one step back. you have to use ESC to get rid of the badge selection screen. Then you have to return to the main menu, else the whole selection menu assistant remains bugged.
i know what meta progression missing in 0.7. Its no luck in General tree.
Which would be better?
6
9
1
6 Item slots, 4 badge slots
727560810280255610
fury_thinking
luck became actually meaningless. just like armor and dodge.
I don't understand how luck works in this game, but I think armor and dodge are helpful. Can you please elaborate your statement?
So I did an extermination run today. map 1, difficulty 1. it was very close to impossible to finish it. with the new enemy AI, they are storming as a dense circle towards you and you can only hope to find or make a gap to get out.
luck is affecting drop rates of white powerups, magnets, hearts and luck is increasing the chance for higher rarities of military training. but there is only once source: a badge. and these 20 luck do barely increase drops. I did many runs with this badge and had usually 1-2 rarity increases for military training per run. regarding that you could use a damage boosting badge from the very start, it's barely any difference or worse.
I used to stack luck in the earlier version whenever I could. It made a big difference.
I think this game is fun to play, but there are balance issues that make some RANK 2 weapon worse or much worse to use. For example, assault rifle vs. sniper. On paper, sniper have x2 damage or x4 (if crit), but in real game play, the survivability is MUCH LOWER than assault rifle. I can play solo SWAT Assault up to 8000 kills, but barely survive 2000 kills with Sniper. Fixing the stats of these weapons will likely create more imbalances. I suggest addressing this by introducing companion abilities for each weapon. This could be achieved by redesigning RANK 3 abilities or creating new RANK 4 abilities.
For example, when using sniper, we can have a new ability that summon a dog that distracts the emeries every few seconds, thus help us avoid being surrounded by the zombies
my sniper just a min a go do 5k dps in Diff 3 map 3. JUST sniper rifle. and im usung 100% ricoche what do same damage. and its was in ELECTICK build. Cuz electric build insanely well aganist hordes, but not aganist Single target fat enemy like elite and Bosses. You probably misunderstanding concept of most weapons and stats. Sniper rifle need many attack speed, and little CDR(medic stim pack or Tank Fury) . and sniper rifle have realy High single target DPS. and you probably waste this damage on small enemy what even do not have 1/4 of average sniper crit. and rigth now in my feelings Sniper rifle > Assault rifle. Cuz even on swat you can take x3 turrets with 35% CDR and they clean up field for sniper rifle or any orher AoE ability what have a purpose to clean Hordes.
Thank you for the knowledge. Let's me try again!
I’m surprised you prefer infinite ricochet over shattering, and 10% heal on stimpack over half damage taken(Technically a bit less than half if you already have armor but still a lot)
Then again after they fixed the bug with shattering maybe it isn’t better any more idk
I guess stim pack does give a lot of healing I’m just too used to endless runs where later on you need to just avoid being oneshot so armor is far more important but if you’re not going to go for that long I suppose it’s alright
I feel the synergies are underwhelming. In my opinon they would work better if they got thrown into the card pool and had to be activated, but had greater impact. Maybe they could be leveled as well, 1-3 levels or so.
i had it happen just this morning
it's very noticable once you start hitting massive blobs of zombies
it's actually stuttering my game
Oh, sorry just assumed they did 😆
it's cool, not everyday someone gets this far to see 💀
this is why we need slightly detailed patch notes
when it comes to it not working, you might just be killing the zombies too fast
of course i prefer Infinite in this case. I have bleeding from some were? nope. that means i have 60% chance to ricoshe with....no bleed damage.
But doesn’t it make multiple bullets come out anyways?
in this case he have a tons of bleed. (saws,mines) and here bleed works well and better in assault rirle. More shot in second=> more bleed.
yep
But he actualy have weapon setup. cuz i have between(Universal weapon + ability) and have this
and yes.do not work at all. i check this
Some thing wrong with Fury heroism 100% .And probably stim pack math too. cuz its bandge maxed+ Meta 4/5 +stim pack + Fury Herois
So yes. Stim pack does not work some how
Its ACTIVE stimpack. its just do not work . cuz i have 20% attack speed from General meta.
so we have broken both evolution of stim pack probably.can some one check this too?
its heals but do not give buff(
both ability do not work(
For Steam Deck, press the Steam button and right bumper. From there you can upload it to Steam and get it from your main PC. (That's what I do anyways)
so far i find ghost to be really good now that i speed down kunai dance first before upgrading the main weapon. Having just enough damage and range to thin out mob spawns before they get close is very under stated
I had three rains (base plus two more) fairly consistently running solo Huntress and taking duration when I could. I can't remember what I got duration up to, but it wasn't 300, not even 200, not by a long stretch. Somewhere around 140 - 150. It felt more like +1 rain per 20 duration. Also, I would occasionally see a fourth rain.
Note, this was before yesterday's patch, so the patch may have changed something.
This is bugged to add cooldown to the shot gun rather than reduce I know I could take better pictures but too lazy
Use ligthshot
its pretty easy and realy handy
its take a full screen or part with pain bush,line.colors and text in menu
hi everyone, i just played my first run on beta version - i bareeely managed to win first map easiest map and difficulty - so the game is just waaaaay harder than before? i mean, fewer chests & sos signals + only 6 items to be used + you have to split the upgrades onto 3 different chars? o.o or am i missing something ^^ (are the badges that good idk??) (survival level 200 so not absolutely new to the game)
and dont get me wrong, i do like the game but that was quite suprising ^^
It's definitely harder to start and takes some meta progression to get back to running pre-update runs.
Right now, there are also a handful of bugs, both helpful and harmful.
would be nice to have something like a gamelog to check recent stats so you can compare "builds"
in the second run, tank performed way better than swat and almost soloed 23min endless mode, sawblades did basically everything ^^
is it possible to unlock badge slot 2-4 ?
yes.but upgrades MUCH more noticable. and to be honest i like this more.But rigth not its not complitely balanced.
Game balance now hardly rely on General Meta progression + Character meta progression. its seems strange but actualy characters meta progression is REALY big deal. also now player relly on Badges hardly
Yeah, more badges unlock as you level up your general level.
every character now have hord cleaning ability(how im this understand) and you wana level this 1-2 times or even fully at first levels to survive. level up this ability in survival meta progression first and take evolution
Swat- turrets
Tank -saw (double circle)
Engyi - turrets/elecrocution
Huntress - beartrap+bow
Ghost - katana + kunai or pulsar
Medic - 21 + drone
Pyro - molotov spray
about badges...
I adwise to you just have some thing in begining level up first. General meta progression open slots up to 4 badges
that most versitale badges what help you go diff 3. combo between them make you do diff 3 in any Survivors setup
after that you level up characters in general and choose some thing nishe. Like full weapon build, or full Fire damage with duration. or even tanky build or any thing else
@vital rose okay ty for your advise & help 🙂
the item "glas of milk" feels op when there is no cap for max hp gained ö.ö
its limited for use in different game regimes. its not awalable in endless run
and as i know learned, the synergys work in both directions? i thought when i pick tank i just get the synergy of his "talent tree" and not the bombs can occure on fire steps aswell ^^
so yes. tank Fury heroism+ medic stim pack in one moment Breaking in each other. Fury Heroism not work. Its defenetly need fix
now its both breakes
Even with this totaly not working setup rocket lancher do 3.6 k DPS. Some one told its need buff. Its not.
Some people (usually the loudest) dismiss a weapon or ability or whatever based on their one experience with it. There's also a fair amount of hyperbolic BS calling things "trash" or "garbage" because it did half the dps of another thing, completely ignoring anything else it might do.
Hmm the first time this happened was a minute before when I had 93.4 and went 93.2 after getting 5%. I recorded the second time though
I can see a high cap being intentional but the fact that it’s reducing seems like a bug.
That definitely seems like a bug, yeah.
Rocket launcher feels OP with and ability CDR . cuz all enemy sitin in Mine and rocket launcher in 1-2 shots killing all Hord running on this mine.
Plus, there were so many bugs on the screen!
Maybe a rounding issue, maybe if I tried with a 20% it would still work
Playing at 20 fps in this point in the run btw 😆
I can test a 20% now I’ll record one sec
Aw it’s still going down
My instant revive dream has fallen apart
I'd prefer if they just gave everything numbers. You get 20 cooldown points. What are cooldown points? Well, you need 500 or 1000 to reach 25% cooldown (as in, an ability that normally takes 20 seconds to cooldown only takes 5). It ramps up quickly at first, where the first 250 get you to 50%, then takes more and more points per %. Make it a smooth curve, of course. And list the actual percentage on the side.
With this bug, I'm not sure how they're mathing their diminishing returns, but it seems more complicated than it needs to be...
im pretty sure... i see 6 numbers requarements to next Meta progression point. 141XXX $
That’s just my low quality recording, it’s normal, 14150
Atleast now I can focus on weapon cooldown without guilt and see if the same bug happens there
I was at 90% crit rate on a run before I switched to another stat. Now I regret switching.
i realy realy wana try Rocket launcher full build... but this dang bug burn chair under me
I wonder how much of my bad fps is from medical drone going off almost a hundred times a second or if only the explosions matter
For some reason there’s sometimes a clump of exp and a military training that shows up near the edge of the map far from where I’m fighting, probably some kind of glitch too.
Idea to alleviate single-survivor MT frustrations:
Every MT pop gives you a number of MT options equal to 1 + #survivors. Every MT option is preassigned to one of your survivors. Each selection will include at least one pick for each survivor. You might get Huntress +wpn.crit, SWAT +area, Tank +wpn.cooldown, and SWAT +wpn.dmg. Or any other combination of survivor + MT, but each survivor will have at least one option and one will have two!
Pros: This unburdens players from feeling forced to put every MT on a single survivor. They can still do that, but their selection will be more limited and it may not be the optimal play. It adds more variety. And it acts against the old mostly-truism that players will optimize the fun out of their gameplay. It also simulates the more random nature of roguelikes better.
Cons: I can think of literally none. Oh, some players might not like it. I guess that's a con. But adapting to bad RNG is how you get better and more well-rounded, so that con's only temporary.
Disclaimer: Yes, I do like randomness. This suggestion is slightly tongue-in-cheek... but I would absolutely love if they actually did something like this. So it's a serious suggestion in that regard.
Just noticed I have 625 armor, 25 is from the skill tree, 100 from stimpack, and I have no idea where the other 500 came from, probably some stimpack bug I wasn’t paying attention to along the way.
You might be there a while.
Even at 97.3 boosting weapon cooldown is still working fine btw
Huh, weird.
So, someone just made a mistake in the scaling for ability cooldown... it's also possible there's some interaction between your cooldown abilities and static cooldown bonuses.
Tbf my 97.3 was with a lot of help from modchip I’m not sure how temporary bonuses interact with it
My fps has been dipping to 9 now
The end is nigh, and you shall fall to PowerPoint.
I’m probably going to die since the enemies all one shot me and I keep getting close
As in I’ve been revived like 200 times so far
I wish activations of abilities were also tracked. I'd like to see more stats.
How much was healed. How much was overhealed... How many attacks were dodged, and if possible, the damage dodged. Damage absorbed by armor.
I'd also love to see it broken down in stages based on -- okay, I just want detailed analytics.
Yeah that would be fantastic
@grave bronze I died 😦 forget to take a picture of max horde stats but mostly the same as last patch 25000% hp 10000% damage it’s 275% movement speed when I swear it used to be 255 though
Surprised saw blade drone ended up doing my highest damage but I suppose me running around a lot favoured it
I used fire/ice saws shrapnel minefield and electric bombing strike
Yeah, I may be in the minority, but I'm definitely in favor of actual stat caps.
I wasn’t focusing cooldown on tank so I wonder how high minefield could have got if I did
I wouldn’t mind some caps personally
Whoops, fumble-fingers entered before I was ready. Meant to add that I understand that's not the direction they want to go, so I've just been happy with diminishing returns. Now I just want them to diminish stronger. 😛
I do think it's a wee bit outside the expectation for a survivors game, though. People want big, ludicrous, computer-breaking numbers.
I think I’ll give up on attack medical drone and just embrace the shield
I only tried it again this time since the healing wasn’t a factor with the tank glitch
It mighta spared you some of those revives!
Oh god, even if they don’t do the advanced stats we want they need to add a times revived 😆
Honestly, knowing heal and overheal would also give a lot more visibility to medic.
For my team btw I thought picked pyro just as a no pain go gain bot which I think was the right move
If I’m giving all the cooldown to medic and everything else to tank, having another 50% cooldown for shotgun abuse/movement seemed like the best use of the third slot
There’s that tank synergy too but idk if that helped much
What's the logic behind stopping with shotgun-4?
Oh they actually max, that’s actually kind of annoying when it comes to saving skill points for when they probably expand the tree, 173 is also the weirdest max level
Shotgun is single shot so its reload time is also its fire rate, so you can get it shooting more than 50 times a second
Mini gun doesn’t have spread so I didn’t want it, and I don’t know much about rocket launcher but I presume it’s a lot slower?
Then again the damage numbers weren’t amazing so I should definitely try rocket launcher next time
Minigun doesn't have spread, but that only matters if every bullet kills an enemy, right? I'll grant you the 50 shots/second is an impressive reason. I'm not sure how that compares to minigun with the same dedication split between attack speed and cooldown.
It’s just very awkward trying to fight a crowd when your weapon is locking on to the wrong enemies, I’d like mini gun more if I was using manual aim
Going from one target to another also means it’s not spreading injured that well, one of my main regrets about sticking with shotgun was missing 8 points of kinetic but that got me to basic upgrades quicker at least
why not pump shotgun?
It gets more shots in the mag so it fires slow
I think a cooldown cap would help that a lot. Not that I'm trying to take away your fun, but adopting a lower level weapon shouldn't be the ideal play.
Yeah it’s very goofy
I hear in the early, early versions long before I started playing staying with shotgun was originally the strat then because there was like a 99% cooldown cap iirc?
Dunno. I always went for minigun and beat all the content just fine. But then, I didn't go for record-breaking endless runs.
I ... also don't think I knew about this game in the early, early versions.
I can’t find what I thought I heard maybe I’m misremembering
used to always use launcher
Yeah, looks like my earliest achievement was in May. I equipped an item.
And I never did get the "It's Raining Men" achievement.
https://youtu.be/wxG-d8KPcJg oh it’s not quite as severe as I thought but I see in this footage there used to be a 95% cooldown cap that got nerfed to 75% later so staying with tier 1 shotgun was a strat back then
New Public Beta Update is HUGE!
The Horde is coming but you're ready to fight it! Assemble your team and decide upon their enhancements to find the most efficient synergies against thousands of the undead. Survive. Then evolve. Then break all the limits in this deceivingly simple but addictive reverse bullet hell.
#roguelike #roguelite #indieg...
This was 8 months ago so I’m not sure if there was ever a higher cap before then
i think dews just need add a magazine to first tank shotgun with NO attack speed stat. magazine on 2 bullets.It sems like rocket laucher have it or its bug. cuz it is weapon with magazine, But no attack speed like any other weapon with magazine. its not benefit from attack speed stat
Good catch.
And I agree, adding ammo to all one-ammo weapons would cleanly solve this. Even Huntress, let her have a "quiver" that she goes through... so that her own attack speed badge can affect her.
Cuz since first version of game ppl still use this exploit with Tank shotgun
btw i love old music OST more then new 😢
My bet on 2 last survivors :
- Toxic mechanic. Medic rigth now just can not make toxic build work well to compare with other survivors in their niche .and also its can give new Tag. (4th Phisical to be mirrored with 4 elemental) Mechanical. a lot of stuff already in game can have Mechanical tag. Drones,turrets,Heli,Hologram,decoy. as main weapon it can be scrap Suit. 1st level can be just melee swing what have poison tag too. in 3rd its be choose between be more mechanical or more toxic suit upgrade.
- Cryo scientis. We almost do not have Cryo sources. its 5 tags from Hunterss and 5 from Medic. Any other characters have 1-2. Even to have 10 Frost tag is huge problem. When any other tag can be 20-30 easy. its feels like we missing Main Frost Survivor same as Pyro in Fire or Tank in Explosion.
Rigth now i find only ONE combination how to make frost build work. Its Engi frost turrets + Frost dome, Huntress Frost arrows + bear trap and Medic Fros 21 and Frost flask. and its MAXIMUM what you can get. only 12 tags .You just can not level up medic second freely. Cuz its 8 upgrades for weapon before you get a tag what makes Build work.Same with Huntress,But huntress weapon strong,when medic weapon weak.
So i think Cryo survivor must be. And Other survivors can synergize with him. almost any one have (swat exception) have some thing with Frost. Even Pyro have Frost molotov and tank have Frost Sawblades
I agree that we definitely need a frost survivor, but your math is a little off since every level of 21 grants a frost tag along with explosive and toxic not sure if it’s the only weapon/ability that grants 3.
So medic can grant 9 total herself which is still a pittance compared to what engineer can do for electric or pyro for fire but it’s something.
Technically medic + anyone that has a frost evo can get 10 like pyro for instance
Still definitely need a frost survivor
And yeah it’s annoying to go through her tier 1 and tier 2 first
Rigth. i forot 21. but any way its too smal to work well. on 10 tags its JUST start work
Do you know if deep frost doesn’t work on bosses/elites?
From what I’ve tried I’m pretty sure it doesn’t but I could have missed something
its not
Difference between 10 tags (20% chance) and 20 tags (30% chance)... its too big . its 50% of effectivness. when usualy in team we have 30 kinetic or 30 fire or 30 bleed etc.
and to compare this 10 tags (20% chance) and 30 tags ( 40% chance). any type of damage just 100% stronger. and i do not even talk about % of bonus damage from tags and other stuff. its just about apply effect
Mhm especially since more slow is so important
we all know how much damage can make bleed with 30 tags. or how screen die from ONE chain lighning (btw i like electro tag so much).
i realy like this new Tag system with all stuff in it. its make a play style unice
For huntress explosive arrow like tank shotgun her cooldown reduction increases her cooldown instead
I don’t want to imagine how many weapon upgrades are bugged right now, I should try and keep more of a look out
To be clear these(at least those 2 probably more) upgrades say they reduce cooldown and if you look at in zombiepedia they do, but in game they increase it
At least nearly all the ability upgrades seem to function
When the medic gets 93% skill cooldown reduction and trying to get even more then the status is decreasing instead of increasing
Medical drone with defensive trait is worse than the normal drone bcz it has a fixed healing time instead.
Tank's Fury unleashed is still affected by the skill cooldown reduction when getting the cooperation trait
After some time the synergy between Tank and Medic gets bugged.
The healing from Fury Unleashed gets so high that it's irrelevant to have a medical drone or a Medic's badge with natural health recovery.
Medic's Stimpack should have a cap limit bcz with enough skill cooldown reduction and skill time duration you get 10 active stacks all the time
Engineer's Energy Shield with Protection* trait doesn't block projectiles if you get skill area increase
And the invincibility time after you get hit should get a longer cooldown or completely deleted.
Tank/Medic synergy's overhealing is so absurd that when you get hit once, become invincible then go back to full health no matter what.
The weapon stats from skill tree are overall extremely screwed up rn
When I get it….
When I actually have it.
I wonder how universal this issue is, I’m curious if a lot of these specialization weapon issue were introduced with the patch after they tried to fix other stuff I don’t remember them much before but then again I wasn’t on the look out for them @grave bronze
The real annoying part is atleast in some cases it’s not ignored, it’s reversed so have to remember to take points out of it…
Okay so when I get it with no upgrades it’s 100 damage, 0.9 attack size 2.2 cooldown and that stays consistent between the upgrade screen and the game
And what it should be giving from upgrades is -0.1 cooldown +attack size 0.2 and damage +25
So the attack size and damage are actually working but for some reason being doubled only for the upgrade screen and not in game.
But the cooldown is genuinely being reversed and doesn’t even show a difference on the upgrade screen
Thankfully for this weapon the cooldown is the last upgrade so I can just skip that for now.
Tank's second weapon before upgrading from the first one says that it shoots 10 projectiles and when you get it, it says 9
Do you know what the base is?
Curious if it’s a case of the upgrade being reversed, ignored, or just visually doubling itself like with the damage/area on thousand cuts
For a much more minor bug (I think this might have been here last patch too) but there’s a s(for seconds) on the range of only the third level of the electric turret and it drives me crazy 
green hell is really tough, any revccomendatioons on how to make ti to 30 mins there, i need the camper upgrade
engineer's energy shield causes quite some FPS drop.
oh this game sucks ^^ always a minute befoer an achievement 10 times the nemies
Also there should be in-run information available which synergies and which final evolutions are available.
Bugs?
-The mouse cursor does not disappear when the player enables/uses the controller. Expected behavior is the mouse cursor disappears.
-There is now a slight lag/pause after selecting a new character from the SOS, and when the game returns to the game window. In the previous build, it was smooth. I have an older machine but it is definitely noticeable. I will try on the Steam Deck later to see if it's there.
Comments from latest update
-I can't tell exactly, but I feel like a ton of stuff has been updated visually and I like the way it looks now. Like, did the camera rotate a little bit so you can see more of the bottom? Also the skill choices got bigger My kid noticed that one, too.
-Game difficulty is through the roof now, IMO. It feels a lot "quicker" and harder to stay alive. I am struggling a lot more than I used to. The enemies in the levels seem to scale quicker. All in all, I wish it was a little bit easier again. For example, my kid could beat the first level on her own before. Now she dies <5 minutes every time. I've been upgrading characters and skills as much as possible.
-I think the medic drone should switch. It doesn't feel very good right now. Could you try it reversed, where moving means heal and sitting still means damage? I think maybe if this was implemented, the game difficulty might seem a bit easier because we would heal more.
-The difficulty also ramps up because of the item limit. I REALLLLLY do not like the 6 item limit. We fill it up half-way through a match, and then spend the rest of the match having to hit SKIP. It is so incredibly unfulfilling. I hate this. I used to get excited because I Would get an upgrade and now it just makes me feel like a turd. A possible solution would be to add multiple levels to the gems. So we can have 6 items and then upgrade them 3 times each, STARTING at their current power levels. This might also help with the difficulty.
-Medic feels extremely weak overall, now that I think about it. Might be because of the difficulty. I like the concept of the new medic a lot.
-There are not enough magnets dropping in the game to justify any upgrade or anything at all that has anything to do with them.
-It also feels like the number of white powerups has dropped significantly.
-The game feels more like a zombie survival horror game now, and less like a wild survivor zombie murder fest.
Overall I love the new patch, but I am shitty at video games because I'm old now so it's too tough for me and I'm a whiney bitch about it
I don't think I'm doing enough damage with my characters to kill zombies fast enough. It feels like I get overwhelmed quickly. And I don't have enough movement speed to outrun or outmaneuver, so I am constantly taking damage. And I don't have any real way to heal. I feel like I have a Bleed cast on me at the beginning of the match and my entire goal of the match is finding creative ways to regenerate health. The only time I get a "break" is when a few of my skills line up and I can clear all of the nearby enemies. but those are few and far between.
The only time I've been able to beat a match so far is with a heal specced medic and the item that halves HP but x3 regen. Every time I have that combo, I Win
Think that is everything. I love so much about the new patch. Awesome job. It's real hard. But it's still extremely fun.
the new hording system is brutal
its pretty fine you know. im avoiding any exploits. its pretty fine. if you have troubles Read chat above. i give adwise for some one and give almost quick guide about ability,badges and meta progression. its not need to be creative. just take armor +heal badge + 5Hp regen badge + 5hp regen Meta.level up your Meta armor. and what you get? 40% damage reduction. 12 Hp regen. +500 HP. To you can understand. 12 hp regen it is Health Red pack every 16 seconds and you need Healing almost 2 times less. that all secret.
#1285959697043689545 message here
@vital rose I just beat vile wasteland extermination and made it to 19 before getting the x3 healing and would have died without it, but had a capped res with cdr so would have been okay
it's definitely winnable but the stress level compared to before is so much higher that it still feels a little too difficult for the easiest difficulty. you're right though i actually did modify my run based on your comments and it helped tremendously and is what helped me get as far as i did, so i appreciate the input you had
its fine you know. Some one wana difficulty some one wana chill. Now game can offer both.
game play became more Easy when player get meta progression. im almost maxed yesterday all characters and have some were near 80-90% general meta. now Dif 3 feels like dif 1 in begining with out meta progression
and i think its realy cool. Cuz when i wana chill experiments i go Dif 1, when i wana Blood i go endless dif 3 ( i still can not get lvl 2 as Swat before first SoS. Seems like Pistol need buff.Huge buff. Cuz even medic goes better)
what i also can notice about character ability to help ppl not strugling
- Tank. Saw is big deal. but also he have just AMAZING evolution on taunting mines. i can adwise leveling this when you start feel your selfs weak. Its amazing control ability and synergeze well with almost any thing. specialy with explosive ,AoE and penetration.
- Swat. Turrets realy good yes. BUT to make them even better you need work with them. do not just run around all map. add some ground contol ability like Taunt or freeze from other survivors. Weapon insanely weak. specialy pistol.try to make it faster to Uzi. and sniper rifle good too. if you goes Sniper rifle take 100% ricoshe, if you go assuilt go Bleed ricoche.Sniper rifle about to kill fat targets. if you can not clean usual enemy with other stuff, do not take it.if you can Sniper rifle Clean all Elites and bosses. Putt Attack speed and CDR in it.
- Engi. electrocution not just cool AoE clean. its a debuff too. take toxic Evo to slow down enemy. take Frost turrets and frost Shield. And you need item what give you 20% damage for each debuff on target. Just engi stuff give 60% damage. do not forgot about other survivors debufss.Engi realy insane to clean Hordes with laser but realy bad to kill elites and bosses. You need some thing Like sniper rifle or minigun or Frost bow in kit to close this weakness.
- Ghost. he about Bleed. All his kit is bleed. you need katana item. also make Kunai toxic to slow down enemy. MY adwise on weapon is Wind Cutter. its actualy some thing better than Shotgun+rocket launcher. And you realy wana some kinetic in team for debuff on bosses. Pulsar Great when in push push back enemy. its realy help survive belive me.
- Huntress. She can be easy Overhelmed.Take second survivor with better hord clean ability. Bear traps is cool and do good damage and after cotrol enemy with frost, but its damage over time. Only Frost bow. Its just better even with out tags.
- Pyro . Molotov spray. you hardly wana duration. also you wana item what makes Ignite target explode. Both weapons a good. My preference Flamethrower. Melee good too but i usually not rely on it cuz huge CDR and it not my play style. Fire trail Insanely synergy with Tank and taunting mines. NPNG (no pain) realy realy well synergy with Compass item (More speed=>more range). Molotov on full screen. also need Boss killing stuff no matter what build you have, he just not good to kill bosses. Elite enemy pain.
- Medic... so. She weak. But have a really good stuff to team. Toxic realy good.Frost good too. Its depends on what team have. he have really good Tag numbers in kit to make work both.almost any one have toxic or frost Evo in kit. Any way you wana items for Element what you choose. Frost Aura or bigger toxic explosion.Stim pack realy good Buff nothing to say. Evo depends on your choose. Also about drone. Dron can heal as Badge+Meta. 12 hp per sec. its realy good. Or can make noticable damage.Realy good with Swat.
I've tried searching, I didn't find anything. There are additional stats on the badges like they can be upgraded somehow? Anyone know anything about this?
you can level them up to 5 and increase stats with every level
How do we leveling them up, just using them?
One suggestion I have is to add the damage types and descriptions to the zombiepedia
Got it! I was wondering why some were leveled and others were not. Didn't put 2 and 2 together. Thanks!
the damage tags? they are in the zombiepedia
I must have missed them, mb
does the engineer shield cooldown starts after its duration is over ??
current i do have 19,5sec uptime and 19,44cooldown which in my head should be permanent uptime then but it isnt
what do i level first with huntress? she felt so bad even worse than my first swat run xD
or do i need to stop at multishot? explosives are weird kinda
For huntress, normally I go multishot, then frozen arrows and she's a 2nd or 3rd pick. Swat/Tank are my main go to DPS at the moment. Not my best but the only screenshot I have at the moment.
same. Huntress as main DPS. She was first,medic second,Ghost last. max beartraps(frost) +arrow rain(infinite). do not forgot about Bow(frost). Arrow rain was infinite with Max Meta + badge duration. Im also add some duration from Mtraning and i take a Crab +slingshot for Arrow rain and Bow. Ghost have only pulsar push back, medic stim pack(its do not work rigth now) for armor + 21 and weapon for tags.
@crystal fog Pease Fix Spim pack, Furi, Electric Shield. They all do not work correctly when you have Some CDR and Duration. If shield some times some how switch on..... Furi totaly breake and not work , Spimpack can only give armor or 10% heal other Stimpack stuff do not work. Also Rocket launcher do not have Attack speed when have magazin and attack speed do not work on it.
For Pyro and the Inferax, do you want attack speed or cool down reduction? Right now neither really seem to be speeding it up?
whatever stat is listed on the weapon
Infernax doesn’t use attack speed, just get cooldown reduction for it.
What’s the thinking about hotaru
If a weapon is single shot/melee there’s no attack time between shots to speed up, it just attacks and then goes straight to reloading, so for anything without a mag, be in an axe or huntress you just want to speed up the reload with cooldown reduction. There’s also odd interactions with lasers and other weapons that don’t have an attack speed stat so can’t get it boosted.
I’m not even sure if the rocket launcher lacking attack speed is a bug or the game just being very weird because I don’t think the tier 2 shotgun has it either.
Regardless it really should get it
I heard they intend to combine attack speed/weapon cooldown in some way in the future which would great, it’s needlessly complicated atm
So on the steam deck, I can see the damage tags on each weapon. But can't mouse over them or click them using the touch screen to get the same information that I can get in the game by doing the same.
I wasn’t looking at my screen after starting a run, died without upgrading anything(the first time without anything at all, the second test run after I noticed the glitch only putting a point in 1 skill)
For some reason my weapon is listed as this?
It’s probably sniper rifle because that’s the last thing I was actually using on my prior run but there’s a chance that’s just a coincidence
I say glitch but it seems almost like an intentional joke I’m not sure why a glitch would end up like that(the whole “anotherstat” “yet another stat” part) so idk
@grave bronze oh meant to ping you thought you’d find this funny 😆
Tried switching to engineer and dying without doing anything, same weapon was there
That's pretty good. I'm sure it's an Easter egg callback to the game's name.
Also I have to ask what’s the flag in your account description mean
I assume it’s your country but I don’t know flags at all, so which one?
Nah, I'm in the USA. I'll PM you, as some may take it as political.
Hmm so will we maybe get a patch tomorrow(well barely tomorrow in my time zone)
I was assuming the devs don’t work on the weekends and I remember them saying next week after the first hot fix on Friday?
I'd like it, but I don't think it'll address anything we've sent over the weekend. AGS seems to, yeah, they take their weekends off. And I appreciate that they do that.
Despite wanting all the bugs fixed now. 😄
Mhm gotta be patient
The bug that’s bothering me the most rn is the cooldown in the skill trees being reversed on weapons
What’s your bane atm?
I ended up having a whoooole bunch of things to do this weekend, but I'm kinda glad because I really wanted to push with Medic and I think she's got a good selection of bugs right now.
yeah, stimpack doesn’t do the weapon cooldown or attack speed
So, before the private beta went public it was only giving 0.25% to both of them. I wonder if they only corrected it in the text and not the application.
And apparently, and I didn’t realize this was why i ended up with 600 armor, with enough cooldown and duration it procs multiple times which makes me very sad the weapon cooldown isn’t working rn because that would be very funny if that part worked but this glitch stayed
Lol, yeah. I wanna run her solo without the infinite armor bug just for the challenge. I might not make it through two minutes at difficulty 2, but I wanna try!
Oh, just discovered a small nitpick
Zombiepedia doesn’t list projectiles for medic tier 3
Even though they added the final level to add a second this patch
It’s funny, they’re still really bad but they genuinely did buff all her weapons massively this patch
Besides maybe the hand gun but I can’t remember the stats on that I think it still got better?
default no pain no gain seems better than both evolutions
Hrm. Maybe I'll have a chance Tuesday night.
Reverse is pretty good at least if you’re using medic, I wasn’t a big fan of it when the numbers were mediocre when the skill tree wasn’t working but now 50% on everything fairly consistently is very solid
Number wise you have to keep your hp at around 33% percent to be better with default than reverse at full hp
Though reverse has the issue of crumbling if you do get damaged of course.
Yeah, if you're constantly struggling, Reverse is bad. But if you're in a good place and keep high hp, Reverse helps you maintain that.
I would be very happy to run commando with medic if it actually worked, since health pack breaks it to just be default that also stops your hp atm
trying to get frozen heart with engineer with the corrosive electrocute.... and abuse the hell out of it
ghost feels too weak to even start with in a game at difficulty 2, lol
Definitely rather odd, not sure how I feel about him
For a lot of characters it’s obvious what ability I should rush to abuse but I never really know what to do with ghost
I guess boosting bleed is cool
Electric is weird because it seems to hardly benefit from tags at all beyond damage and chance to inflict
Stun time doesn’t change, and the rate of the 5% rate of the bolt doesn’t either just the damage
katana works okay, but he feels so far behind mid game
i want to do a game going heavy into one element like slash or kinetic
That reminds me, I’m surprised we don’t have a stat for how much kinetic 10+ reduces enemy damage, I suppose we are just to assume it’s the same as the rate it increases their damage taken?
I think it varies based on kinetic level. I want to say I saw 22% - 30% last game
now that the map and difficutly modifyers work correctly, make the money and specilization badge a final multiplyer for those, else its a little sad and useless
Hey after playing a lot more and unlocking characters a bit more, from about level 30 to 50, I am having a lot more success
But the difficulty still scales a bit too much too quick I feel. Is there an easy way to reset progress without losing my current save so I can try from the beginning?
And I can't remember who but the guy who has been giving tons of tips definitely was onto something with the way he was building, I Think it just took a minute to adjust to the new build from the old playstyle for it to click
but either way, I'm still loving the patch. the first map seems to be the most difficult. I am having an easier time on map 3 than map 1.
please add a unicorn somewhere in the game even if it's just a future icon for something so my daughter will stop asking. We were at gamestop yesterday and she wanted her own controller and she picked out the candy con faceplate with the zombie because it looked like this game https://www.gamestop.com/gaming-accessories/controllers/nintendo-switch/products/candy-con-monster-jam-son-uva-combo-pack-licensed-controller-kit/408902.html
i be waiting for fix....i really wana try explosive build with Bow and rocket launcher.....and to be good its requares Stimpack or Furi... and also rocket launcher....but all of this need fix 😢 its be nice when some one ping me here when its come...

Thank you all for your reports, feedback, suggestions and bug hunting!
We've collected all the information you've given us so far (there's a lot!) and will be working on the next hotfixes soon.
Unfortunately, this one might take a little longer, depending on the situation, as 1/3 of the studio members caught a cold this weekend and need a little more rest.
Anyway, I want to let you know that we're grateful as always and I assure you that we'll be fixing the bugs and improving the overall gameplay feel 🫡
Also, hey @torn bluff & @grave bronze, thanks for your research on the Zugzwang issue!
There were no crash logs because you had no crashes 😅 The normal log file is at: %AppData%\..\LocalLow\Awesome Games Studio\Yet Another Zombie Survivors\Player.logbut we also always receive it in every F8 feedback report, so there's usually no need to search it by hand (except for when the game crashes).
Excellent.
That makes sense! And good to know that the F8 report is actually useful. I think I got conditioned to just ignore in-app reporting at some point.
Oh, and well wishes to the team, of course!
But then again… if they turn into zombies, they don’t have to sleep and can work 24 hours a day, right?
Do you have to pay zombies over there…?
Is it ok to send "we love this and you" via f8 or does that spam and make it harder for you to sort through? Or do you like praise there?
hey zombies have rights too
i think
when the duratiuon is jsut a little over the cooldwon the abilities sometimes bug out and u font get a refresh. mostly only the shield tho, notht he green buffsa above the heads
I can tell you more about that bug. my stim pack break not in this moment
its breaks when it was active , im level it up. Buff still on me, BUT becaus level up refresh Cooldown of ability, my stimpack was refreshet and try to activate in time when buff was on me. and In this moment Stimpack break
and i was way before duration on stats was close to cooldown time
btw finnaly i got this . lvl 100 with No explotes,no bugs,no OP weapons(like a Tank base shot gun), no op items. only with down side with broken stimpack
yes. base shotgun is totaly broke game rigth now. cuz its have REALY high base damage .only down side is Realod. but its realy fast can be grows to make this base shotgun clean all screen 50m strait in endless
I don't like her visually and the sound you get from multishot on is really awful annoying
and this is so...uselles....21...
I do not. Toxic pretty solid debuff.specialy after reaching 10 tags. cuz its Blow up and apply effect on others. Slow effect. its really really really helpfull when zombie run cross all screen in second after 40m
so all medic kit actually about supporting.and she make this realy good as Crowncontroll, resurection, buff,healing and damage dealer in middle game.
Damn I really need to sleep, but u made me sooo curious bout the shotgun thing
I'll try another 30m run now rip sleep
xDD
wasnt rally good
i also tried it in green hell, but meh, not worht the sleep delay
grenn hell you really need the engineer shield
i actualy do not EVER take another Evo
im 100% take Frost shield
IF i take engi in team
What I've got so far. Still working.
how do I know which abilities the area upgrade applies to?
and does stimpack apply only to the medic?
for items like magical hat, which grants a +4 if you had some of those tags at teh time of taking hte item, wwhat happens if you then switch out the item?
or for the gems, if you later get another different tag with +3
like i thought duck tape would change effects, but realized its locked at the time i get it
abilities that have area listed in their stats
i probably make a pause with game before fix. cuz i really wanna try some build but some parts a need fix.
TY devs for money Fix. its really helps.
Im realy try max progression 303(365cap) General and average character lvl is 150(173cap)
does range count?
not sure
range is new in 0.7, not sure how that crosses over with area
most circular placed abilities scale with area
most/if not all
Upgrades apply to character or all of them depends on source. After that game look at ability what character have. and apply % to every ability separately.
As example you have 150 range% .if ability have BASE range 5 its be 7,5.
you upgrade ability now its base 6. then it became range 9.
You can trick the game into giving you an extra upgrade choice for military training if you ban one, go to the survivor select screen, then go back to the choose a military training option
Its realy clean to see in Engi turret or in Huntress rain
ring of power seems stuck at 40% for me for some reason
Now game about choose and thinking about what you wana. Its no longer brainless upgrade from military training. Player can benefit what he exactly build More and in current character or can waste
its have bug rigth now. its already in work to fix. some times ring even do not give 10%
Player can EASY waste military training. Like... giving weapon attack speed for Huntress Bow. Bow do not have attack speed at all.
or... giving range to Tank when he have only mines and bombardment (cuz explosions scaling range from Explosion tag but not from ability range)
i really like how Deep game became and challenging in hardest difficulty. Cuz before its was just shot fun run once upon a time. Now i realy wana progress, realy wana win and create my own win conditions
To be clear (in case you didn’t hear yet) the reason base shotgun is better then pump is because if a weapon doesn’t have extra bullets in it’s magazine like the pyro axes for instance it immediately goes from attacking to reloading back to attacking as opposed to having time between the multiple shots in the mag.
In theory that shouldn’t be better but in practice weapon cooldown is far more stackable then attack speed
Pump is especially bad with attack rate since iirc it doesn’t have an attack speed stat so doesn’t even get those boosts
Devs said they’ll combine attack speed and weapon cooldown eventually but that might not be for a long time
they just need change it to this
and all problems with this be over
do you like congration letter more or bells and whistles?
i think theres a bug, i cant banish/lockdown even after i got rid of bells and whistles
thats on fix progress too. i prefer letter. Cuz all 4 chooses a Rare and you can choose at least some thing average or good to you, when bells can give you ONE big but uselless to your current build stat and its be almost waste of Mtraning. cuz you already have choose only from 3 options ( 1 is locked)
Letter is probably the one item I care about having the most atm
Particularly if you get it early
for me best item is woodenstik
I like that a lot if I can get it in the first 2 boxes, though I replace it once I can get 6 items
if i get it as first item...its win condition 100% for me. cuz im outscale enemy with maxed ability + stats
Im all time take it. cuz its free 20%,unless its last item what i take
second best for me its Guitar. Cuz its free roll for everythink. Its tremendesly help every were
Definitely a big fan of guitar too
For me early guitar + letter almost guarantees a very good run since the odds of getting 20% cooldown from every military training are very good
Sugar Rush feels borderline mandatory. Killing Frenzy every time you kill a boss, and with the boss spawn rate increasing over time, it becomes STRONGER as time goes on? I'll replace pretty much anything for it.
3rd place is this big boy
because im Fan of woodenstik, im usualy have 3-5 debufs cuz can leveling free
Killing frenzy doesn’t stack though does it? And I think it’s like 50% weapon cooldown(though it gives attack speed too iirc?) I prefer the other item(I remember now it’s coffee cup) that gives 20% weapon cooldown for 10 seconds each boss kill and can stack to 100%
its REALY cool item specialy in the end.agree.cuz you 100% under Frenzy
Coffecup
I might be forgetting what else killing frenzy does though if anyone has the exact numbers on it
That cool too. But its depends on weapon choose. For Pyro axe, Ghost,Bow, Blaster its realy cool
I mostly have a high opinion of it because I used it with tier 1 shotgun 
thats items also mandatory. cuz they change way how tags works tremendosly
Ehh, I find the ones that double length somewhat pointless on the statuses that last 5 seconds
Only nails a bad
Although the +4 is still nice
Do you know if an enemy can only have a status once? Because if so they’re a lot less worthless in that aspect if not I’m not sure what stops them from getting it again immediately after?
Doubling the stun time for electric is kind of neat though
I find increasing duration realy cool. specialy for toxic and Frost. cuz its decrease Hord number what run to player. Frost just have low chance to apply and low duration, its nessesary every effect on every enemy, same about toxic. Both debuff a slow down. For Frost its important specialy cuz this item
and most hord became a slowed and frozen with duration
im not actualy try hard engi on Diff 3 endless to say some thing about
Hm, haven’t messed around with it much, although it felt like engineer was able to freeze everything even without any items with the ice field/turrets
i wait fix for stimpack and Furi. Cuz i realy like blaster and its need reload and attack speed for better realization
He realy cool as Crowncontrol in End. Elecro stun + Freeze from turrets and from shield do big work
also AoE damage from tag is realy big
It’s just awkward since 6 items feels so competitive so I can’t usually fit the element items
laser + electro transfer item make a carnage
Oh I just noticed they added a exp modifier to jewel of death, that’s funny.
My idea about itemization realy nich. I wana 7th slot. BUT items in this slot a limited. And this be Buff/survival items slot. Not so strong but niche.
That would be cool.
I’ve been starting to really like solar panel, especially since I’ve been bringing crit badge
stracher, magazine,Guitar,bun hammer,heavy metal,hit track. items like this
Hit track is weird because it seems really good on map 2 with the spiders but almost useless on map 1 besides the 20 speed
But I do grab it in the desert.
Cuz i just wana them...but i just do not have space for them cuz another items much more important and with out any of them i die in next 10 second cuz my damage or crowncontrol go down
Mhm
i also kinda...little cheating. i do not do some atchivements...cuz i do not wana increase my item pull)
i know Potato give item. and That item give player Mtraning,EXP for every skip. i think this must be by default.
Mhm
Cuz its little a bad felling when you skip item choose. cuz you already have all what need
Looks fun, I haven’t used it since it’s not in endless
its... too low impact to be honest
i can not free space for that item. BUT if it be...#1285959697043689545 message i probably can take it
0.5% xp, 0.2% cash and 0.1 military training for skipping a level up isn’t much. But 2.5% xp, 1% cash, and half a military training for every item skipped is quite respectable.
i do not even image some one who skip Level-up 🤣
Yeah, definitely isn’t worth it.
BUT Skip on military traning....for 50% m traning. Souds not so bad.
but...even 50%....i say NO. cuz its any way stats what i can put some thing even average for survivals
only ONE situation when i can skip. Its bells +leter + this item. BUT i can not image situation when i survive having 3 slots wasted
but.....sounds intresting for endless runs to try
cuz Legendary = x2 Rare. If i find legendary,its compinsate ONE skip.But question is...i need this totaly random legendary or not
leter probably must have. cuz its stupidly double stats from Mtraning just by changing rarity
Yeah it’s just really unfortunate they don’t let you get it on endless, I would love it otherwise for the items if nothing else
There’s been a slight increase in activity in this beta.
Hm, what about steam player base numbers? oh from what I looked up those aren’t so amazing, but oh well, at least we are talking here
Beta test discussion first, then Steam.
I’m just happy to see so much for Kala and team to wade through. 😆
I worry they won’t see all the bugs we found with the clutter we place around them 😆
Hah, definitely a risk.
is there any way to enable the test branch on geforce now? i just bought it so havent experimented much yet
I would love to help you, if I knew absolutely anything at all about the topic you need help with, so I will just have to watch, being useless, but Good luck!
Same here, sorry. I have no idea. Hopefully, one of the team can help you in their tomorrow.
Game crashed twice now green hell difficulty III completion. Not sure why... on the steam deck
yeah i can kinda see that, aspecially with the weapon cdr badge im super fast at 90% before the star powerup
still was shit in green hell ^^ or i was too tired
ill keep going there with the protection shield and automatic turrets combined with medic, last time i died at 29:43... i just want the camping item
Mhm if you think about it that’s 10 times faster than base attacks on a weapon constantly reloading, while even if you somehow reached the attack speed cap(500% unless they changed it) that’s only 5 times faster
Also mod chip weirdly gives 0.4 cooldown per point but only 0.2 attack speed iirc(might be misremembering numbers but I know it’s twice as much)
but on theother hand the minigun generall yhad a higher dps anyways. do 10 times 1 is less than 5 times 3
donno, i like the minigun overall
I’m not sure, it’s awkward to tell, I don’t know if it’s actually better or worse but I don’t like how it locks onto specific targets as opposed to spread damage, which also means it doesn’t inflict injured as well for your other weapons/abilities
For beating green hill did you already try the fury unleashed medic glitch or are you not willing to use it(fair if so)?
because if you wanted to get it over with that’s a very easy way 😆
what glich?
i like gliches if it makes me just get that dang item ^^
maybe dm so they dont know bout it and patch it 😛
Okay so if you have the medic synergy on tank you get +5/s hp every time fury unleashed procs
EVERY TIME.
So you get your stats looking like this
Sometimes it doesn’t work immediately
I’m not sure if you need to have enough cooldown/duration that you have it always on but I think so?
thats interesting to be immediately max hp again
i anyways make it always be up with the teamwide buff, another tank swat medic run then
Yeah, that weird number happens at 1000 and I think it caps at being 1000 but with that much healing it’s hard to tell if it’s going up invisibly past then
well i guess 1000 per second is sufficient xD
plz no hotfix till this evening 😛
how long did u go with that?
also I unfortunately already ended up making it public information so the perfect world is already ruined
About an hour and a half
yeah wish i had done it also immediately when the heal drone was buged and had invincible cd of 0.1 secs right at release
Long enough to see that the max horde stats are about the same as they are last patch except movement speed is 275% when I think it was 255% before but I still don’t understand if those stats go up invisibly
now i really wann ago home again 😦 rip work
Unfortunate
I don't see much increase in area, if any at all, when stacking explosive tag and Ability area. I did a run with tank and huntress maxing both stats.
From my understanding it might only affect abilities that have range listed? I mostly notice it on the electric turret/shield
yes, i think they said that you can increase only the stats listed on an ability, those are all they are affected by
Sorry, not an option. We read everything 
I believe this isn't possible, sorry. But no worries, the stable 0.7 will be there day one
Sorry about that! Taking crash logs from Steam Deck might be a tough call, especially if you don't have any file transfer systems set up between SD and another device (but let me know if you do). Were you playing with the same Survivors, picking the same weapon/ability options? If so, one of them could be the culprit 🤔
Sorry for the incoming essay but I just wanted to put everything into one post 😭
Now that certain abilities have been fixed and I'm no longer relying on the broken abilities from the private beta I must say that the game is much, much harder. My general tree is at level 278 and survivors are 100+ so I can freely switch between their abilities when needed to test a build.
Characters like Pyro or Ghost are almost impossible as starters on Difficulty 3. Ricochet Swat and Fury Unleashed Minigun only Tank are kings. Medic, although her healing is very weak, she is a must-have due to her drone being able to block one instance of damage and her stimpack (either evolution is good).
Some items that are supposed to make us more tanky are not making enough of an impact to choose them over offensive options. For example Frozen Heart - instead of 1HP/1Armour, I'd be more inclined if it gave 1% instead. It's completely overshadowed by Glass of Milk anyway. Damage tanking builds are not really feasible because of how little healing we get to begin with.
Any abilities or items that require standing still are useless, no game mode, maybe with the exception of Extermination between stages, does not allow the player to chill in a spot for longer than 3 seconds.
Although Money gains were fixed, grinding on harder maps and higher difficulties is counter productive. Without general skill tree upgrades you can forget about making any significant progress on Green Hell D3 so I'm back to grinding easier maps instead.
Also, now that the honey moon period with the update is over, I'm leaning towards not enjoying the separate upgrades. Adding more than one character into the team feels like I'm actually getting weaker because of having to split the stats. Since we can't banish them there are times when a level up feels worthless because I can only choose upgrades that are irrelevant for my build.
Although my message may seem negative, I still think that this update is a fantastic addition and great groundwork for future tweaks/systems 🔥
Thanks @keen gale for this summary. I agree with mostly everything, and can assure you we'll working on tweaking the update to minimize issues related to it. For example, we currently plan to lower the difficulty quite a bit, add missing team-wide stat upgrades to the runs, and make it so the per-Survivor Military Training upgrades also grant some bonuses to other team members in addition to the one Survivor you're selecting. Once the difficulty is in the right spot, we'll have a second look at the reward modifiers to make sure they're in the right "risk & reward" place they should be
Also, 8 item slots sound fun 
Have you considered adding item slots based on the number of internal characters and the way external characters soar
Now the items are always so efficient and dilemma, I can only choose a part of my most need rather than I want XD
As pyro take molotow and level it up to spray . as ghost take any ability first. i prefer pulsar. Ghost realy easy to start . better only tank
Pyro becomes extremely weak as soon as you have to level him up through the blow-torch phase 😭
Sometimes I feel like the blowtorch should be his first weapon
Pyro not weak pal. Pyro about ability damage and fire. Blow torch need to kill FAT targets in early game when Firewalk and Molotov killing usual enemy.
if you level up weapon first on pyro before you have at least ONE evo on ability you just overwhelmed by swarm
We might introduce a separate system in the future that'll take the number of Survivors in your team into account, but we'll most likely keep the number of item slots same for every team size to promote more build variety
About Pyro, we've boosted the Blowtorch to be stronger in more than one way since the 0.6, but we'll be also taking a second look at its performance after the difficulty tweaks are done
I think it's the sudden lack of AoE that just makes it feel weak. Damage number wise it may be good but it's the utility aspect for me that's a priority
I agree on despising blowtorch
These changes sound amazing, if you don’t mind me asking when would the next hotfix be expected? (I don’t mean for any of these changes I knew this is farther in the future stuff but just for the bug fixes) no pressure if it’s not for a while
Hard to say, somewhere between tomorrow and Friday. Seasonal colds are a nasty bunch 🥲
Understood, thank you for replying.
I think it was tank, medic, engineer. It crashed the whole steam deck. Required a hard restart. I could try recreating it on PC, but my PC is much more powerful
the syringe does more damage than the chemical flask? ill jsut stay a lil longer with it then for the 1000000 chemic damage
i did my 30 mins, ill afk now and see how far this goes ^^
main reason I find to upgrade it is to keep boosting electrocute: venomous and the nuclear bomb
Good luck, shame it stops when enemies one shot
see how long that takes with 175 armor
im sure tho that minigun is better than the shotgun tho, rn this is a firerate of 11 for 80 dmg, i think the minigun has 20 for 200 dmg base, then i also have witht he buffs over 200% fire rate. with the minigun thats 200 times 42 so 8400, with the shotgun 10 pellets times 11 times 80 is 8800. that dmg isnt focused on purely 1 enemy tho, and doesnt really scale any further with the weapon crd, while minigun can get a lot more benefit from firerate. and the 0.2 secs reload on the minigun dont matter anymore too. minigun also has more range and while leveling it u get more kinec for even more dmg
and my game jsut crashed lol
I was glitched to 625 armor and it still happened by an hour and a half so not sure exactly when the point is depends on the attack though.
That’s interesting, the other guy was just talking about green hill crashing right?
GREEN HELL CRASHING
Minigun has only 80 base damage not 200
Not sure what’s better overall though
Idk, max rocket launcher is 350 so wasn’t that number
then its half the dmg of the shotgun actually, interesting
AR is also only 100, weird
rocket launcher could be fun too tho if you have that hard reductiuon
Yeah, it’s just weird since iirc it fires slow and it doesn’t have a attack speed stat, but maybe still good overall, haven’t used it much
Hey! That's not a crash, it's a freeze (or rather a perm-freeze). The game won't generate crash logs when this happens (as it's not a crash per se). Sorry, could you send us your player.log file (if the F8 feedback reported doesn't work)? You'll find it by going into this directory (it resets every time you restart the game so it needs to be saved/send before you restart YAZS): %AppData%\..\LocalLow\Awesome Games Studio\Yet Another Zombie Survivors\
A similar issue was happening before with Tank & Huntress, but we've hotfix'd that. We'll need to look deeper into what caused this one, thanks for letting us know about this
that was shortly after getting the enginerr
ill dm u agian
permafreeze is what I had on green hell, as well
Thanks for the info. While it's not good that you had to experience this, that's actually good that it didn't crash. These issues are easier to troubleshoot and fix, especially in cases when you're still able to use the F8 feedback form (this one is tricky on Steam Deck, as it would require a rebind in "Remap controls" and doesn't correctly support gamepads just yet).
Ahhh, that’s why I couldn’t find the crash log for mine. Mine were also freezes (though the sound did anything but). Sorry, I didn’t even think it might be a terminology confusion.
To be fair (on myself), it’s been literally 25 years since I actually did QA for a living.
Yup! No problem. We didn't have such issues before this beta so we've been confused as well. In short, crash is when the game closes to desktop by itself and/or displays the Crash handler window about the game stopping working (from Unity)
When it hangs forever, but it doesn't close, and especially when you're still able to use some of its function, it's more of a freeze 
All in all, these issues are most likely from bugs with Survivor's synergies, we'll be sure to stomp them out before the 0.7 stable 🫡
im not play 0.6 before. im today all day play it after i almost maxed any thing in 0.7.
i wana say realy big difference between 0.6 and 0.7. And i understand why ppl mad at armor. but problem not in armor in 0.7
Most common problem its Experince what player get. usualy i almost maxed any thing to 20 min endless in 0.6 and its need near 60 lvl to build work.
To make build work in 0.7 player need some thing near lvl 90. But its WAY more than 40m.
This issue make realy big trouble in Setup building. Cuz player need more levels to max ability. its 5 insted of 4 (25% increasing).
and becaus of this all synergy tag system work not so well.
Another big difference its ...Base enemy damage. im take 65% armor 0.6 its same as 200 armor in 0.7
40m mark in 0.6 enemy Juger charge do to me 450 damage.
Ask some how many damage players take after 30m mark from usual zombie and from bosses.
And thats not all. cuz player can not get move speed overall game play became more danger cuz enemy just move faster then player.
and what we have.
player just can not complite synergy and build in 0.7 just cuz player need MORE level ups cuz every ability now have 5 upgrades. Thats hurts CORE new tag and synergy system and increasing difficulty.Cuz player just do not do damage and do not have ANOTHE source of damage(anothe ability). In feelings in 0.7 player need deal MUCH more damage to enemy, when he became weaker.
Enemy became MUCH stronger and its shut down Moment to reach point when build start working.
Also player have less mobility options to avoid damage survive to point when build start working.
Also cuz meta progression healing was NERFED dramatically player must hardly avoid damage in general, but becaus any thing above this became EXTREMELY important.
Also its not all. because player start play more carefully ...he can not even affort risk to collect experience, BUT in 0.6 magnets solve this. in 0.7 magnets REALLY rare.
i think first step to solve balance must be in exp ration. cuz with out it, Core system with tags and synergy do not work well.And its just do not fun at all play just a HALVE build insted of complete.usual player never reach point when he have full build rigth now.
Second its decreasing enemy damage at least on 10%-20% in BASE or decreasing Scaling value on same number,and decreasing move speed scaling value on same 10-20%.
This video show what im talking about. 36m mark. its not even close to full build in lvl 75.
Tank need level up weapons 4 times +10 point for 2 abilitys.
medic need level up weapon and 4times +1 point in 21
Engi need level up weapon 11 times. +18 points for 4 ability.
36m mark do not give exp to fully complete even 2 survivors.
when in 0.6 version player almost maxed to 20m and maxed to 30m
and start slowly increasing from General stats from level ups.
in 0.7 moment when player start increasing from General stats is UNREACHABLE. cuz its above 45m-50m (depends on group) to max survivors because its need level 96.( 3 weapons 36 levels, 4 ability/character 5 levels each its 60 levels)
For usual run when player have 20m... its any point to take 3rd survivor? its raise difficulty but do not give any think,because previous 2 not even close to complite their synergy and tags to work. And because Personal Mtraning , its even worse situation with this.
One more bug. Separately Strecher and drone works fine. But Together..... (its 0 Hp regen currently from Meta)
the badges you can equip before a mission are cool.. but it's pretty hard to not take XP / Money / movement speed / armor HP every time
agree. Cuz current problem in 0.7 its shortage of experience, low move speed compare to enemy, 4 times less HP regen and Enemy scailing very High.
All what you write was nerfed hardly.
Only money problem was solved
yeah - could run dodge instead of money, I've done that a few times. But I don't see a lot of benefit to taking ones that improve tags, health regen, etc. medic health drone is also useless without making it full time healing mode. I think these effects should both just be permanent regardless of moving / stopping. But a shield as an ultimate is cool, so maybe just something cooler for the attack drone ultimate. Vampire book is basically required for every build unless you are using medic and tank... which is an exploit. Ghost feels extremely weak now, and I want to do a slash build, but he just doesn't hack it compared to tank or Pyro. It would be cool to have another class with Slash and/or explosive options so you could make a better specialist build.
The crystal items are pretty powerful when you make a non-specialist build. I had one run with crazy amount of area for the pyro/tank/engineer, and it was awesome fun.
I think some ultimate upgrades could use some balancing, many of them are just a "no brainer" to pick over the others.
I could see making certain niche builds for fun with weird items like pickup radius affecting ability area, runspeed, or white items with the money item.
Anyone knows what the potato does? is it intentional to be like this? blurred.
I think it goes with the Lighter, as it mentions a potato in its text, but I haven't figure it out yet.
Kinetic build is pretty strong as it adds a new way to get damage reduction. Not sure how much damage reduction you get, but having 50+ kinetic tags it injurs everything almost instantly
Text says
xxxxxxx 100% chance to become xxxxxxx instead
i been trying to get every possible combo with it but no luck so far
used to be an item to get for a hidden achievement on Act 2, so I would only bother with it there for now. but they may have changed it.
I also wonder if it's related to the death / life jewel. Maybe potato makes you get another life jewel when you die instead of a death jewel
its give item. take potato once. to resive it.
What is the item?
Yeah I remeber that and have done it, to get 3 iirc then rabbit appears.
I can not show you now. look atchivements. you can find it in atchivements in game
its give item about skip
Ghost main bleed DPS build accepted.Im try do some thing intresting. But any way for me ghost do not feels weak at all.Kunai +wind cutter make huge chunk of damage pie and both is Bleed damage) we all waiting fix for Stippack,furi and synergy between them +Engi shield.
its 4run in 2 man team.
so 2 weapons (24 levels) +8 ability (40 levels). im only 3 levels take a Stats from level ups.
Diff 2 green hills.
Feels WAY more better and balance in team with only 2 survivors.
Experince gain exacly how its need and little ahead.
Also itemization feels balanced EXACLY for 2 survivors. Cuz you compliments 2 damage types with 2 items each, and 2 slot for some thing .
Look and Feels like All game rigth now balanced only for 2 survivors. not for 3.
cuz player do not have exp to level ability, but if you take 3rd survivor you can not level up ANYthing for him.You do not have slots for items and dificulty rise up in to the space.
So if player take 3rd survivor
- he uselles in terms of usable stuff cuz no levels for him,becaus Exp shortage. That why woodnstik BEST GAME ITEM. With this item you can level up some thing to 3rd survivor.
- he sabotage Upgrades ,cuz its just uselles gun and 4 uselles ability appears every level up. But in current version player MUST have Evolution as fast as can, or He be outscaled by enemy.
- Even if player wana stuff from 3rd survivor, player do not have so much rerols for that becaus Need evolutions as fast as it can be, that why guitar one of the best items in game.
- 3rd survivor Rise up difficulty. and THAST point were Hp regen shortage feels,and were enemy start hiting like a Truck, and too many of them to player can handle it.
.
Best adwise rigth now for new player in this 0.7 version. DO NOT TAKE 3rd survivor in any case.its not worth it.Game not balanced for 3rd one
on a 20 minute game, yeah that's fairly accurate. Or you can just use abilities / weapons on each class
More i play 2 survivors more i can enjoy. Cuz game hard but fair enouph
looks like 3rd survivor need only for endless mode and only above 20m player can take him
Do we know what the scaling is for additional survivors, or by how much it ramps up? (And what it affects?)
just try make a 3-4 runs with 2 survivors only on 3rd difficulty, and after that try 3 survivors on same map
idk how its scails in numbers.But 3 survivors feels like .... carnage every time.
But when i go 2, its realy good.
Yeah, don't think I like that, lol. I want it to be the same difficulty independent of how many survivors, and if I choose to run with less, that's on me.
but actualy rigth now player just do not have ANY thing to difficulty be same.
in my opinion. game feels like it was designed only for 2 survivors in EVERY point
Starting with experience amount,item counts,badges, enemy count, enemy scaling, suriveability in run and ending with personal stat upgrades, and Upgrade window on level up
Cuz when you have 3 survivors....leveling exacly what you need becomes SOOO hard. And personal stats upgrade after you maxed...just mess...
I'm ambivalent and lacking context at the same time. I haven't actually tried higher difficulty since it was introduced. I reset my progress shortly after I started on 0.7, then worked my way up to see how that felt. I liked it.
When I set off to push the more difficult content, I hit a time crunch. And then the slew of bugs hit, and I wanted to wait for that.
From what I've played, I don't agree on the intent being 2 survivors. But... I've only played difficulty 1, the only difficulty that previously existed. And I suspect that's where their balancing touchstone is at, because they've got the most time with that one difficulty. New balancing challenges arise when you make something more difficult.
im start with survivors lvl 10, 2 of them was lvl 20. i was 110 general level.
now average survivor level is 160. Huntress maxed and im
and im play diff 2 and dif 3 endless and usual run. just like scientist exploring builds and combinations
Even 1st difficulty rigth now do not have experience drop for even 2 survivors
BUT today i played 0.6 and all be fine with experince drop for 3 survivors
Hm. Unless something dramatically changed since I played last, I have to disagree there. I may not have been able to upgrade every ability and weapon of all three survivors, but at no point did I feel like I had to banish an ability or that I needed to upgrade everything.
Some things just didn't get upgraded before the run ended. I was fine with that and the RNG of what was offered added a little obstacle/challenge now and then.
(Because I also rarely, very rarely rerolled.)
In current game changes player NEED upgrade suff. cuz game core around synergy,evolutions what adds tags to synergyze, and Tags sistem
also rigth now player WANA upgrade ability to full as fast as can. Cuz difference between lvl 4 and lvl 5 its 4-5 more damage
and also rigth now is a HUGE difference between ability lvl 1 and lvl 4
in all stats and its INSANE difference
Man, my playstyle would kill you. Might literally make you gasp into oblivion. 😆
let i just show you. give me 3 min
No need.
I think we play different and there's no sense trying to convince me how I have fun is wrong.
Please stop, lol.
I mean no disrespect, but you're trying to show me something I already understand and which I -- in my own play -- just don't care about.
It's certainly something for the devs to pay attention to. It might be their intended balance or they may want to adjust it. But it's not showing me anything.
i can agree.But we play actually really different game. im play around builds and how they work. and game rigth now do not give me even oportunity to actualy make build. cuz only higher difficulty offer more experince drop to can make thing happens.
But game not balance now for what its offer to player
Haha, that's why I said you'd be appalled.
So. When I start up a game and I do not have a specific goal, I play by these rules on level-up.
- Left-most new ability.
- Left-most highest level weapon.
- Left-most highest level ability.
For survivors, I just pick the one on the left (most of the time.)
When I get items, MT, or infinite leveling, I do cater those to the specifics of my team.
(I also have rules for how I spend cash on general upgrades and specialization points on survivor skills. 😆 )
@grave bronze You are making my spine tingle talking like that but I dig that you have your own style and can't fault you lol
Is it because you play using one hand and a controller?
Nah. I just like processes.
I see how game changed. cuz i play it probably...year ago or even more.
And game changed a lot. i see so many different variations, setups.opportunity to play, and i wanna try them all.But i literally can not even touch all of this just because ....game not balanced to do this any more.i can not level stuff what i wana and how i wana. i do not even have so much experince drop to build have all what it need.
thats make me realy sad.
Oh, and random. I also like random.
Well, while you're in between these builds where you've already figured out the limits and they're mostly bugs, why don't you try my "take the random and like it" style? 😄
im scientist) its not work for my brain in this type of games 😅
in previos versions i can play like you. But when variations comes...i cant)
i need to try EVERY single variation)
Well, just make sure you're not putting yourself in a rut! I've discovered quite a few things that surprised me.
ty mate) Have a fun with this awesome game) at least some one can fully enjoy it)
This is a video from the internet, note that life regeneration is +774/s. I'm at level 187 if I'm not mistaken, regardless of whether I put health regeneration in the medication drone's status, it's no more than +10/s, being +5 from the general skill tree and +5 from the doctor's skill tree.
Not until those bugs are gone! I don't enjoy broken abilities, even when they're in favor of the player. Especially when they're as broken as the stacking health regen and armor bugs are/were. I couldn't play medic or pyro with them and still have much fun. (I'd have some, but would get bored pretty quickly.)
For you...? Pretty much the same, I wager. Wait until the next batch of fixes, then find what builds got broken and what new builds got enabled, yeah?
Ahhh, yeah. That's one of those broken things. The 774/s is wrong, not the 10/s. 😆
its Bug between Tank Furi unlesh and Medic. Synergy.Devs work to fix it
oh yes, I thought it was bugged, my characters didn't heal at all lol, thank you. ^^
if you select a military upgrade that puts it at the value of or exceeds 99% weapon cooldown, that upgrade will instead be a negative increase
@grave bronze random rant but It’s very odd that critical chance has diminishing returns at all.
Everything else that’s a positive multiplier(technically it’s its own multiplier rather than of a base value like the rest but yknow) doesn’t.
The thing is “diminishing returns” is kind of a misnomer it doesn’t really get worse(maybe slightly, don’t know the exact math but close) it simply doesn’t keep getting better, it might not look as pretty but, going from 0 to 10 percent cooldown is equivalent to 50 to 55 in terms of letting you use your abilities 10% more than the original value, same with 0 to 50 compared with 80 to 90 doubling usage.
But crit chance is always a simple multipier of your average damage with the crit damage stat, going from 90 to 100 crit rate isn’t any better then 0 to 10 yet it has the same restriction imposed on it that’s used to stop game crashing 0.0.0.1 sec abilities
They didn’t even put any dimishing returns on ability area/duration but screw crit I guess 😆
Having a bit of base crit from skill tree, and maybe the badge is nice but past then it’s currently designed to be a horrible investment, even besides the issue of the military/level up gains being at least half of what they should be.
Might just be very scared of modchip which is understandable but I’d rather they fix crit and just nerf/rework that
Found a little bug - if you start as engineer and get the Cold Ultimate with energy shield, and you fail, if you hit "try again," energy shield gets cold effects at level 1
In its current implementation, I'd agree with most of your random rant. It's a diminishing return in terms of the number you add to your current critical hit chance, but you're right in that critical chance is already a diminishing return in terms of how it affects damage done. However, that doesn't take into account synergies with critical hits, of which this game has a handful and they may have ideas to add more.
I'm not entirely sure what their balancing goals are, and I'm not in a position to question their design, since I can only see from the outside. But I can say that, for my gameplay, I would've preferred a gentle asymptotic curve toward a non-terminal soft cap. (This would probably be too near to "capped stats" for a lot of people, and be seen as just mincing words.)
Something that gently reduces the numerical gain as the stat approaches their desired limit, like, say, 75% crit chance. Something soft enough that it doesn't feel bad gaining 20 crit chance and going from 10% to 27%, that feels like a victory gaining 20 crit chance and going from 73.4% to 75.2%, but that also gets steeper and steeper (as asymptotes are wont to do) and never actually crosses the true limit (probably around 80%, so that the 75% threshold can be crossed).
I also think I'd prefer if all stats were some arbitrary number. It's a skeevy trick that microtransactions use to obfuscate how much real money you're spending when you buy 80 diamonds with $100 USD, but it's effective at tricking the human brain. (Which is why they do it.) But it also has some benefits when it's not used to trick people into spending money they don't have.
Set all stats from 0 - 500 (soft cap after which the asymptote totes your ... asym) and everything you gain adds some amount to those. It helps the player identify the value because they know that everything adding +50 is really big and they can directly compare how strong their ability crit is vs their ability cooldown. Then, the actual effect amount is plotted along that 0 - 500 scale, with the desired soft cap (75% crit chance, 75% damage reduction, 500% damage, etc.) at 500 and the curve sharply steepening shortly after that.
(And to cap this novel-length post of "some guy's irrelevant opinions," I'll say that ... they're going to get complaints whichever way they do it.)
probably already know: No Pain No Gain: Commando does not provide the promised weapon cooldown reduction. Can't say about the other 2 stats buffs for now, as I did not pay attention to their initial values.
But a s the mouse over info says (0) for all three, probably none of the buffs applies.
Shuriken: Single is bugged. it usually just sticks at a fixed position and disappears after some duration, maybe on recasting, if no enemy runs into it.
Item Pool: if you ban Wooden Stick, it gets unbanned when restarting game client.
A few questions for ya. First I gotta say I love this game so much. Did you add anything that would make up for getting rid of ghosts and huntress crit abilities? And what does specialization points do? Character specific xp?
The badges are a decent trade for them (plus the active replacement abilities), especially since badges can be used in any team. But I still miss Huntress' team crit buff.
Specialization points are character-specific xp, yes. They let you improve that character's weapons and abilities, buy and level up their badges, and buy synergy bonuses.
Would you guys think that tank is the strongest atm?
nope. Strongest now is Woodnstick item. Cuz all survivors can be Main dps (medic exeption). And with this item you can be almost maxed at all surivors and all ability to 20m mark. with out it can not have so much damage source like ability and weapons AND becaus more ability => more Control and more tags what also give damage and make all kit work(item just strait multiply team performance in to space)
the stick is useless just like exp bonuses were useless ever since. it all comes to 0-2 extra levels by the end of each run, be it 5 min or 60 min.
hi, another zombie survivors beta test impressions for the devs:
1.- I love the idea of making an upgrade tree for weapon-abilities on the upgrade tool
2.- As Demon Swordman said on 09/19, with the new system military level which apply to specified survivor makes game strongly focused to pick only a single survivor to upgrade max its values (I don't see any advantage to pick more than one survivor now)
2.1.- Picking a main survivor doesn't give leader bonus now... now doesn't impact which survivor you pick first
3.- I didn't take ANY pickup/luck/maxhealth/regen/armour/dodge... from the military training choices, I don't know if are deleted or I had a lot of bad luck
And,
a possible bug: I didn't saw in the pasts reviews, but the BAN can't be used on the military upgrades, only on the survivor weapon/abilites picks
Extermination mode: best time is not saved after a successful run. Actually my old best times even got wiped, so there is no time saved at all now.
Congratulation letter is pointless at extermination mode. Military upgrades come at rare+ quality by default in this mode.
I like that now zombies are not hitting instanly once you come too close to them, so you still can evade as long as their attack animation is not finished.
You probably do not play so much. To 20 min mark of a run in diff 3 average level is 60.
its only for 2 maxed weapons (24 levels) +for 7 ability maxed (35 levels).
its mean player DO NOT have 6 sources of damage (weapon and + ability),tags,synergy,debuffs,crowncontrol
just in tags system its a 12 tags from weapon and 30 tags from abilitys missed. Just in tags systems is A LOT of missing damage.
and woodnstick allow to player have ALL of this
what is you average Survival lvl?
cuz it be fair cuz survival levels comes only in 0.7
🤷♂️ I don't pay attention to it.
so my is 170 when max is 173
so just in raw numbers 42 missed tags in RAW damage numbers is 84% of damage. and i do not say ANY about special effect damage or apply effect chance.
Tank's Fury Unleashed says +damage on its card, but in fact it adds weapon damage only.
Tank furi, medic Stimpack and Pyro No pain currently do not work in any evolutions. Only Furi cooperation work fine
Also Engi shield do not work correctly.
the cold one? cause the protection works after the hotfix
energy shield defensive mode "deflects ranged attacks" is pretty bad ngl
what did u smoke bro
thats the best skill in game
you can easy kill fast enoug so the enemies cant walk up to u but get dmg by the projectiles, so with this ou can jsut stand stil?
sometimes the snetrys have no duration indicator
they are always enabled once you unlock the corresponding rank
didnt realy se an enemy in a few mins haha, also perma taunt tower
also great when you afk, since the enemies are killed so far at the screen that you dont pick up many exp orbs and therefore the gome doesnt pause. didnt get in a single hit while on the toilet 7 mins
even the chargers get insta kiled before they rech me. if it wasnt for the solo achievmeent id get the engingeer jsut for the shield to add on this caus ei jsut got hit once by a spitter
this is wild
BUG i jsut got a 20% ability duration, wich didnt get added
but this is dope, not stupid like in the video in the private beta, but as easy min 30 like min 10 ^^ just harder to collect sos
(plz dont nerf is only diff1)
did pick another 20% duration and it ddint work, semes liek there is a bugged cap. also till there i didnt get any deminishing returns, always the flat value, donno if thats intended till that far too
Definitely not intended, thanks for reporting
jsut sad, if they forked ifd have 63 turrets at the same time now instead of "only" 50
I can confirm the same thing was happening with Ability Area
did u make the game harder too tho? im really struggleing at 40 mins now if i move a single meter away from my sentrys, with weaker builds in 0.6 it was super easy till 1h
even on diff 1
There were no changes since the last Friday. We'll be pushing a new build this week, hopefully tomorrow
hope you release a suppoert pack also soon! i wanna giv eu more money!
Skins!
No news on that, but expect a lot of requested fixes and improvements with the upcoming hotfix
jsut confirmed that ots not only teh rare 20% but also the 5% that dont work. i think in the beginning only one type of crit chance was buged
died on purpose here, if not due to bugy id have 84 turrets online the same time
These two stats are just capping at 220%, we'll look into this
really sad that i only got that few points tho, seems like leveling abilities is really the most important thing fgor the points? wish there was a way to scale hwo kills affect the survivors progression more
That wouldn't be fair for more supportive / specialist / crowd control Survivors. Besides, you'll get more on further maps and difficulty levels
can someone quickjly say wich evolutions for the grenade and helicopter are better?
liek for the hli i feel like nothing changed when i made the support fire onto me and also the chemical things were dropped super few
extermination dif 2 wasteland: Mummies one-shot 1000 HP in the first stages. looks broken to me.
do all of the exp things stay in theri place ion the map? or if you move away they condense into one thats worth super much like in vamppire survivors? i feel the exp is to scattered here
also i think the magnet droprate is still way to small. sucks to use a items slot and its still close to nothing. i think at the very least every 10 mins guaranteed with a chance for earlier. like every 100 killss the chance increases or something till u get one you know
also if possible to code that, but other games have that pity system, would be dope
also in general, in extermination the cooldown stops between waves, but the duration of the turrets for example runs out while the rest is paused. kinda nerfs those abilities there
so.... Pyro infernax do not scailing proprely from Weapon cooldown reduction. Its have minimum animation time. its some thing near second or even more.(that means Weapon cooldown reduction cap near or less than 60% WCDR, but in not suppose to be i guess) its need Fix. its a Bug
should i not be able to do lockdown if i havnt grabbed bells?
how do we feel about nuts and bolts?
lets math. its 15% chance on 50% decrease cooldown. So its 7.5% chance to 100% decrease cooldown.
reverse it.
its actualy ~7.5% cooldown reduction.
But more you have already CDR, less effective this item
nuts and bolts for build what do not have much CDR
Thank you very much
ty
I don't think we know if this adds a cooldown effect or just halves the current cooldown. If the former, it's just an average of some cooldown over time as you said. If the latter, it's a potential means of getting shorter cooldown than the current cooldown stats allow.
(Which admittedly isn't a lot of benefit, because those stats allow way too much cooldown benefit already.)
Asked another way, is Nuts & Bolts additive with current cooldown stat mechanics, or is it multiplicative?
i guess the same principles would apply to sapphire gem
Sapphire Gem at least seems a little more clearly defined. As long as all the text is right, then yeah, it's a better pick if you haven't focused cooldowns to the point where it becomes trivial.
Alternate take: Keeping the gem benefits the whole team and can allow you to spend those MT picks on something else.
fair. explain lockdown options to me, sometimes i get a choice from all 4, other times less
I rarely use the lockdown/reroll/banish options, so I'll leave that to someone else. What I do know for now is that it's bugged. Locking down a good MT seems to lock that slot into a randomized MT rather than locking down the intended effect.
hmm, why dont you like them?
Just doesn't really fit my playstyle. I'm rarely trying to be super optimal or laser-focus in on some build that breaks the game in seven and a half different ways. I have more fun when I struggle and succeed despite suboptimal picks, especially if I followed some arbitrary self-imposed set of rules.
so far im finding swat as lead way easier than engineer
swat is just good all around. Good weapon (great weapon, really) and good abilities.
yeah that assault rifle sped up clears like crazy
Yeah, it does. And no wasted steps, either. With the first point in handgun, there's a noticeable improvement in fire rate, then upgrading to SMG is good, and then you get the AR and it is amazing. Plus, all three run kinetic damage, so nothing wasted there, either.
SWAT. 😆
only swat?
Half-joking, cause I don't really have a preferred team, but one of my most memorable endless runs was solo swat.
hmmm never really tried solo
though i just realized if i do the unlimited activation option for the 5th upgrade, i dont need to put level points into ricochet
wish i could see stats during a round, would let me figure out what to prioritize
you just need level electrick ability first as much as can. and take Blaster. and you need this items.
Blaster Fat enemy killers / good Hord cleaner
laset INSANE hord cleaner.
BUT in both situations you need A lot of electric tags
waiting next fix+changes
does solar panel proc for all chars or just the one who gets the critical?
for all
huh was not expecting swat to have done more damage with abiities compared to weapons
in late game distribution is changed even more
But why is that? I could even sort of understand okay if there's more bad guys then and explosive attack with AoE damage might win more but why is the turret skill that well
Cuz i have all maxed (almost) meta progression and its 100+ level. its 1h surviving
Is there any update on when the bug preventing the use of 'lockdown' and 'banish' will be fixed?
kala (dev) say its be today or tommorow
#1285959697043689545 message
#1285959697043689545 message
Turrets are just kind of insane damage wise and with duration/cooldown boosts you can have over 10 of them out at the same time
I have the easiest time with swat/engineer when I can get turret evo asap
Medic is mandatory if you actually want to have a long run imo. you can get her cooldown down to having a 50% revive that’s also a magnet available every 30 seconds. and armor stimpick is 100 armor that around halves(compared to 0 exact amount depends on skill tree/badges but still good) your damage taken 24/7
Endless runs usually end for me when enemies start one shoting and medic both delays that time a lot with her armor and gives you revive abuse to cheese through it for a while
Obviously wouldn’t have her as lead but she’s an easy pick for one of the two recruits
i haven't done endless much yet, i can see how armor would be better for stims. I get crazy high HP on the 20 minute missions and go for the healing one
I admit I haven’t tried healing stim and I’m sure you can get crazy healing from it(like 40% in 20 seconds with 75% cooldown), but I find myself ultimately far more reliant on just healing from the revive so I’d rather make that more reliable.
I'd argue against it, I had it on my 2 Auto turret yesterday and it was huge to have the provoke up all the time, and I was at over 70 cdr there, and the more cdr u have the more often you proc it and I don't dasay no to 3 additional tireets
If you stack cooldown reduction and duration you get 3 turrets every 2 seconds that last for 65 seconds, that way there are just so many turrets that the DPS increases
Let see.
3 examples how it be in usual game when you start stacking CDR
30s CD on ability
15% chance next time ability have 15s (item cut 15 seconds of cooldown)
20s CD on ability
15% chance next time ability have 10s (item cut 10 seconds of cooldown)
5s CD ability
15 chance next time this ability have 2.5s (item cut 2.5 seconds of cooldown)
More Ability cooldown you have , less effective nuts and bolts be, cuz cut less and less seconds on each proc.
Solar panel item oppositive. More CDR you have (shorter cooldown time), more effective its Work.
from 30s ability one prock 0.1 its cut 0.33% of total cooldown of ability
from 20s ability one prock 0.1 its cut 0.5% of total cooldown of ability
From 5s ability one prock 0.1 its cut 2% of total cooldown of ability.
from 2,5 ability one prock 0.1 its cut 4% of total cooldown of ability
If you have Ghost as main dps and you invest in Ability build and swat/tank as second you really wana solar panel and Attack speed +crit for swat/tank weapon . Cuz Ghost have Short cool downs and solar panel works extremely well with his cooldowns.
you can easy reach a point when His push away electric field save you better then medic Resurrection and he non stop spamming toxic Kunai (what slow down cuz debuff)
It’s odd to view those as more/less impactful based on individual proc impact when the amount of procs they get also scale. Like solar panel is halved cooldown if your critting at least once every 0.2 seconds no matter what the cooldown is. Same with the nuts and bolts average 7.5% cooldown decrease you mentioned before.
yes you rigth. BUT becaus we have diminishing scaling....
Its harder and harder decrease CD when you get more and more CDR
But solar panel any way halve your current Cooldown.
Ok yes, each proc is less value, but it procs way more often
And ending with 60 turrets instead of 50 or something like that when it procs is great too
Didn't run the other one yet, never had them in combination dropped
In my opinion Solar panel any way Broken item. speacily for endless runs. Cuz its any way broke Diminishing scaling what devs implemented. its must be changed to flat % value insted of flat time reduction to work properly in Diminishing world. Cuz this item start breake game rules if player have General+character progression and get even more stat in run.
Like non stop taunt from many ability, endless push back from pulsar, permafrost,permastun from traps, almost Invincibile cuz Defence drone shield and ressucrection
thats lvl 1 stats btw
Hey, we've found out what was most likely causing the freezes when playing with Tank on the team. Thing is, we might have made the players able to break all the limits, but the engine didn't like that all that much and refused to cooperate. Shotgun spam was probably a bit to much for the current version of Unity, unfortunately. We'll tweak things around, as we both want you to have fun with such unorthodox builds, but we also must keep the game stable for everyone involved.
The hotfix will most likely come tomorrow, as we still need to switch some numbers and calculations around, and run a few check to see if they don't break 
One question I'd like to ask, is that we're receiving lots of bug reports on Ring of Power not working correctly.
Would any of you who experienced issues with it share some more info on how exactly does it not function right on your end? Does it not give you a bonus in certain scenarios? Does it stop giving bonuses suddenly? Is this happening on certain game mode only?
One thing that is definitely wrong in Beta3 is that it was supposed to cap at 50%, but it goes up to 100% (because it had 10 stacks of +5% before, and we've buffed it to +10% but haven't changed the number of stacks to 5 😅 )
Other than that, to be perfectly honest, we can't find any problems with it from our side of things. There may be one scenario we've forgotten to check, so we're asking for your help
i have this bug probably 5 times. I play only nomral mode and endless mode dif 2 and 3.
At same point i notice ring DO NOT give a bonus at ALL. i check this in same run again. i take SoS, zero result. Numbers not increasing in damage, not increasing in stats,no text on Ring about bonus on bottom. This happens only once.
All other times another run ring stop working after 2-3 stack.
i can not say what survivors it was or what was another items.
But Ring breakes really fast. before 10m mark.Cuz i try get ring as fast as can to get benefit early.
this is also you can miss. item bug some times
No worries, I assure you we read everything. I forgot to reply to you actually, but if I understand correctly, this one's not a bug. Medical Dron doesn't give Healing regeneration stat, it's active effect is that it heals you every second (the green numbers when it works). It's completely separate from the stats, so we don't count it there. You should still be healing 27 HP/s in the gameplay itself
Hmm, Ring might get bugged from something external, eg. different item being added to the inventory, or from switching items around 🤔
If you can, be sure to pay attention to your other items, Survivors and their abilities, the next time it happens. Meanwhile, we'll keep on testing. Thanks for your report!
i sum all bugs what i Find and report them in F8 to team
name : Buglist
its plenty of them
a lot of items show their current bonus when mouse hovering over the item, I don't think Ring of Power does that. it would be nice if it did, to know that it is working.
It does, or rather - it should. If it doesn't in your case, well, that's the bug we're hunting 😅
Either way, we'll be pushing some tweaks for how it works with the upcoming hotfix, so it'll hopefully help in these cases
Ring of Power seems to work each time Liberate is clicked, i saw it go up to 7 stacks for 70%
It's most likely due to it having a wrong cap right now (100%, not 50%). Overall, it should trigger on any SOS Signal interaction, no matter if it's a Survivor selection, liberation, or even skip
coffe cup only lists 3 stacks ont he side max
i think it only worked when had 1 or 2 survivors for the entire run, once i had 3 survivors, the ring didn't proc on SOS interaction, so i thought it was only each time Liberate was clicked
Don't worry about that number under the icon, it doesn't indicate the number of stacks (most likely a placeholder).
It might work like this in the future, but currently numer of stacks isn't displayed there, so "3" doesn't mean 3 stacks.
ok, hupe it will soon tho
We'll look into this, but it might require more work / time
btw, exp doesnt despawn, right?
Dropped experience never disappears. It can sometimes happen (usually on Endless) that yellow gems disappear, but their XP value is instead added to another red gem somewhere on the map
and some times gems teleport and gather in a pile in the left bottom part of the map ( NW ). its differently happens in Town and Desert map. and really often. Do not forgot time to time check this place.
ah like vampire survivors then, great!
another point against solar pannel: my automatic turrets kill the enemies so fast they often dont come in range for my ar to hit them haha
another thing again, it takes still too much to level up. yes, you reduced the amount needed in the beta, but previously you were maxed at lv90 right? so now with lv240 i have the ability perks maxed but none of the weapon and some of the others. its jsut a but frustrating to me that it still takes this long to get the default progression perks. im fine with grindiog one survivor after the other, but its annoying to always reskill the main ones 😦
i mean you still need more skillpoints on the last levels, so id say you shoudl still be able to get the same around 8 points out of the default 20 mins, im in on diff3 endless 25 mins now and barely got 5
but i wanna play and not jsut enter green hell oneshot mode again and again and again and die ponly to ge tthe max vlaue out of the money drops in the meantime u know
maybe a bit increased money drop chance form the enemies the longer you got o its till worth that?
and also add a magnet effect when you doie in endless like when its dawn, super sad bout the rest of the money laying around...
its fine. and its actualy lot more
im geting 5 ponts for 20m diff 3. but i need 18000 $ for each point. you get a lot more in terms of point
20m diff 3 give near 90k money. its LOT for not so high level
Cuz im almost max.
If you do not believe me a can show result of my next run
Do we have an official bug listing?
I've tried to read through and make note, beside what I've witnessed myself? Just curious.
do you find some thing or wana just know what exacly do not work? any way tommow will be patch with fixes.
I think a big problem with making advancement faster (in almost any game) is that many players lose interest when there's no longer something on the horizon. The challenge is all well and good, but "why am I bothering if there's no reward." And this is what happens when you buy every skill and get every achievement. There's no more reward. There's still fun (subjective) and challenge (also subjective).
It's in their best interests to balance all three of these things to capture the attention of the most players.
100% agree with you. most of ppl lose interest. only stay who actualy like how game work and having fun. Some ppl who wana make a Record run like 4h surviving. AND ppl like im who experimenting non stop
This is also honestly a good idea. I think it may have been more manageable when there were only a couple hundred posts, but this beta has inspired a monstrous surge of comments and reports and it's pretty hard to wade through what's been reported.
I'm one of the people who will probably find my interest waning once I've maxed everything. I always think I'll be fine, that the fun or the story of the game will hold me, but once I hit level 12 in Baldur's Gate 3, I found my motivation could no longer overcome my inherent annoyance with huge hub locations.
im thinking about this too.like another Theme "known bugs"and ppl write message.Dev look message , add this to HIS first message and delete message from member of Discord. Just to Theme not be overhelmed of same messages with same bug.
So you need try Soulstone survivors 🤣
I also have grinding limits! 😆
just try it...🤣 im thill thinking to its not
Just wondering what all exactly doesn't work.
I've still not maxed everything out. So I'm having a blast. Plus I'm out on recovery leave (motorcycle accident) for a fractured arm. One thing I'm glad is that you can use either thumbstick to play!
I tried to read through all the posts, but it's not easy.
Rigth now do not work
Pyro NPNG evolutions.
Stim pack Evolutions (only give heal 10% or 100% armor.do not give attack speed and CDR when evlolved)
Tank Furi Heroism (cooperation works fine)
Rocket launcher do not have attack speed. attack speed do not work on it. but should like it work on Blaster.
Pyro Big axe do not properly scaling from weapon cooldown reduction.
Tank + medic synergy make a bug and player have stacking Healthregen endlessly
Ring Item do not give a damage bonus some times.
that most crushial.
just do not level up evolution on Pyro and Medic in Meta progression.before it be fixed.
for you cuz you new here. Its synergy between survivors
I've been lurking and reading, just not posting a ton.
Most of those are pretty much what I've run into. I noticed the Pyro axe and rocket launcher hardly doing any damage and not scaling. as well as the issue with the tank. Not sure if its a bug or intended. but it seems on endless about the 22 minute mark, it goes from I'm golden to whoops, I'm dead.
also same problem with CDR scaling Like pyro axe.on Wind cutter and both Bows (Explosive and Frost). but you can notice this with High CDR only. They both not so bad as Axe and rocket launcher
So you can freely use Wind cutter and Bow to... 40m mark actualy. after that they fall off in damage complitely
its also same Jump in difficulty in ~35m and in ~50m mark
Is there any way to enable the beta test inside geforce now?
Is that minute. or as in million damage?
i play the game in windowed mode. how much of a screenshot does the F8 report function take?
haha someones worried about their web browser tabs 😉
Once we are capped on money, is there going to be a use for it, or is something changing?
anyone know what is the total points required to fully upgrade a character?
173
thanks
with out badges 128
i have a way to go yet then 😅
Just play a game for fun and upgrade fully one ability +evo in character meta. after that start another its make progress and runs much easy and Fun. And you start relly on this ability un actual runs.
cuz meta character upgrades +Evo insanely important and difference realy huge (but its not look like that when you read upgrades)
yes i do standard and endless on level 2 at the moment. Though i think the other two maps are much too difficult and not worth the reward, so its just playing on one map always
It's honestly the most fun map, anyway. Maybe it's just the aesthetics, but it feels iconic, and that ... feels more fun to me.
Btw pals . If you play Desert. I do not saw Bosses in Normal mod on difficulty 2-3 after last patch. its only for me or....?
Question? So for abilities that seem to do minimal damage over the course of the entire run, do you just normally banish them and use those pickups for other upgrades later on? Abilities like pulsar, sawblade, grenade etc.?
love the new sawblades
When I did an hour run my saw blades somehow out damaged the shotgun as my highest damage weapon/ability, I guess since I was moving around so much and wasn’t boosting ability cooldown that much on tank
Yes, I banish mines, grenades, helicopter mostly, for Engi and ghost and medic keeping them for utility
Thats all about what you building and how well you know a game and what mean your average run? (Difficulty,map,mode) pulsar and saw as example most usefull and damaging ability.
in general chat some one say heli "weak" do not do damage and i show this.
I find only ONE ability what weak. its Engi EMP grenade ( im can not find a scenario where this ability can do something and Evo is really weak), BUT it can still be useful for the main DPS engineer tag system.
Cuz 5 levels of EMP it is:
is 5% more chance for stun for every electric ability and weapon
More chance to electrocute
electocute damage
and +10% total damage to all electric damage.(weapon included)
I saw that too. I thought helicopter strike was bad too when I first started but oh my God it's SO strong early game. If you use it as your first or second level up, you can pretty much spam it by leveling it up right after it happens to make it activate almost immediately again. You pretty much fly through the first 8-10ish levels
I’m still not clear if the support grenade actually functions? I haven’t caught the 15% cooldown reduction going off, but then again I haven’t done a real test for it.
For me its even as Theory have such a low impact. specially when player have 4-8 active ability and starts with 33% CDR.
Cuz impact depends on How much active ability you have and how much CDR you have.
More ability=> less impactfull
More CDR =>Less impactfull (cuz diminishing)
So its defenetly not for middle-late game
How about early game? BUT, its have low DPS. Better to just take damage ability with same Tag from engi to have x2 damage from 2 abilities.
@vital rose @scenic musk
thank you for you info earlier this week (i was just too busy) 😄
i will try that frozen build huntress if you wanna call it that way - in my run i went for explosives and piercing, which was weird to play with D:
If you manage to reach the current Survival Level max cap, you'll have "MAX" in the in-game interface, but you'll still be able to collect cash (to use the Quick Buck item, for example).
With the new meta progression system, you won't be able to accumulate points beyond the maximum, but we plan to expand the max cap with updates, as adding more nodes to the skill tree will automatically increase the current cap.
at what level does it cap out rn?
388
Solo ghost isn't bad (can do more time but i start to fell too confident 😄 )
kunai at 90% CD and 212% Area is a HUGE YES !!!
the hologram with a too short CD have a little glitch on the electric laser : if the previous holo doesn't explode before the second one come, the electric laser glitch between the old and the new (i hope it doesn't affect the damage...)
weapon becomes useless at this point nothing can pass throw the holo + kunai thing (kunai drops continuously) so next time i will ban katana and try with other badges but maxed
Speaking of the skill tree, I love how we can just reset this at any time or just remove individual nodes if needed. Too many games make the process of re-specing cost resources or needlessly complicated.
Yes, final damage times two. Should be the same for damage received