I have noticed that now it is a requirement to be live for leaderboard dungeons runs more captains are splitting their runs over multiple steams (very reasonable thing to do). When i rejoin the captain the game remembers how many units have died in my army but doesn't remember my Ruby total per level, meaning i have to start building up again from 2 Rubies back to 10. Please can you look at a solution so that when a captain takes a break, and I've gone and played with another captain in between, that when a captain starts the run back up my Ruby total per battle and units available are both remembered by the game?
#Quality of life improvement | Dungeons | Remembering Ruby Totals from paused runs
4 messages · Page 1 of 1 (latest)
It's not a perfect solution but the reason why they did things the way they did was to prevent people scumbagging in dungeons - play for two captains to get rewards on both. That was historically a problem in dungeons so resetting the key (now ruby) count when switching captains was the way they nerfed that.
we probably would still be scumbagging dungeons if this wasnt a thing , the ruby rates from dungeons are just SOOO much better better then the alternatives now , imagine being able to use multiple captains to properly farm gems the rates would spike up more.
yeah i know why they did it but there are more than one solution to things - they could say that once you reach 10 rubies with a captain it locks in but jumping before 10 rubies resets - just as an example. The way captains are playing dungeons has changed so the rewards for viewers should be changed inline with this. They could accelerate speed to 10 rubies; they could accelerate if you have loyalty with captain - many possibilities, i'm just asking that it is looked at to see if a better solution than we currently have can be agreed on.