#Remove the 3% from the game!

1 messages · Page 1 of 1 (latest)

naive shoal
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SmileySiren PLEASE LIKE BELOW TO SUPPORT THIS SmileySiren

I'm doing this post to ask the devs to completely REMOVE the 3% from the game as it goes COMPLETELY against everything they are trying to do for the game.

What is the 3%? Well it's that annoying little thing (that seems to happen 90% of the time) where, even though have enough resistance to not have debuffs land on you, the still land cause of 3% I.E. Stuns from mekkatorque S2 end game boss, therefor run ending. Same thing is happening with Accuracy, even though you have enough accuracy to land debuffs, they still get resisted. This one's EXTRA annoying in situations where you use Vinyara (free amazing lego will all get), when you use her in places like grave of Curse, the 3% has 5 CHANCES to occur. 1. Removing atk up. 2. Removing damage up. 3. Reducing ultimate energy. 4. Landing Frozen. 5. Landing Attack Penalty. THIS IS JUST MIND BLOWING.

All of the above mentioned go COMPLETELY against everything the dev team has as a vision for the game (based on what they implemented). What do I mean by that? The fact that they have been doing a GREAT job at implementing lots of quality of life feature such as 4x Auto Runs, Limited amount of insta complete battles. These all become IRRELEVANT, if you get 3% happening on all of those runs.

sirene_blau PLEASE sirene_blau LIKE below to show your supporting for abolishing this annoying 3% mechanic that the game has. It has NO reason to exist, and it only frustrates the players.

Thank you ! 🙏

mental hull
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Even worse when Wild (already heavily RNG) is even further affected by the 3% (read all day every day) inbuilt failure rate, so in other words RNG (read bad all the time) on top of the normal RNG!!!

And don’t get me started on Horrendously bad Gear stats………

tawdry jewel
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It has started to feel like casino. Add more rng to already rng, make all content rng from gear to even psychicore, from blade arena to betting matches. Let the dice roll. It seems strategic playing is being punished harsh.

normal tapir
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me today doing rally

molten jungle
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But yes, out of jokes, the 3% makes no sense at all

normal tapir
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i mean game has enought ramdoness

molten jungle
mental hull
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Far too much RNG………it’s killing the game……..likewise this end boss mechanic with a break in play and essentially a complete reset of your teams, build teams, build more teams………ohhhhhh and for good measure, don’t give Clepsydra on every daily result from Player ranked 1 - 100 (at least) to make it more worthwhile………

fickle kiln
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Which is why I always said it's random. All of it if you ask me. Percent means nothing in my opinion. Is just words. Percent is random. Guarentee is solid random?

fervent moth
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The biggest rng grief in the game is gear. We need better ways to target specific gear pieces / stats in a reasonable timeframe throughout a season

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But endgame boss I think I only had to adjust one champion on burn team, wild, ice blast, rally, poison all the same, and I had to swap a champ on my summon team

zinc oar
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I feel you. Too much RNG is really bad when making videos. I had trashed some videos just because they went all wrong and end up on defeat in some dungeons. Also these things can make some teams going so erratic on dmg that could even change from doing for i.e. 200m dmg to 400m dmg. The gap is too big.

placid scroll
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I disagree though.

Considering the roots of the game being DND and dice rolls, a chance of a critical fail (which should be 5% and not 3%) is expected and not game breaking.

Granted, it can annoy you if you're trying to plan the perfect run but that's the point.

IMO,If your team is falling apart as a result of that 3%, then it's a poorly built team. And let's be honest a lot of end game boss teams are poorly built and hinge on RNG luck to work (single supports)

slim oar
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bro I did 30 runs.. with my oggok and all the time I hit that 3%... it's insane! it feels like 10%
we do tactics and mechanics to hit the 3% casino 🙁

tawny flame
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On most heroes I don't seem to notice it, but Vinyara is particularly bad for bricking my runs, to the point I have stopped using her unless I have no other choice. I guess it's because the fail rate gets compounded for each of her effects - remove boss buffs (3%), inflict attack penalty (3%), and turn bar knockback (3%). Although it often seems like it, I won't say her effects fail on every run, but she wastes my time and tests my patience like no other. Would not mourn the removal of this mechanic.

hard smelt
# placid scroll I disagree though. Considering the roots of the game being DND and dice rolls,...

The problem i have with this logic is that in DND it provides interesting gameplay. It may cause something interesting to happen, or different dialogue, etc, keeping players on their toes.

Here? It just means you click "redeploy" or "challenge again" until it doesn't happen. It's purely a time waster. When you have unlimited attempts at something, RNG failure rate that's completely out of your hands is NOT a good mechanic.

wise pebble
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Honest i have dreams about clicking Redeploy - how you can get 50-100m+ difference without changing anything is so frustrating.

merry sluice
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remove as many variables as possible this is a seasonal game I don't even look at gear anymore in the last days of the season because I know if I'm not lucky It won't change anything so the 3% chance is just a waste of my instant battles thank good we at least have those.

high basin
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It was so much better on s1 without the 3%. When you have to deal with debuff you build team for resistance at the cost of other attributes, but you deal with debuff.

Too much RNG does not make the game more challenging, just make it more frustrating.

hard smelt
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And was there in this second run of S1 too

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Tested it myself as soon as the game rereleased...

high basin
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In the new version of s1 teams with resist were working quite well. The 3% was reintroduced on s2.

hard smelt
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I had a 500 resistance oggok still getting stunned on Tamar

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it 100% is not new

peak root
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The 3% never been removed, they gave always been active

merry sluice
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this has to stop I'm doing over 15 simulations per day for poison team only this has to stop now it's annoying I do under 100-150m less damage on random keys never reaching my best damage and this is only for 1 team!!!!! it's insanity.

wise pebble
grave scarab
fickle kiln
wintry spire
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Seems like non of you played in Raid Shadow Legends with a lot more of RNG and almost not free stuff (or it is a struggle to achieve it), for e.g. by playing f2p 6 month i gained about 30-50 Gold dices, while in Dragonheir i collect them in 1-2 days and after a week i collect 300 Gold dices in exchange for Lady Dark (Dragon Mother) in recent event.

Are you serious in complains??

naive shoal
# wintry spire Seems like non of you played in Raid Shadow Legends with a lot more of RNG and a...

That's EXACLTY why I wanted the 3% gone, BECAUSE I played Raid: Shadow Legends (was a content creator for 4 years for it) 😅 The whole point is that Dragonheir always had the vision to be the EXACT OPPOSITE of what Raid is when it comes to caring about their player base. Raid is ultra predatory and doesn't give a d*mn about it's players or their time, whereas Dragonheir is all about QoL and caring, so removing the 3% mechanic would just reinforce their current stance.
P.S. I love that you know Disciples the game, not very many people know of it haha such a blast from the past