Saved Teams, Skill Instructions, and much more!
This update brings improvements to some existing features, along with a few quality-of-life improvements - but the real meat of this update lies in newly added Team Setup options: Saved Teams & Skill Instructions. Here’s everything you need to know.
When in the team selection interface before any Battle, hit the “Team Setup” button to create Saved Teams of Champions and give those Champions Skill Instructions.
You are able to create two groups of Saved Teams - one for PvP Battles (like Classic Arena and Tag Arena), and one for PvE Battles (such as for the various Dungeons). You can save up to 10 Teams in each of these groups.
Skill Instructions work by allowing you to override the default AI prioritization of a Champion's Active Skills, so that when playing on Auto, your Champions use their Skills in the order you want them to. Here are the priority options:
Those are the main priorities, and they can be assigned to any Active Skill - but they can’t be assigned to Default Skills or Passives.
However, there is an additional instruction that will supersede any other instructions for a single turn - Opener.
It can be assigned to any non-Passive Skill (including Default Skills) along with any other Instruction. For example, a Skill can be set to both “Don’t Use” and “Opener”: in which case, that Skill will be used on that Champion’s first turn, but will then be ignored throughout the rest of the Battle and will not be used again.
Note: You can only give Skill Instructions to Saved Teams and to those Champions Set in your Arena Defense Teams. Check out the in-game guide (hit the “i” info icon within Team Setup) for more details and a full breakdown of both Skill Instructions and Saved Teams.
From now on, we’re going to launch CvC Tournaments with Personal Rewards as a separate edition of CvC Tournaments. This means going forward, we’ll have some standard CvC Tournaments without individual rewards, and some Tournaments with individual rewards added.
There will be 6 Personal Reward Tiers. Each player`s Personal Reward Tier depends on the number of Points they earned in the previous CvC Tournament that had Personal Rewards.
There will be 10 Personal Milestones in each Tier, and players will only be eligible to receive Personal Rewards if their Clan wins the CvC Matchup.
Playtime Rewards will now change depending on your Level.
Level 50 and higher:
That’s everything we’ve got for you! Don’t forget to head on over to our forums to let us know what you think of these changes.
Really nice changes, thanks for that! :) Nice to see the champion fixes as well... but... is there any chance to fix Chancellor Yasmin too? Make her use A3 only when there are buffs to remove and heal when someone needs it - otherwise just A1...? I know we can set her priorities what to use first etc but it still would be nice to have her default AI work properly.
Edit: P.S. Actually - just tested - its her A3 that needs a fix, she uses A2 corectly, when someone needs a heal.
Ranking by rarity was completely useless. You can change the order they are listed in. So I still have to scroll all the way to the bottom to select the lowest rarity champs to add in campaign to level up. And the same when I am ranking up or leveling food. I rank a bunch of 2 star to 3 star and when I want to level them up with a brew I gotta scroll all the way back down. Then I have scroll all the way back down when I want to rank up 3 stars to four with the 3 star I just leveled up.
Pour ceux qui veulent lire la MAJ en français :)
(for french player :) )
Patch is cool but this part is dissappointing "There will be 10 Personal Milestones in each Tier, and players will only be eligible to receive Personal Rewards if their Clan wins the CvC Matchup." Please consider of removing this part as this is not fair and this part is supposed to be personal achivement despite your clann looses or wins.
CvC requirement for clan to win the matchup to receive any personal rewards is BONKERS.
If you wanted to figure out a way to drive down engagement on CvC- you found it. This puts all of your resource spending at risk if you get edged out by even a point. It makes no sense to structure it this way.
Best UPDATE yet ! Well done Plarium/RAID
Oddly enough one of my favorite things is seeing the power below teams in arena before I select them and absolutely love the "auto" box option.....especially for Tag Team 😃
I do think I will be playing Tag Arena a lot more now because of that QOL improvement
As long as they do not solve the duplicate system, it is sometimes boring that they add new champions when we want many old champions and they only increase the probability that we will get bad champions from 11 champions who added only 4 could be useful. Making us have to open more fragments so that we get useless repeated champions. Apart from the fact that they no longer want to use old champions that we have in the camera for fusions. They want us to use the new ones where the hippo is very useful in the faction to merge the dwarf. I will not, many of us will not fall for the game. They have us exhausted with so many fusions so in a row that they do not help us progress in the game. They only think about their monetary interests. The 12th anniversary sucked. Deign by giving us a legendary top at least once a year, no crumbs.
I won't do any more mergers until they're worth it. since I only spend my resources on average champions, we want TOPS.
PDD: when immortal devil comes out, many of us will leave raid if they don't pay attention to us.
I suggest to make 3 columns in autofight options for each stage. I want Cold Heart to save A3 for bosses, but I cannot forbid using it at stage 1 and 2 now. I would also forbid using mass damage skills in favor of A1 with curse for boss stage sometimes, but I need mass attacks at stage 1, 2 and as a starting skill for stage 3 with minions.
Thank you for the update, great QOL changes.
I wold like to report what looks like a bug to me. "Opener" skill setting does not work against CB in a slow-tune team. If I understand correctly what is going on, champions, that are slower than CB and "skip" their first turn, are wasting their opener skill in that first skipped turn, and on the second CB turn use the next prefered skill instead of the opener. On the contrary, faster champion that makes a move before first turn of CB, uses his opener even if it is A1.
Yes, there are a few nice changes some of which really were overdue to help improve the quality of gameplay for everyone. I still think it wouldn't hurt to have a slightly smaller grace in-between legend attempts, that and maybe for the sake of it for those who are unhappy with the duplicate legends, have a sort of exchange system, saying if a person has multiple champions of a legend they can change it in for another one of the shards in which they had used to get that duplicate and in turn reset their count to where it had been previously, in that manner they would have another chance at a different champion if they wanted.
Thanks for the updates that helped out some of the issues players were having
Hi, guys! I glad that many of you like this update. Of course, there are still some bugs or drawbacks here and there but we will address those in future updates. Presets are a very new feature and it might be expanded and improved in the future. We will take into account your feedback when designing its improvements down the road.
We know that adding filter/sorting for Champions that you use for food is a much desired QoL change. We plan to do a complete overhaul of the Tavern interface at some point in the future and will try to do this part of your daily routine more user friendly