They made things slightly more difficult for high end players, and way more difficult for everyone else. The main F2P solutions all got erased from the game, Emic, Packmaster, Wixwell.
what do you mean solutions? Solutions to not having to think about how to build a good team? You won't ever compete with others if you dont spend enough, so that argument with competing is not an argument. Hydra is the hardest part in raid, why shouldnt it get harder. You can 1 key NM with only fusions, so what are you crying about specifically?
@@ColredPlaysRSLthis is exactly how I feel as well. They made it harder for people already struggling in order to make it slightly more balanced for krakkens and whales.
Part 1. of 2. I have some thoughts on this, as you would expect from me I suppose lol. Make a cuppa, sit back and have a nice long read Just going to start with it and get it out of the way. Trunda needed to be "rebalanced" (2 years ago) She was broken and now it's potentially fixed. Wixwell/Yanica teams and all the variants needed to be fixed too. This also was broken and is now dead and buried because, let's face it, it's cheap. Taunt cheese teams needed to be altered slightly, but they got murdered instead. Now on with the show... The 100% block damage on a respawn is needed to prevent the 1 shot. A respawned head already takes 75% less damage when it respawns and they are getting obliterated by certain comps. If you were to move this to 99%, it would still be obliterated by those very same comps and nothing would change for them while everyone else suffers these massive changes. This is a situation of all or nothing, if they want to stop newly emerged heads from being destroyed immediately, it has to be 100% block damage or don't do it, but then, why are you doing anything if it's not to end certain types of teams? Also they need to make these unkillable heads not be able to take buffs or we can end up with a head that has poison cloud, and/or reflect damage before they get a turn, and the run could be all over. This can literally happen every time a head respawns. Your run is now an RNG fest from start to finish. These heads are respawning faster, you may not have the skills off of cooldown before they come back and receive these buffs. There is a misconception however, that this will reduce the overall damage because of the 100% block damage, and that would be true for short fights, 200-250 turns. However, over the course of a mid length fight you will have multiple situations where 2 heads will respawn. one of those heads will have block dam, but the other has no dam mit at all, where it would have had 75%. All-in-all, the damage ratio should even out, or be slightly better for those going longer into the fight. HP bar: I would switch tactics now that it's a hp bar that as far as I can tell, has no time limit to it just there until it's destroyed, but I could be wrong on that myself. I have watched this bit of the vid, many, many times and it seems to be an hp bar until it's all gone and it doesn't matter how many turns go by because the meter was always the same in each separate clip, the head remains decapitated until you get through all it's hp bar. They may have left the turn meter element out of the vid, and it happened to be in the exact same place each time they filmed it, so it's a wait and see ofc. If it is as they make it seem, then I'm already thinking of new strats. If I'm right with my assumption, based on how they are describing it, and it's not a timed event but a permanent hp bar then the best strategy so far that I can think of imo, is to simply ignore a decapitated head completely as it's a fixed amount of damage and it's going to get that damage anyway. Put a hex and other debuffs on it as usual and hit another target and let the splash damage take down the hp bar. A dead head eats no one, live ones are always dangerous. I'm sure bigger brains than my own will come up with other, better options but it's a simple reversal of what we have always done to get best/maximum result from a decapitated head. This is very dependent on it NOT having a turn meter as well, and is just a permanent hp bar. Digestion: You are correct mostly. It will only affect those who go very deep into the run. However, there are many tanky, low damage teams that need to go through the turn count to get the score required to get the 650mil box with bonuses applied, or the 1.2bil box more than double that for the top 3 placed HC box. This will absolutely cripple them, and there are not so many people with top tier damage dealers to help with big damage that will also overcome the digestion loop, or it will just speed the process up to reaching that point if you do anyway. This is a catch 22 loop. Want low damage to keep decapitated heads for longer, and delaying the onset of the new digestion mechanic, but low damage won't be enough once the loop started anyway, so high damage teams are required, and guess what? You speed up the run time to reaching the digestion meters being raised. This change will affect those up to early late game mostly f2p or not. If you are concerned about your high damage team, what about those low damage tank teams. Everyone, except the freaking target of these changes will actually be affected by these changes not just those few at the top. Shield nerf in hydra ONLY is a must, as these are also cheese teams with high damage potential. If these were not also "rebalanced" then those Krakens, Whales and even plebs like us would all switch to this strat. No need for different teams just 1 Wixwel/Yanica and it's variants. This would defeat the purpose of needing to find/do anything else and we are at square 1 again. Simply has to be done too, or everything else is pointless. Box rewards: Absolutely correct. You hit this nail plumb on the head. The values must be changed to reflect the lower damage scores we will all now be outputting. Changes to the lowering of overall scores must coincide with value changes to the rewards or the changes are a punitive punishment for anyone who can no longer achieve the rewards they did before the changes. Now this cannot be 100% of people still getting these rewards ofc, as rosters differ and some people won't have the necessary champs and/or gear to make wholesale changes that will reach the altered values and new strats that is going to be needed, but a 90-95% coverage must be achieved or they have simply robbed the poor just cos there're Paylarium and we are scum, as the rich (monetarily or in roster/gear wealth) will still get their rewards regardless, and an invite to the Supreme Club coming soon too, no doubt. One option that a couple of CC's have suggested is to simply put all this into an UNM hydra mode and it's a very viable and simple solution imo. I have no problem with that at all. However, I don't believe Paylarium will consider that because it was a simply solution that nets no extra $ for all the changes needed by players to play these current difficulties, so I have a solution of my own... If they choose not to do that suggestion, my preferred option would then be... Leave these changes out of normal and put a points cap on it for HC purposes. Keep it reasonably low too as most people doing normal are early, mid, and early late game players 650mil (current top reward box in the HC, or new lower value if changed) is sufficient to cover the maximum points available here. The outside 1.2bil is a bonus box that you work towards and has no HC value whatsoever, so I did not think it was the optimal score personally. The early player should suffer no consequences at all for the 1% top end Krakens and Whales that do in NM what everyone else can only dream of with 3 combined keys in normal. I would then say ok, once you have reached hard, you start to play with the bigger boys and the rules are the same for everyone. However, I would also adjust the values they have set for the difficulty you are playing in. Hard should have 20% bigger health bar on decapitated heads, digestion meter growth starts after 4 digestions of a champ once it has reached the 2 turn count instead of 2 digestions. Brutal 10% more health and 3 digestions, then the values they suggest for NM. It is then a scaling factor as you get better and go up in difficulty rank, then everything naturally gets tougher too. These % values are just a placeholder, it may need to be more to cover the power of 2024/25 champs over 2019 champs but you get my point. Time for a rant... Remember, the only people that all this affected was the top clans and those of their ilk as none of us ever faced them. It was the whinging of the CC's like, Nubs, Scratch, HH, Ash etc that brought this about because they were getting trashed often by these rare krakens and Whales up in the rarefied clouds at top end of tier 6 HC where we will unlikely ever be. I agreed in principle that Trunda was mega busted and had to ne nerfed. Balance is balance and is for all level of player to have regardless. I agreed that all cheese teams that broke the game mode needed adjusting to fall in line with every other comp, as did many, many, others. However, none of us asked Paylarium to nerf everyone below those handful of champs to let the Krakens and Whales to play nice, and fair with each other. They decided to nerf the content, kill comps that no one was even mentioning, ever, anywhere! and pushing down on those in the middle especially, and below out of contention for these rewards. All that to us, just so they didn't "rebalance" those champs directly. None of us in this clan (Red Wardens), or the cluster as a whole has ever come across this phenomenon in HC. It is a Whale disease and they have infected all the fish in the sea with this. Raving tirade over
P.S. you ALSO missed that Plarium recently DID say that Taunt WAS working as intended . BUT.... THEN they saw people (FTP specifically ) using it to do way more advantage then Plarium was comfortable with. So they did a complete 180 and now saying F You to the players.
Yeah, I know they reaffirmed it was WAI after the community was originally like, "You sure about taunt?" But I think they (meaning Plarium) just missed what was going on and then were like, "Oh yeah, we meant to do that." Their statement had such a bewildered sense about it at the time, that most CCs were just kind of nonplussed. I don't think taunt was ever intended to permanently bypass the devour mechanic. Plarium was just too stupid to realize players would create a "taunt loop" because Plarium never player-tests their game.
@@ColredPlaysRSL For taunt to work as it did they had to intentionally add code to make it work that way. I am fine with the change but it was definitely WAD (working as designed).
It feels like Plarium is actively trying to get casual players to give the game away. Any time a solution pops up for low spenders or FTP players, they get out the nerf hammer and smash it into the ground. Looking at you Corpulent Cadaver. Wixwell does good, make him worse. Yannica finally has a purpose, make her main skill pointless. Shyek comes out with a kit based on taunt and is useful. Nope. Make that skill utterly useless. It just feels like Plarium is crapping all over my account and the last 4 or 5 champions I have levelled for very specific purposes. Was holding hard for deck of fate and that got crapped on very quickly. I don't want to sound hyperbolic, but man, it might just about be time to find something else to play.
I feel you. I'm exactly where you are. Maybe the only difference is that I have more insulation form Plarium's BS because my account is already end-game. They can only hurt me so much at this point. That being said, I'm looking forward to Godforge.
Plarium: "We don't know our game... "We don't know our champion skills... ( we have a lot of champions and we forget how their skills work ) ... "We don't understand players, and we hate that you can look up strategies on the internet ... "We don't understand synergy, it's just a word that rhymes with energy ... "We can't imagine how you guys research the skills to make uniqe and powerful compositions of teams under the rules we set in our game ... INCONCEIVABLE!!! "So, what do we know, you ask? ... "We know selling--and you guys ain't buying ... "We know gambling ... "We know how to make you sweat, and desire, and want what we put out ... "We got 'New god champions' coming out! They are incredible! ... "Their skills are out of this world and they make yesterdays power creep look like a trickle ... "Get your 'new god' shards now!!!! *Disclaimer: Rare 93.275% Epic 5% Legendary 1% Mythical .5% New god .225% (Don't worry about the mercy, you ain't getting them--EVER!!!!).
I am in a ~900 ranked clan as a lower end player (15m player power, FTP), and I can tell you it is very annoying for my entire clan to be out damaged by 1 Trunda team so it hopefully helps. It absolutely hurts the non-spenders in progression, but this patch hurts all progression. I'm am cautiously optimistic they are moving in a healthy direction. But they should have put some positives in, like lowered damage numbers to get chests or more rewards to compensate. I still have a Demytha team for CB that I never changed after Wixwell as it 1 keys no problem, but I can't see how these Wixwell changes will prevent a 1 key UNM team.
I think it's good to reserve final judgment until we see the changes in action, but I'm not as optimistic as you are. I certainly hope the shield changes don't kill the Wixwell CB teams people have built.
Hey Colred, at 26:54 you talk about the damage on the Trunda team not being huge (321.32mil), but this appears to be a stopped key, because it only ran for 13:12, and the battle after that at 27:49 ran for 7:11(213.38mil) without real-world tests I am not trusting anything I see in this video. Thank you for your coverage. Once it's live and we see what issues arise, we can all get together again and discuss hash it out again :D cheers!
Even if Plarium ripped the EXACT team from a top hydra player I guarantee they don't know how to hit the same numbers. They don't play their game like we do lol. Just wait, Trunda will STILL be the top team once the top players adjust. Meanwhile Wix/Yan is super dead.
In the mobile game watcher of realms. When they hard nerfed a champion. They offered a one time reset of the chickens books and xp used on that champion. Champion I believe was named boreas. I got all 5 chickens, the skill crystals (books) and the xp I used to take him to 60 back. And of course the default 5 star legendary back. Be great if wixwell can’t do one key ultra cb to be offered atleast the reset like watcher did.
@@ColredPlaysRSLnot really. Boreas was the most broken champion in the game and the players were stupid to think he was gonna stay the way he was. Moonton has slowly been digging their own grave recently.
I actually think that hydra clash has incentivized more players to play the game mode. There wasn't nearly enough reason before. However, I agree that Clash still needs to be improved significantly before it's a positive experience for most players.
@@ColredPlaysRSL I agree here. I hated hydra, but clash has actually been fun for me. Luckily my clan has got the 1-3 rewards more often than assed out in 4th/5th. The fix for them would be capping the points. Or making them less worthwhile the higher the damage goes. Like the first 1 billion is worth 100%, then the next is worth 10%, then 5%, etc.
@@ColredPlaysRSL Not to be too argumentative, HH said the same thing, but I disagree with you both. Think about it. Why do people do Demon Lord CB everyday? Every new account has ONE thing on their "to do first" list, and that's Demon Lord Clan Boss...including the HH competitions, and that's because of the SHARDS. Add shards to the Hydra, and everyone would do it...and NO ONE would care about Infinity teams, the same as no one cared about the VictorTESS teams. imho.
9:44 What people haven't realized yet is that this new mechanic is going to be a nightmare for most people. 99% of players can only kill one head at a time and it will come back alone and without taking damage. Then you kill another one and it will come back alone and without taking damage, and so on. You can apply debuffs, I suppose, but without being able to cause damage, it's no use and you lose the debuff faster. Whales and Krakens can cycle through abilities quickly, but most can't. If the decrease defense goes down, you'll have to wait until it's available again and the damage you cause will plummet.
Have you watched Saph analyse of the changes? He analysed the damage numbers and, from his calculation, Trunda should still deal ridiculous damages and, considering that every team damages will be nerfed, he expects the best Trunda teams to still earn about 5 times more hydra Clash points than the best non-Trunda teams. We have to wait for the first results but, if it is the case, it would mean that Plarium managed to fail player expectations in every aspect of the rebalance: - Bring Trunda teams to a balanced level: Failed - Bring Wixwell teams to a reasonable level (considering the accessibility of the team): Failed, Wixwell teams won’t be balanced, they will be completely destroyed and (if Wixwell still has a nice kit for Hydra) Yannica is going back to the vault for most of the players who build her. - Not affecting to much the regular non-cheese teams: Failed, all regular teams should get less points for both Hydra reward and hydra clash and some players will miss rewards for thresholds they invested a lot of time and resources to reach. The only good change is that, for some players, the hydra fights will take less time. However, some player who are running them in auto will probably have to manual their fight again to keep the same reward and, for them, even that objective won’t be met! I might be a bit over dramatic but the most I think about the rebalance the worse it looks like.
Tinfoil hat here but I think this was EXACTLY what they intended. They put out a flashy video that makes it LOOK like they are nerfing everything and everyone but when the dust settles the Whales still have their Yumiko/Trunda teams but F2P gets screwed hard.
Colred, I just want to give you props for holding it together while giving a solid analysis through Plarium's 100% Grade F Bullshit video. For myself, I ended up just laughing with that sinking realization that Plarium is Nero burning Rome down around himself. Just to be clear, I don't use Wixwell or Trunda teams (I skipped Wixwell and have 2 Trunda's that I use for Arena/Cursed City but that's it). These changes don't even affect my particular F2P account, and that doesn't matter. It hurts to see the People's Champion nerfed; it hurts to see fellow F2P players kicked while they are down; it hurts to see all the creativity of creators like Bronco get curbstomped for the audacity to beat a game mode without encouraging spending. It's a horrible type of hilarious irony that Raid is such a fun game that's only held back by the sheer stupidity of its managing executives. There are struggling indie studios out there with amazing games that would saw off their left hands to have a fanbase as large, engaged, and creative as Raid's, and it's that type of irony that convinces me there is no one at the wheel in this universe. I hope you continue to persevere, to keep shouldering the bullshit and working through it and providing the one thing that will actually hold this game together: an uplifting community resilient enough to weather Plarium's sociopathic abuse. Best of luck, my dude.
Thank you for that, Scott. I do truly appreciate the support and kind words. And I agree with you - it's a terrible irony that Plarium makes such a great game despite their constant efforts to sabotage it. It really boils down to two things, I think - they make cool champions, and the game looks good. If either of those things wasn't true, RAID wouldn't survive 2 patch cycles.
@@ColredPlaysRSL Agreed, although I would posit a third element: a very engaged and creative niche of players and CC's that keep it entertaining for the masses. Purely anecdotal, but if it wasn't for the HH F2P challenge 2023, I would have dropped Raid after hitting the mid-game grind. All the main CC's in this game feel like a team to me, and that's uplifting in a way that isn't very explicable or easily able to quantify in data analytics. I can watch Eharbad and find him and Nubs discussing in-depth F2P roster and comps, then watch Ash and see Drock raging about sheep from a whale perspective, and never once are they being toxic or unrelatable or disingenuous towards each other or the community. Same goes for you, and Jgigs, and Bronco, and you know the list. You can't buy that. Goodwill and team spirit is won over time by genuine people, and when it's gone, it's gone for good. Plarium is going to fuck around and find that out, much to our detriment.
The Taunt change has me especially frustrated but mainly because my Taunt champion was Arbais (Mythical). I have spent the last year slowly acquiring Mythical Tomes to give Arbais specifically for my Hydra team. Sure she's good in other areas but I only built her primarily for Hydra and it took forever to book her out. I'd like those resources back.
Trunda is not doing 60% of her first hit , sure she can't get crit damage bonus on 2nd hit but still get the decapitation bonus of 200% and all other bonuses (protection set buff/area bonuses/masteries etc.) so will still do more damage in a single attack than most people do in a normal run.
yea, i was probably not clear on this. All we needed was Trunda's A2 NOT getting multiplicative bonuses on the 2nd hit and just doing 60% of the first hit.
Part 2 of 2. Something you did not talk overly long about (in game mechanic)... Endless Taunt loop is a cheese team and needed adjusting also, but Paylarium killed it stone dead instead. They sold us taunt champions on a "Working as intended" for hydra. That it is a "valid strategy" Many people, myself included, went for Packmaster not for the dumb dog synergy with useless hounds already in the game, nor the fomo of a mystery dog that may never come to be, but likely will eventually but is as likely bad as it is good. I went for him for the taunt mechanic and block debuffs, both of which are excellent options for hydra, as did many other people. That would have been a fusion that I skipped knowing what I know now. I was on the fence about him personally, and changed my mind at the last moment on reflecting those 2 bits of his kit. Fortunately for me, I have him on my list to build during CvC, but not until personal rewards are up. I build 2/3 champs each one of those, and he was up next CvC, so this announcement actually came in time for me, but only just. He will remain in my backpack at lvl 50 for the foreseeable future now. Others have already invested though. Paylarium ASSURED us that this strat was "valid" after being asked if it was a bug. It was "working as intended." People invested with this assurance. Paylarium must compensate these people with a return of all resources used on taunt champs in everyone's roster. They know everything about each account, they know this too. hell, they even stated that they playing inside peoples accounts. They get to do that when we are not online, is somewhat disturbing. Paylarium could have adjusted this mechanism for the sake of "balance" as they claim, but they don't know the meaning of the word imo. They have 2 ways of dealing with things... 1. If it's broken and making money "working as intended" then lave it alone for at least 12 months to milk it and then sell the solution to make even more money. 2. If it is broken and is not making money, kill it, especially if it helps the unwashed masses. My solution to the infinite taunt mechanic is reasonably simple. There have been suggestions that just make the taunt champ the target to be devoured even if the Mark of the Hydra is on another champ. I'm not sure they can code that in very easily, as I believe the heads are hardwired to go after the mark. However, if not hard wired that way, this really is the simplest solution of all. If not, then my solution will work and it's scaling to get harder for the player to manage effectively. It will be a high skill comp, which Paylarium claim they want to see in hydra with these changes... Simply make one head starting from the left hand position always have the "chance" to ignore taunt. In other words, they will make the attempt no matter what head spawned in the far left to swallow the target. The % I started at is 10% for the left hand head for 500 turns. Then add another head every X turns after that. head 2 at 500 with 12.5% chance. 700 turns head 3 with 15% and head 4 at 800 turns 20%. So eventually it will look as follows head 1 10% + H2 12.5% + h3 15% + H4 20%. The heads must use their skills and not the a1 swallow effect if they are ready to be used and only attempt an a1 swallow when no skills are available. If they fail to swallow, they do double their a1 damage skill to compensate for the failure to digest their victim. This attempt has a 1 turn cooldown. This stops the heads from endlessly trying to swallow outside their skill cooldowns and gives time to manage the head (kill it). They could then make intercept on the taunt champ work against the swallow too and block it taking a tick off the intercept skill instead of being devoured on a successful swallow attempt. This effectively makes Wixwell viable for hydra again too but for a different reason. This will be a very high skill comp to manage and probably for those who want to be challenged by the content the most, more than those chasing big numbers. It does however mean, that Taunt is not dead and with the addition of Intercept to protect still further, Wixwell will be back in the game too. After all, he is the Community Champ, and we want to use his skillset to the full.
I have several thoughts on so-called "cheese" strats. I think they are almost all valid, and I don't think of them as "cheese" at all. What is taunt supposed to do, if not alter the normal targeting process? So people figured out how to use that skill to counteract one strength of the enemy. That's the same as using stone skin to block debuffs and limit damage in arena. It's also the same as using block revive to prevent a reviver heavy team from being able to stall out a PvP match indefinitely. As long as the mechanics actually work the way they're supposed to, then I feel that there's no such thing as cheese.
@@ColredPlaysRSL True I suppose, but I don't think that Yannica was on their mind when they made Wixwell the way he was though. It's Paylarium's fault for making Wixwell's shield infinite in the first place. They should have built an upper limit to start with. However, it was breaking the mechanics of the hydra, so had to be altered. Taunt can easily be altered so it still has some value but they decided to kill it instead. That was "working as intended" but again, the infinite loop was not on their minds at all. They figured it would drop off and the champ would be eaten. They could have arranged it so the heads had a % chance to ignore taunt instead of always ignoring taunt and the strat would still be viable and have the heads devour champs too. With them, it's simply either leave it alone or murder it. "Balance" means a middle ground. They certainly don't know how to find that ever imo.
I wish they would rework how Taunt interacts with Hydra. Have it so the taunt champ becomes the main target for digestion and then also make it so decay has to attack them as well on that single target hit would make it useable. I think most of the updates were needed though and I support them. Agreed it definitely got harder and hopefully that is offset by either better rewards or lower thresholds to compensate.
What you missed Colred was the team damage numbers.. They were NOT turn limit numbers, they were at like 50-100 turns. So kraken teams will still do billions of damage. The making it harder to release champs kills most FTP'rs. The 1000 turn limit might make my basic Trunda team (not yumeko one) not reach the numbers to be able to get top chest for clash. This Hydra nerf will probably make my teams almost not able to do what I want. The total damage reduction on a head will kill a lot of other people's teams.(Although with Thor's multihit skill, if you target that head, you're guaranteed to still do decent damage. I guess we'll have to see what other teams people come up with.
Yeah, that's possible. My thought was that those teams just didn't go to the turn limit. They probably died too soon. But maybe I'm wrong and Plarium is just blowing even more smoke than I thought. We'll have to wait and see.
I think the point was to bring the Kraken point totals a little closer to us plebd. I don't even do Hydra Clash because I'm an insignificent spec. Closing that gap by any amount is progress for me. RNG hasn't ever given me taunt so I'm good with that stupid loophole leaving. I was never going to max out the neck anyway. Very rarely have. That is 85% targetted at krakens. I do agree that nerfs should come wuth compensation for those who have nerfed champs.. None of this impacts me because RNG has given me 40 Hariers but nothing that is getting rebalanced. I would feel differently if i had any of it for sure.
I get what you're saying. But here's the problem with how Plarium has gone about it - If you're a whale and you do 100x the needed damage to get the top chest, and you get cut in half, you're still doing 50x the needed damage. If you're F2P and you're doing 1.5x the damage needed to get the top chest and YOU get cut in half, you're now doing .75 of the damage needed..and you FAIL to get the chest.
@@ColredPlaysRSL Most of this wont affect me though. RnG has never given me a taunt. I can't max out the necks anyway, so it just brings the krakens closer to what Im already doing. The only real difference this makes for me is that I may be able to do what i already do on auto. I suspect that I'm like 80% of the players who can rarely finish a fusion.
Making sure a head survives ensures that devour works still. Preventing teams from avoiding devouring seems a major intention of this fix. The things they're doing for this aspect are really hitting the high end, I think. The Wix nerf is a direct hit at FTP though. There's also no way this set of changes makes auto fights easier. And the damage reduction is going to significantly impact the rewards. For Wix CB, Saph did the math on it. He seems to think it won't impact most players - but I don't think folk in my clan who are 1-keying will be able to keep the same teams.
I'm really interested in the new decapitation as there was no turn timer on that debuff. I think that could be a big boost to new players just trying to hit the minimums. Instead of having a limited time frame in turns to get your damage off, you have a more or less fixed amount (you can overkill, but someone who is newer probably isn't overkilling) of damage you can do once you decapitate a head. That means if you are mostly bringing single target damage you could potentially focus on other heads before hitting the decapitated head.
Yes, that would be a new, interesting tactical choice. That means you could potentially bring no aoe damage and basically leave decapitated heads in a near-permanent decapitated state, until you decapitated all 4 and had to actually hit one. Good observation! Of course, if the turn meter is actually still active, then that idea goes out the window. We'll have to wait and see.
I don't think there ever was a timer on the buff, it's all about the CD on the A1, that's the regrow ability unless I'm going crazy? The only real benefit I can see to the new decapitation is that max hp champs will have a higher damage cap on decapitated heads now they have a health pool.
Its a real shame that Plarium ended up with this game. Overall Raid is a great game, but the devs really love to spit in the community's face. They've done shady thing before, but if they overtune Hydra, a massive amount of players will leave.
I'm impressed by Plarium. I didn't think they had it in them to stick by Hydra and it's core mechanics anymore. But they did it. People will be forced to play around the boss' core mechanics of 1) different heads that respawn and have different functions (buffed serpent's will to ensure respawned heads WILL get turns) and 2) Consumption. I will probably take 1 extra week to get my clash cumulative chests, but that feels like a bonus anyway. And I'd take getting potentially bumped down in a winning chest tier if it means I have a better chance at getting top 3 because of the insane disparity between the best teams and the rest gets brought down. Lower requirements would be nice, but I'm still planning on continually improving my teams anyway. I'll be getting those higher rewards sooner or later. At the end of the day, even though this will probably have a moderate negative affect on me, I DO firmly believe this is much better for the health of the game to have sweeping changes like this that re-affirm hydra (not unlike when they made CB start ignoring unkillable/block dmg after 50 turns, and maybe with this new shield cap for CB).
I agree with you that improving the health of the game in the long run is worth taking a hit in the short term. That being said, I don't agree that these changes will accomplish that goal. I think, more likely, Plarium under-tested the changes (they don't do ANY player testing before releasing these types of things), and, as a result, they've just introduced a whole host of new problems while fixing...two? maybe?
I agree with this take. Colred is brain broken towards his young, F2P audience that hasn't put in the time needed to adequately perform in Hydra. Talk of the personal MILESTONE chests should not even be the consideration of 95% of his viewers. I play F2P and have an account almost half as old as Colred and had no issue hitting 1.5 billion hydra clash points weekly. Happy to have that amount come down to never have my entire clan nuked by a single dude running a broken Trunda comp again.
8:00 - It'll effect my AoE damage, and thus my ability to get chests. Probably not a huge amount, but as a F2P I am struggling to do much in Hydra anyway.
Watch Saph's video on HH Gaming, Quantitative numbers showing how this Trunda nerf won't be nearly as effective as they think. Plarium STILL does not know how (or doesn't care) how this works. The second hit, for any champ that does this, get's re-multiplied by masteries, books, buffs, Feral sets, Protection sets... It will slightly reduce the damage, BUT with the new Nature mastery that gives a HUGE bonus to damage and the 50% defense ignore, has the potential to actually increase the damage done by Trunda
I commented this on Bronko's video as well but putting it out there to see if it makes sense to anyone else... When 2 heads respawn at the same time only one of them gets the damage negation buff, but you now trigger a respawn by depleting the hp, or essentially killing an already decapitated head. For players who don't have the AOE damage output to one shot multiple decapitated heads, how hard will it be to make multiple heads respawn at the same time? If you want to maximize your damage against a decapitated head then every head will respawn with 100% damage reduction
I watched a UNM run (well half a run😂) and from the damage it looks like we'll be lucky to hit 50 turns after this comes in. Saff's vid seems to say trunda will still be OP for damage as they still didn't fix it properly 👍
@@ColredPlaysRSL I'm building packmaster at the moment, I'm not worried about the taunt loop, I'm short on decent provokers for decay, so I hope he'll still work for that
Pretty sure saph did the math in the video. If you're growing 2 shields to get to the 2 million cap, it's looking like it'll still go for 150 turns or so. Personally, I think if you can't do what you need to do in 150 turns, your account is not ready for UNM.
Things have been adjusted in a significant way. Adjust. Then decide if you still enjoy the game in it's adjusted state. My answer will be yes. If yours is not, then you can decide what that means for your future Raid game engagement.
That's a reasonable approach. I think it's also fair to say that the changes don't look good at the outset, though we may be pleasantly surprised once we try them out. The bigger issue for me is that Plarium REFUSES to player test any of their content. So no players have actually played this patch before they announced it, and only the CCs in the program will get even a day or two with the patch before it goes live. And, based on 99% of the past history, no CC feedback will change anything in the patch before it goes live to everyone. The approach is just a recipe for disaster, and it has resulted in several disaster over the years.
Plarium have moved the goalposts on a LOT of content at this point. Lydia. Events. Tournaments. Now Hydra. I'm done spending, and I'm done going for champs that are supposed to be good in Hydra. Who knows how long they'll be in the game before we see them nerfed in one form or another because they apparently don't have a QA team to test shit
Exactly! Exactly this. Good for you for speaking your mind with your wallet! And I agree - wtf kind of game publisher doesn't player-test their game? Ever?!?
Honestly they nerfed 8 champions in 5 years time. Wixwell is still a top tier hydra champ even without the cheese. Nerfing 2 teams which obviously needed nerfing is a win for me.
the faster turnaround of decapitated heads, I think affects more the F2P as the head regrows and can use skills etc , you'd need a faster team to get back to your skills, like you'd need the block buffs rotate faster
Thanks! Based on what I've seen from the other CCs, no one likes these changes very much. But I agree that the patch can look very different depending on how advanced your account is, for sure.
What they did: They wanted to address an imbalance in Hydra Clash. Certain combinations allowed 1 player key to out-damage an entire clan full of players using all their keys. Which, I think we can all agree was never the intention of this game mode. After the changes though, while some do address valid points.... this massively affects the regular player on non-Clash Hydra who was just minding their own business collecting his weekly chests. Now all of a sudden, the changes to Digestion/Consumption and the 100% damage resistance on spawn heads.... means that players run is going to end a LOT faster than it used to... which means much less damage potential... which means most likely not getting the chests he used to. I don't know why they couldn't just institute changes for Clash that didn't affect normal Hydra. Some idiot, in another video's comments, came at me with 'Sounds like those regular players aren't even trying anyway if that's the case'...... on the contrary, regular Hydra only REQUIRES you to build teams that can 1 key a stage... in regular mode, there is zero reason to do more damage than a stage requires to earn the maximum chest. Doing Normal and Hard each week can be MASSIVELY beneficial to build up Soulstones for summoning valuable Souls - which is one of the biggest aids in helping transition your account to the next level of progression. Punishing these mid level accounts in regular Hydra is just going to make the acquisition of Souls, a new bottleneck.
All the major issues with Hydra and hydra clash were Whale problems. Plarium used fixing one whale problem as cover to nerf 5 low-spender advantages that were not problems with the game mode at all.
I am delusioned on why.... Why not keep it as it is but make it points system so if you get 130b and you're top it's 1m if you second it's 750k or something like that. Plarium wants to make more money so target whatles to spend and the rest of us are collateral damage
I agree. Plarium wants more money. And it's more economical to nerf everyone in Hydra to incentivize players to spend more money on old content again than to invest capital to develop new games modes that continue to raise the bar in terms of challenge.
I think with HP bar heads you'll have slower teams and mo re e single target to then kill all the heads vs worrying that you'll need to provoke sometime soon, or worry about fear. Second I think we should expect a new 'trunda' fusion esque champ OR a new mechanic on a void champ that is added which makes these nerfs well... Void ..
So, when you decapitate a head, could you potentially leave it alone, (except for aoe skills), while u deal with the others, until u have all decapitated and then do big dmg?
i feel like the taunt changes are entirely uncalled for. I saw an idea on reddit to make it so that the taunting champ is the one that gets devoured, so why not just go with that instead of making it completely useless where is anyone gonna use taunt now? absolutely nowhere The worst change for me is giving necks hp bars. mischief was like, the best head to attack when decapitated since its got the lowest defense, but now, its only gonna have like, 5M hp. its gonna go down in like 5-10 hits from your damage dealers. With the other changes, this means hydra heads are gonna spend way more time under serpents will, meaning the mark of the hydra is gonna count down faster I think wixwell clan boss teams should be fine, you just wont be hitting the turn limit. You'll just have to get enough damage in like 100-150 clan boss turns so reflect damage champs like geomancer might have a bit more trouble hitting the damage values.
I saw something after recording. The taunt champion will now get the devour buff if the taunt goes up first. So that's something. Still kills the comps that are out there currently, but maybe someone will figure out something clever to turn that into an advantage (keeps your nukers from being devoured, at least).
sath did math on the wixwell shield growth and he always gives the excel sheet - he got flag for this but its data people can see if the 1-2mln is enough for Wixwell to work and I assume it should its just that Yannica is doing nothing I wonder if there will be visual indicator that the shield is capped
That's one of Plarium's favorite tricks. I remember when the consumable auto-battles were introduced to the game. The voice said, "but don't worry, your daily free auto battles will still be there once you've used up the new consumable ones," like that was an advantage. How's this - let me use my free auto-battles first, and THEN use up the one-time consumables. Plarium thinks gamers are VERY dumb.
I feel like people are just bored and want to be mad at something. There's plenty of things to be mad at Plarium for but this isn't one of them. To put it into perspective I have two accounts, my main account that I haven't spent money on in 3 years and one I'm driving because the old Clan Leader retired after getting a new job and not having time for the game anymore. My main account I've meticulously spent the past year+ getting my Hard and Brutal team to a billion damage (not Clash points, damage) through utilizing the Hydra's mechanics as intended and along with my max hp spamming NM key I can put up about 7-8B Clash points. Meanwhile the account I'm driving has a bunch of the OP Hydra champs one team is Wixwell/Yannica the other is a Trunda team and I'm literally able to just speed tune them in whatever slop gear and because they're just OP cheese they easily triple my main accounts overall Clash score which I feel is unfair even though it's literally on an account benefiting my Clan. Its not even like Wixwell is nerfed into the ground, he can still do your classic CB runs, he can still perma lockout decay, he can still set up your defense nukers like Harima or Michinaki or whoever, you just can't set him up with a yannica and taunt anymore to do 1.2-1.3B damage hits in a single attack (which we can all agree while cool is silly and unhealthy for the game). Overall I'm happy with these changes with a couple minor concerns like the digestion hp bar increasing just a bit too much for my liking or champs like Harima and Varl being unfairly hit by the hp cap that's now on decapitated heads. But it's imo a small price to pay so we don't have to worry about being sniped by 30-40-50B+ Clash point cheese teams thrown in on the last day of Clash.
In my opinion, I don't think that the Yannica/Wixwell team needed to be nerfed at all. I certainly don't think it counts as a "cheese" comp. It uses a nice champion synergy, a brilliant idea to utilize the enemy's skills against them, and a lot of tweaking and effort to generate an excellent, but not OP, damage score. Yannica/Wixwell wasn't close to the best Hydra team comp in the game. It was just the best F2P team comp in the game. That's why Plarium knocked it down. Thanks for the comment!
@@ColredPlaysRSL The Yannica/Wixwell team I use on the account I'm driving literally is full of half unbooked, little to no mastery, not even leveled up all the way champs and it could easily put out 4B+ damage on Nightmare and if I had invested in Loki and replaced Duchess in that comp I could easily double that to 8B+ damage. It's ridiculous that a team with slop thrown on them can out do my main accounts Brutal team (consisting of Suzerain, Salad, Cardiel, Glaicad, Sicia and Harima all with decent awakening levels too and playing into the Hydra's mechanics as intended) by nearly 13ish Billion Clash points. Not to mention the insane gear requirements for my Brutal team, 9 piece protection on both Cardiel and Glaicad, hex on Suzerain, provoke on Sicia along with 4 piece merciless for the skill reduction on both. Some of my best damage gear on Harima and Salad, all to be out done 5 fold by a team that's roughly speed tuned with the only gear requirement being a couple shield sets.
@@ColredPlaysRSL are you serious? You don't think its a problem that exploiting something that obviously shouldn't work or is in the game on purpose? People build 3 hydra teams trying to do the best they can and an idiot who copies a good idea crushes not only your scores but of your whole clan. That just shouldn't be a thing, and is 100% a cheese strat.
Agreed. But, apparently, it will still have some effect. The devour will now go to the taunt champ as long as the taunt is up first. So that's something.
Anyone notice how all problems are due to the Mischief head? Almost like that head might have issues huh? All these hydra buffs were not needed. The new digestion mechanic will massively impact people. I already find it hard when I get to 2 turn digestion cycles. When Mischief does it, which it does A LOT, it's a wrap for me. Hell, I've seen that head be the sole eater during an entire run a ton.
Bad news is good news. I run 22 accounts and never do Hydra as not go the time or the specific champs. I never knew you got more damage from a dead head so this nerf would impact me if I ever did it, and now I have a further incentive not to do Hydra.
No you won't! XD =)))))). Perfect delivery! Well, honestly, it sounds like Hydra will be really nasty from now on. I'm not sure how I feel about this, since I am only managing to 1key the easiest difficulty with the champs that I'm currently having, but this seems a little excessive. My only hope is that they didn't mess up the wixwell demon lord teams. After watching Saph's video, looks like they just lowered the bar of damage for everyone, but in doing so, the team rankings did not change. Trunda will still be #1, but the others are completely out. I'm happy I didn't go for a second Wixwell.
I hate the increase of green bar the most, as with the rest I could live - just not having one champ made me not save myself a lot of the times, but now it means this is the actual turn limit
I was always so skeptical and lazy also to build a trunda team, and even a taunt team, i never booked my trunda or huntmaster, still able to get to the 650M in hydra clash and ended up saving my books in the long run
The taunt nerf and the consumption changes are complete gut punches to the average player. End game kraken players don’t use taunt loops, they use busted mythicals, toex etc. and have the gear to blast through the consumption bar no matter how high you push it
The Whales & Krakens will work around this because they have the champs in place already. But the people who were barely making top chest in nightmare and UM will suffer the most. Maybe the purpose is to preserve the game.
I disagree. I think that, out of all the changes they made, the only needed changes were to Trunda and shields. And I'm not sure this was the change shields needed. Oh, and the whole targeting the devouring head thing - that's one nice positive change.
Look...after 1.5 years of F2P, I can do 300M on NM, full auto. No Trunda, no Yannica, just a well balanced traditional team. I don't think I should be able to do that. They are trying to make the content more interesting to all levels. And I like it, because I don't want the game to be just a farming simulator. I enjoy building teams. I get where you are coming from though, and I think there should be more changes - like making Normal and Hard more accessible, and having the Brutal and Nightmare drop better loot (e.g. immortal soul stones). Problem with this update is that it's "all sour, no sweet". If it's just a bunch of nerfs, that's a hard sell.
I know I just said by the entire tone of your response is spot on with how I feel. This is so irritating for fto and low spend. It’s like they don’t even know what the game is like for us. All their assumptions are based on how it works for whales.
Interested to actually see what difference the changes make to my account. If i can still get 90% of the chests I am currently getting I don't know that i will really care. Only time will tell
Lol. I'm sure we will. But we may still end up in a place that's worse than before. Slower Mithrala, fewer chest rewards (that means worse gear, fewer accessories, fewer primal shards, etc). It feels like a pretty massive hit.
I think people may be overestimating the value of free to play players. I think the only purpose ftp serves for Plarium is to get potential spenders in the door. If someone is committed ftp, then I think it is only a drag to Raid, aside from some positive network effect, but Plarium seems to rely more on marketing then good will of casual players. I think their goal is to bring in as many people as possible to try and find the gamblers, and have more recently been focusing on people who will spend on fomo when they are just short of rewards in events.
This wasn't a balance for trunda patch, this was a nerf to FTP and low spend players. Last week did 1.5 bill in normal + brutal, this week 875 mill with exact same teams. Utterly destroyed yannica, wixwell and emic in hydra, all of which were accessible heroes . Wixwell teams now require more gear to function in clanboss as well. Trunda teams are still head and shoulders above others just not by the same degree as before. This patch was a marketing push to get people to stop using easy to acquire champs and to spend more
I haven't even started Hydra on my account yet. So I have no idea how this will end up affecting me. Though if the Wixwell teams in Clan boss get axed with no ability to repair them I would seriously consider dropping the game. And I don't even have Wixwell.
my only issue with the Wixwell Yannica nerf was they made the common low spender or free 2 play hard hitting hydra team completely unviable, putting the significant big damage hydra dealers back into the the Whale and Kraken paid to win arena.... I mean they just basically made Yannica useless again and nerfed the Lego we designed as a community... that's just how I see it...and I get not wanting Yannica Wixwell endless shields strip go booms....but they could have limited shields to 10 million or 40 million, so the already built teams would do 50 million or 100 million damage instead of billions....and still leaving the team viable for those that had them built already...at least until you get something better.... Wixwell and Yannica just went from NM top chest Hydra team.... to normal bottom chest team... if they are even used at all...
I am a mid to low spend. Got lucky on a 6 star trunda. Did the fusions for shy’ak and Emic. Also pulled 2 Emics. Now they are all useless. Trinda will probably very good. All tgey had to do was change scoring. Award points instead using damage totals.
I expect the nerfs to shield to destroy my CB UNM team (my Wixwell team is only 90% succesfull, and randomly it fails to reach max turns, don't know why, but that was a good enough rate for me). I'll test it for 3 days when the update is live. if that thing happens, I'm out
I think that for a few months now Plarium has only been targeting Kraken, other players, especially mid-game and late-game players who spend little or no money, are not of interest to them. That's why they always give more bonuses to start a new one, in order to artificially keep the number of players high. But they have clearly chosen to only focus on whales or Kraken...
Their examples of damage aren't full runs. Notice that those runs were 7, 10, or 13 minutes....not an hour. They are doing a lot of damage fast and they either stopped the run or the team dies because of the changes to mechanics, meaning the team could still do billions of damage with more support to keep it alive.
They absolutely refuse to address the double Yumeko teams... Need a no dupes rule for hydra or make it so Yumeko doesn't reset Yumeko. Characters only using their strongest skill over and over again breaks the spirit of the game otherwise they wouldn't make powerful skills with cooldowns, just remove all A1's.
I agree. Double Yumeko is a major contributor to the problem of out-of-control damage scores. But, like you said, they don't want to do that. Double Yumeko drives so much revenue all on its own.
No, I don't think this is true. On auto, I often see champions that don't target the devourer head. I've watched in frustration as my entire team as repeatedly targeted other heads while their teammate is slowly being digested. SO I do think that one change will be a benefit to all players.
@@ColredPlaysRSL raid new update version 9.20.00, date 12-09-2024 improvements and bug fixes, Improvements to champion A against the hydra: when playing on auto, champions will now prioritize attacking a hydra head that is currently digesting a champion... and i have seen the difference since then.
Hi ColdredPlaysRSL, I am only posting again because you responded to one of my comments and I'm not sure if you read comments on comments. I disagree with your opinion on "Hydra Clash" bringing in players for the CLASH aspect. (sure, there are a few) Based on cursory research, most players in most clans still do not do Hydra, especially not for the CLASH aspect. Some do, but most of them are end-game clans. Think about it. Why does anyone ever do Demon Lord Clan Boss once you have an endgame account? SHARDS, that's it. NO OTHER REASON. They certainly aren't doing it for Cruel and Immortal gear. Both of those sets really don't factor much on an end game account. Take away the CLASH aspect of Hydra, add Shards to the rewards, and I'll guarantee that the participation would increase, and no one would care how many billions of points of damage anyone else would do, as long as you can still hit YOUR goals of top chests...IMHO, LOL
Hey! If you add more rewards to the chests, of course you would increase participation. But most of the clans in my cluster participate in Clash to some degree. The extra rewards are an incentive, and many of us are F2Pers. I know that I, personally, am back in hydra specifically because of clash. I don't particularly like the content, but the rewards are just too valuable to ignore. I think the community response to Clash is likely to be different for each segment (early game vs end game, Spenders vs F2Pers, PvPers vs PvEers). In your segment, there may be little engagement with Clash. In mine, there's a fair amount. Among mid-to-big spenders, there's a ton.
So many CCs called for this junk - I told the CCs not to call for these changes - now us smaller clans are suffering - Plarium behaved similarly to how they did with Cadaver - overkill and listening to the wrong people
I never called for any Hydra changes - other than, many months ago, I think I asked that they make Normal only 4 heads, make Hard 5 heads, and only use 6 heads in Brutal and Nightmare. I thought that would provide a lower bar to entry for new players.
Yeah, no worries. I will say, though, I find it difficult to blame anyone except Plarium. The CCs are literally the only people whose feedback Plarium SORT OF listens to. But, clearly, Plarium doesn't care about feedback that isn't data driven. They only care about moves that increase their revenue, regardless of how many players it hurts.
Yeah, that's what most people were hoping. i think Plarium took this as an opportunity to increase the difficulty on current content as a way to encourage more spending, and then they've tried to package it as a "balance change." Right. Balance. 😂😂😂
You hit all the important points, and yes, this is to just get more money from whales and krakens. The only people this really hurts are the f2p and low spenders. Can't wait for a different game in a similar format to play.
It seems like the easiest solution in the world, why doens't taunt just make the head eat the taunting champion? You know, like you would assume the effect would be....
So, the way it seems they said it in the video, the new devour mechanic won't start until the digest counter gets down to 2. So the first champ gets 5 turns, the second gets 4, the third gets 3, the fourth gets 2, and then the fifth devoured champion should get a larger green bar. That should happen right around boss turn 90, I think. That's really quick.
If they want Taunt to stop working then it will be fair to remove that shit head that makes all champions attack different targets instead of one selected.
Colred , they dont understand their own boss mechanics , and im sure they havent play tested much at all , since we all know how they suck at fixing bugs , and actually testing things
Only a few days away from getting Dark Athel but I feel like giving up. I left crappy Diablo Immortal for this. Both companies have similar issues - they suck.
They do suck. I think this is a better game, but the recent trend of actions by Plarium has NOT been good. And it had been a really good year for the first 7-8 months.
@@ColredPlaysRSL I agree, it is the better game, but I have no idea how I will manage Hydra now. My goal is to unlock Arbiter (I'm at 239/286) and then see how I feel about things. I do have a question, if you can help? *Is there hierarchy list out there, like a tree diagram of champs that succeed other champs?* For example Galek < Warmaiden < Dagger. (I don't know if that is right, but something like that?)
That' true. Several people have said that. I didn't recall Plarium's last statement on taunt. However, I think the reason was I didn't believe them at the time. But yes, they straight up went back on their public statement that taunt was WAI.
I think hydra is going to be harder for most players, both FTP and spenders. Krakens are krakens, never harder for them, they´ll find new solutions. Think it´s okay they make hydra overall harder as long as it dosen´t effect cb and other gameplay. So we´ll wait and see and hope for the best.
One of the things I'm worried about for F2Pers is making chests harder to get, because that slows down their Mithrala. She's so strong for F2P. Increasing the time it takes to get her is not good for F2Pers for sure.
Yeah, some viewers have been pointing that out. I don't know if that means the team now dies very quickly or that Plarium stopped the fights early to cherry-pick the damage numbers they wanted. Could be either.
I'm just so burned out on Raid. When a game stops being fun it's time to step back. I'm not sure I'm giving it up yet, but I'm certainly going to spend less time there.
This is the emotional place where so many players are right now. RAID is exhausting and unfriendly. If it weren't such a fundamentally good game, with such a great community of players and CCs, I think a lot of players wouldn't play as long as they do. I hope you stick around, because I hope the game stays fun for you. But if not, I understand. We all have to move on to new games eventually. 😢
Saff did teh Math, trunda has gone form 10x better than everyone else to 15x better than everyone else, because plarium don't understand their own code.
Increase/decrease speed was important anyway. Now they're going to become the two most essential buffs/debuffs moving forward... The taunt change is BS.
I agree on most of the changes they made, but they have miss the one important thing, They have nerfd Cadaver in the past because he was op and broken for hydra, fine no problem with that, in 2 weeks Trunda has take his place, now they nerf trunda and make hydra harder, I’m also fine with that but in 2 weeks another champion will take Trunda place, because the real problem wasn’t Cadaver or Trunda, but the double Yumekos, and as long yumeko won’t get a nerf , we won’t have any balance and competition in hydra
Damn watching you get through this vid was painful xD As alway Plarium overshot and did things nobody asked for. And the average player will suffer more than the krakens yet again
Clash rewards are mediocre anyway. You can still get your milestone rewards in hydra at your own pace. I personally didn't run any billion teams but now I'll just focus my main key for clash and auto the other 2 for the max chest on the other 2 difficulties. This just saved me time tbh.
I have 3 teams that will go to turn limit and get me over 4 billion in hydra clash full auto. None of them use the cheese mechanics. Just limiting the turn limit nerfs my damage by 1/3. With the additional buffs to hydra I am worried I wont get the 1.2 billion for the top personal chest... If not, I will likely stop doing hydra. Granted top chest every 2 weeks is better than no chest, but the rewards are not that great in the first place, I collected top chest every week since implemented and still don't have the accessories for the champions I want them for... Take you carrot and shove it where the sun don't shine. And why they changed the re-spawn (sepent's Will buff) buff? So you have to manual...NOPE!
@@ColredPlaysRSL So turns out I can still do 1.2 bil with combination of any of my 2 teams (was any 1 of my teams would give me over 1.2 bil)... Sadly no excuse to quit hydra... yet LOL
Yeah, right off the top, they tell you who they care about, and who their game is for: krakens and whales. All these changes alter the game immensely for low-to-no spenders, about whom they don't give a rat's ass. One of these days, people may get this basic truth through their heads. But I'm not optimistic. I agree that low-to-no spenders are probably feeling the effects of this nerf party more than whales and krakens, and I'd say that's a feature, not a bug: to help whales and krakens continue to justify their spending habits. After all, why spend if an F2P player can be competitive somewhere? But as the devs advised Ash in that closed-door meeting, players don't HAVE to play. If they just ruined your one and only Hydra team, you don't have to play Hydra. And if it turns out that Wixwell now DOESN'T work on all levels of Clan Boss, well... those are the breaks, right? I don't have any of the Champions affected by this nerf, nor do I play Hydra. So none of this affects me personally. But it does give me pause, because they keep nerfing Champions that everyone can get (with the exception of Trunda). It leads me to wonder if fusions are really worth doing.
Oh no. I have. I worked for several big corporations right after college. And I got fed up with their b.s. back then and went to work for myself. And I've never looked back. Companies don't have to run this way, but too many think they do.
Their statement that we’ll have no problem still getting our chest rewards makes me so mad. They’re keeping the top chest at 1.2 billion while making us do significantly less damage so no, we won’t just be able to get those rewards as easy as before. It’s just idiotic
for cb wixteam need to be rebuilt to work again and they know it , that team will no longer even reach 150 turns so teams that needs 200 + turns to get the dmg needed need to rebuilt at least 2 more champs need to be replaced so more resources sink , 2 mil shield is so low , let's think about it if it was 20 mil shield it will be also nerf to hydra team no longer deals alot of dmg and also they killed taunt so that team already dead but with 20 mil shield cap cb team will be at good place
Yup, the taunt is the worst, where is taunt in the game this was more or less the only place taunt was a buff of value, I am fine with the rest. Taunt teams were never the X-Billion damage dealing teams so why nerf that....and those teams are a bit tricky to set up too so these chances were directed to more of the ftp and low spender crowd....it is such an odd stand to take towards once player base. So those who had the hardest time doing Hydra has it even harder now....I rest my case.
Okay. Without knowing more, all I can say is that it sounds like maybe the team comp isn't yet complete. You still have to cover all your bases with consistent provoke and hex debuffs, plus have solutions for the heads of torment and wrath. Once you've got all the pieces in place, and a nice Trunda build to boot, she should do quite a bit more damage. I hope that helps. Good luck!
They made things slightly more difficult for high end players, and way more difficult for everyone else. The main F2P solutions all got erased from the game, Emic, Packmaster, Wixwell.
Yeah, that's how it feels to me too. I think that Hydra just got harder for everyone, but REALLY hard for F2Pers and especially NEWER players. Ouch.
what do you mean solutions? Solutions to not having to think about how to build a good team? You won't ever compete with others if you dont spend enough, so that argument with competing is not an argument.
Hydra is the hardest part in raid, why shouldnt it get harder. You can 1 key NM with only fusions, so what are you crying about specifically?
Oh how did you fight it already?
Erased from the game. Lmao, tell my you know nothing about these champions without telling me you know nothing about these champions.
@@ColredPlaysRSLthis is exactly how I feel as well. They made it harder for people already struggling in order to make it slightly more balanced for krakkens and whales.
Part 1. of 2.
I have some thoughts on this, as you would expect from me I suppose lol. Make a cuppa, sit back and have a nice long read
Just going to start with it and get it out of the way. Trunda needed to be "rebalanced" (2 years ago) She was broken and now it's potentially fixed. Wixwell/Yanica teams and all the variants needed to be fixed too. This also was broken and is now dead and buried because, let's face it, it's cheap. Taunt cheese teams needed to be altered slightly, but they got murdered instead. Now on with the show...
The 100% block damage on a respawn is needed to prevent the 1 shot. A respawned head already takes 75% less damage when it respawns and they are getting obliterated by certain comps. If you were to move this to 99%, it would still be obliterated by those very same comps and nothing would change for them while everyone else suffers these massive changes. This is a situation of all or nothing, if they want to stop newly emerged heads from being destroyed immediately, it has to be 100% block damage or don't do it, but then, why are you doing anything if it's not to end certain types of teams? Also they need to make these unkillable heads not be able to take buffs or we can end up with a head that has poison cloud, and/or reflect damage before they get a turn, and the run could be all over. This can literally happen every time a head respawns. Your run is now an RNG fest from start to finish. These heads are respawning faster, you may not have the skills off of cooldown before they come back and receive these buffs.
There is a misconception however, that this will reduce the overall damage because of the 100% block damage, and that would be true for short fights, 200-250 turns. However, over the course of a mid length fight you will have multiple situations where 2 heads will respawn. one of those heads will have block dam, but the other has no dam mit at all, where it would have had 75%. All-in-all, the damage ratio should even out, or be slightly better for those going longer into the fight.
HP bar: I would switch tactics now that it's a hp bar that as far as I can tell, has no time limit to it just there until it's destroyed, but I could be wrong on that myself. I have watched this bit of the vid, many, many times and it seems to be an hp bar until it's all gone and it doesn't matter how many turns go by because the meter was always the same in each separate clip, the head remains decapitated until you get through all it's hp bar. They may have left the turn meter element out of the vid, and it happened to be in the exact same place each time they filmed it, so it's a wait and see ofc. If it is as they make it seem, then I'm already thinking of new strats. If I'm right with my assumption, based on how they are describing it, and it's not a timed event but a permanent hp bar then the best strategy so far that I can think of imo, is to simply ignore a decapitated head completely as it's a fixed amount of damage and it's going to get that damage anyway. Put a hex and other debuffs on it as usual and hit another target and let the splash damage take down the hp bar. A dead head eats no one, live ones are always dangerous. I'm sure bigger brains than my own will come up with other, better options but it's a simple reversal of what we have always done to get best/maximum result from a decapitated head. This is very dependent on it NOT having a turn meter as well, and is just a permanent hp bar.
Digestion: You are correct mostly. It will only affect those who go very deep into the run. However, there are many tanky, low damage teams that need to go through the turn count to get the score required to get the 650mil box with bonuses applied, or the 1.2bil box more than double that for the top 3 placed HC box. This will absolutely cripple them, and there are not so many people with top tier damage dealers to help with big damage that will also overcome the digestion loop, or it will just speed the process up to reaching that point if you do anyway. This is a catch 22 loop. Want low damage to keep decapitated heads for longer, and delaying the onset of the new digestion mechanic, but low damage won't be enough once the loop started anyway, so high damage teams are required, and guess what? You speed up the run time to reaching the digestion meters being raised. This change will affect those up to early late game mostly f2p or not. If you are concerned about your high damage team, what about those low damage tank teams. Everyone, except the freaking target of these changes will actually be affected by these changes not just those few at the top.
Shield nerf in hydra ONLY is a must, as these are also cheese teams with high damage potential. If these were not also "rebalanced" then those Krakens, Whales and even plebs like us would all switch to this strat. No need for different teams just 1 Wixwel/Yanica and it's variants. This would defeat the purpose of needing to find/do anything else and we are at square 1 again. Simply has to be done too, or everything else is pointless.
Box rewards: Absolutely correct. You hit this nail plumb on the head. The values must be changed to reflect the lower damage scores we will all now be outputting. Changes to the lowering of overall scores must coincide with value changes to the rewards or the changes are a punitive punishment for anyone who can no longer achieve the rewards they did before the changes. Now this cannot be 100% of people still getting these rewards ofc, as rosters differ and some people won't have the necessary champs and/or gear to make wholesale changes that will reach the altered values and new strats that is going to be needed, but a 90-95% coverage must be achieved or they have simply robbed the poor just cos there're Paylarium and we are scum, as the rich (monetarily or in roster/gear wealth) will still get their rewards regardless, and an invite to the Supreme Club coming soon too, no doubt.
One option that a couple of CC's have suggested is to simply put all this into an UNM hydra mode and it's a very viable and simple solution imo. I have no problem with that at all. However, I don't believe Paylarium will consider that because it was a simply solution that nets no extra $ for all the changes needed by players to play these current difficulties, so I have a solution of my own...
If they choose not to do that suggestion, my preferred option would then be... Leave these changes out of normal and put a points cap on it for HC purposes. Keep it reasonably low too as most people doing normal are early, mid, and early late game players 650mil (current top reward box in the HC, or new lower value if changed) is sufficient to cover the maximum points available here. The outside 1.2bil is a bonus box that you work towards and has no HC value whatsoever, so I did not think it was the optimal score personally. The early player should suffer no consequences at all for the 1% top end Krakens and Whales that do in NM what everyone else can only dream of with 3 combined keys in normal. I would then say ok, once you have reached hard, you start to play with the bigger boys and the rules are the same for everyone. However, I would also adjust the values they have set for the difficulty you are playing in. Hard should have 20% bigger health bar on decapitated heads, digestion meter growth starts after 4 digestions of a champ once it has reached the 2 turn count instead of 2 digestions. Brutal 10% more health and 3 digestions, then the values they suggest for NM. It is then a scaling factor as you get better and go up in difficulty rank, then everything naturally gets tougher too. These % values are just a placeholder, it may need to be more to cover the power of 2024/25 champs over 2019 champs but you get my point.
Time for a rant... Remember, the only people that all this affected was the top clans and those of their ilk as none of us ever faced them. It was the whinging of the CC's like, Nubs, Scratch, HH, Ash etc that brought this about because they were getting trashed often by these rare krakens and Whales up in the rarefied clouds at top end of tier 6 HC where we will unlikely ever be. I agreed in principle that Trunda was mega busted and had to ne nerfed. Balance is balance and is for all level of player to have regardless. I agreed that all cheese teams that broke the game mode needed adjusting to fall in line with every other comp, as did many, many, others. However, none of us asked Paylarium to nerf everyone below those handful of champs to let the Krakens and Whales to play nice, and fair with each other. They decided to nerf the content, kill comps that no one was even mentioning, ever, anywhere! and pushing down on those in the middle especially, and below out of contention for these rewards. All that to us, just so they didn't "rebalance" those champs directly. None of us in this clan (Red Wardens), or the cluster as a whole has ever come across this phenomenon in HC. It is a Whale disease and they have infected all the fish in the sea with this. Raving tirade over
P.S. you ALSO missed that Plarium recently DID say that Taunt WAS working as intended . BUT.... THEN they saw people (FTP specifically ) using it to do way more advantage then Plarium was comfortable with.
So they did a complete 180 and now saying F You to the players.
Yeah, I know they reaffirmed it was WAI after the community was originally like, "You sure about taunt?" But I think they (meaning Plarium) just missed what was going on and then were like, "Oh yeah, we meant to do that." Their statement had such a bewildered sense about it at the time, that most CCs were just kind of nonplussed. I don't think taunt was ever intended to permanently bypass the devour mechanic. Plarium was just too stupid to realize players would create a "taunt loop" because Plarium never player-tests their game.
@@ColredPlaysRSL For taunt to work as it did they had to intentionally add code to make it work that way. I am fine with the change but it was definitely WAD (working as designed).
It feels like Plarium is actively trying to get casual players to give the game away. Any time a solution pops up for low spenders or FTP players, they get out the nerf hammer and smash it into the ground. Looking at you Corpulent Cadaver. Wixwell does good, make him worse. Yannica finally has a purpose, make her main skill pointless. Shyek comes out with a kit based on taunt and is useful. Nope. Make that skill utterly useless. It just feels like Plarium is crapping all over my account and the last 4 or 5 champions I have levelled for very specific purposes. Was holding hard for deck of fate and that got crapped on very quickly. I don't want to sound hyperbolic, but man, it might just about be time to find something else to play.
I feel you. I'm exactly where you are. Maybe the only difference is that I have more insulation form Plarium's BS because my account is already end-game. They can only hurt me so much at this point. That being said, I'm looking forward to Godforge.
my mind is already set to get out. I'll wait for the update to drop and test. if my CB team is affected, I'm out. That is my red line
Plarium:
"We don't know our game...
"We don't know our champion skills... ( we have a lot of champions and we forget how their skills work ) ...
"We don't understand players, and we hate that you can look up strategies on the internet ...
"We don't understand synergy, it's just a word that rhymes with energy ...
"We can't imagine how you guys research the skills to make uniqe and powerful compositions of teams under the rules we set in our game ... INCONCEIVABLE!!!
"So, what do we know, you ask? ...
"We know selling--and you guys ain't buying ...
"We know gambling ...
"We know how to make you sweat, and desire, and want what we put out ...
"We got 'New god champions' coming out! They are incredible! ...
"Their skills are out of this world and they make yesterdays power creep look like a trickle ...
"Get your 'new god' shards now!!!!
*Disclaimer:
Rare 93.275%
Epic 5%
Legendary 1%
Mythical .5%
New god .225%
(Don't worry about the mercy, you ain't getting them--EVER!!!!).
Truth. Also, I 🤣.
I am in a ~900 ranked clan as a lower end player (15m player power, FTP), and I can tell you it is very annoying for my entire clan to be out damaged by 1 Trunda team so it hopefully helps. It absolutely hurts the non-spenders in progression, but this patch hurts all progression. I'm am cautiously optimistic they are moving in a healthy direction. But they should have put some positives in, like lowered damage numbers to get chests or more rewards to compensate.
I still have a Demytha team for CB that I never changed after Wixwell as it 1 keys no problem, but I can't see how these Wixwell changes will prevent a 1 key UNM team.
I think it's good to reserve final judgment until we see the changes in action, but I'm not as optimistic as you are. I certainly hope the shield changes don't kill the Wixwell CB teams people have built.
Hey Colred, at 26:54 you talk about the damage on the Trunda team not being huge (321.32mil), but this appears to be a stopped key, because it only ran for 13:12, and the battle after that at 27:49 ran for 7:11(213.38mil) without real-world tests I am not trusting anything I see in this video. Thank you for your coverage. Once it's live and we see what issues arise, we can all get together again and discuss hash it out again :D cheers!
You're right, I missed that. And I agree - don't trust anything until it's confirmed in-game by actual players.
Even if Plarium ripped the EXACT team from a top hydra player I guarantee they don't know how to hit the same numbers. They don't play their game like we do lol. Just wait, Trunda will STILL be the top team once the top players adjust. Meanwhile Wix/Yan is super dead.
If you look at the faint battle screen behind the damage screen, you can see that all champs are laying there dead. That key is over.
In the mobile game watcher of realms. When they hard nerfed a champion. They offered a one time reset of the chickens books and xp used on that champion. Champion I believe was named boreas. I got all 5 chickens, the skill crystals (books) and the xp I used to take him to 60 back. And of course the default 5 star legendary back. Be great if wixwell can’t do one key ultra cb to be offered atleast the reset like watcher did.
THAT sounds like an awesome developer. Yes. That's exactly what Plarium SHOULD do. They will not.
@@ColredPlaysRSLnot really. Boreas was the most broken champion in the game and the players were stupid to think he was gonna stay the way he was.
Moonton has slowly been digging their own grave recently.
How to fix Hydra in 3 easy steps:
1. Remove Hydra Clash (add rewards to chests such as shards and gear)
2. see #1
3. see #1
I am on this boat! :-) Solves all the problems!
I actually think that hydra clash has incentivized more players to play the game mode. There wasn't nearly enough reason before. However, I agree that Clash still needs to be improved significantly before it's a positive experience for most players.
@@ColredPlaysRSL I agree here. I hated hydra, but clash has actually been fun for me. Luckily my clan has got the 1-3 rewards more often than assed out in 4th/5th. The fix for them would be capping the points. Or making them less worthwhile the higher the damage goes. Like the first 1 billion is worth 100%, then the next is worth 10%, then 5%, etc.
@@ColredPlaysRSL Not to be too argumentative, HH said the same thing, but I disagree with you both.
Think about it. Why do people do Demon Lord CB everyday?
Every new account has ONE thing on their "to do first" list, and that's Demon Lord Clan Boss...including the HH competitions, and that's because of the SHARDS.
Add shards to the Hydra, and everyone would do it...and NO ONE would care about Infinity teams, the same as no one cared about the VictorTESS teams. imho.
@@Kensdisguise - 100% agree
9:44 What people haven't realized yet is that this new mechanic is going to be a nightmare for most people. 99% of players can only kill one head at a time and it will come back alone and without taking damage. Then you kill another one and it will come back alone and without taking damage, and so on. You can apply debuffs, I suppose, but without being able to cause damage, it's no use and you lose the debuff faster. Whales and Krakens can cycle through abilities quickly, but most can't. If the decrease defense goes down, you'll have to wait until it's available again and the damage you cause will plummet.
2 words:
Nerf Plarium
😂
LMAO! I like how you think. 🫡
Nerf eternal growth capitalism.
Have you watched Saph analyse of the changes?
He analysed the damage numbers and, from his calculation, Trunda should still deal ridiculous damages and, considering that every team damages will be nerfed, he expects the best Trunda teams to still earn about 5 times more hydra Clash points than the best non-Trunda teams.
We have to wait for the first results but, if it is the case, it would mean that Plarium managed to fail player expectations in every aspect of the rebalance:
- Bring Trunda teams to a balanced level: Failed
- Bring Wixwell teams to a reasonable level (considering the accessibility of the team): Failed, Wixwell teams won’t be balanced, they will be completely destroyed and (if Wixwell still has a nice kit for Hydra) Yannica is going back to the vault for most of the players who build her.
- Not affecting to much the regular non-cheese teams: Failed, all regular teams should get less points for both Hydra reward and hydra clash and some players will miss rewards for thresholds they invested a lot of time and resources to reach.
The only good change is that, for some players, the hydra fights will take less time. However, some player who are running them in auto will probably have to manual their fight again to keep the same reward and, for them, even that objective won’t be met!
I might be a bit over dramatic but the most I think about the rebalance the worse it looks like.
Saph's calculations are based on assumptions. We'll see the real implementation after the patch and then can judge it
u deal 0 damage to new heads, which means these comps will need to change because they have no way of dealing with the heads abilities
Tinfoil hat here but I think this was EXACTLY what they intended. They put out a flashy video that makes it LOOK like they are nerfing everything and everyone but when the dust settles the Whales still have their Yumiko/Trunda teams but F2P gets screwed hard.
Colred, I just want to give you props for holding it together while giving a solid analysis through Plarium's 100% Grade F Bullshit video.
For myself, I ended up just laughing with that sinking realization that Plarium is Nero burning Rome down around himself. Just to be clear, I don't use Wixwell or Trunda teams (I skipped Wixwell and have 2 Trunda's that I use for Arena/Cursed City but that's it). These changes don't even affect my particular F2P account, and that doesn't matter. It hurts to see the People's Champion nerfed; it hurts to see fellow F2P players kicked while they are down; it hurts to see all the creativity of creators like Bronco get curbstomped for the audacity to beat a game mode without encouraging spending.
It's a horrible type of hilarious irony that Raid is such a fun game that's only held back by the sheer stupidity of its managing executives. There are struggling indie studios out there with amazing games that would saw off their left hands to have a fanbase as large, engaged, and creative as Raid's, and it's that type of irony that convinces me there is no one at the wheel in this universe.
I hope you continue to persevere, to keep shouldering the bullshit and working through it and providing the one thing that will actually hold this game together: an uplifting community resilient enough to weather Plarium's sociopathic abuse. Best of luck, my dude.
Thank you for that, Scott. I do truly appreciate the support and kind words. And I agree with you - it's a terrible irony that Plarium makes such a great game despite their constant efforts to sabotage it. It really boils down to two things, I think - they make cool champions, and the game looks good. If either of those things wasn't true, RAID wouldn't survive 2 patch cycles.
@@ColredPlaysRSL Agreed, although I would posit a third element: a very engaged and creative niche of players and CC's that keep it entertaining for the masses. Purely anecdotal, but if it wasn't for the HH F2P challenge 2023, I would have dropped Raid after hitting the mid-game grind.
All the main CC's in this game feel like a team to me, and that's uplifting in a way that isn't very explicable or easily able to quantify in data analytics. I can watch Eharbad and find him and Nubs discussing in-depth F2P roster and comps, then watch Ash and see Drock raging about sheep from a whale perspective, and never once are they being toxic or unrelatable or disingenuous towards each other or the community. Same goes for you, and Jgigs, and Bronco, and you know the list.
You can't buy that. Goodwill and team spirit is won over time by genuine people, and when it's gone, it's gone for good. Plarium is going to fuck around and find that out, much to our detriment.
The Taunt change has me especially frustrated but mainly because my Taunt champion was Arbais (Mythical). I have spent the last year slowly acquiring Mythical Tomes to give Arbais specifically for my Hydra team. Sure she's good in other areas but I only built her primarily for Hydra and it took forever to book her out. I'd like those resources back.
Shield Cap at 2M, Trunda A2 correctly doing 60% of the first hit. All we needed
Trunda is not doing 60% of her first hit , sure she can't get crit damage bonus on 2nd hit but still get the decapitation bonus of 200% and all other bonuses (protection set buff/area bonuses/masteries etc.) so will still do more damage in a single attack than most people do in a normal run.
yea, i was probably not clear on this. All we needed was Trunda's A2 NOT getting multiplicative bonuses on the 2nd hit and just doing 60% of the first hit.
Part 2 of 2.
Something you did not talk overly long about (in game mechanic)... Endless Taunt loop is a cheese team and needed adjusting also, but Paylarium killed it stone dead instead. They sold us taunt champions on a "Working as intended" for hydra. That it is a "valid strategy" Many people, myself included, went for Packmaster not for the dumb dog synergy with useless hounds already in the game, nor the fomo of a mystery dog that may never come to be, but likely will eventually but is as likely bad as it is good. I went for him for the taunt mechanic and block debuffs, both of which are excellent options for hydra, as did many other people. That would have been a fusion that I skipped knowing what I know now. I was on the fence about him personally, and changed my mind at the last moment on reflecting those 2 bits of his kit. Fortunately for me, I have him on my list to build during CvC, but not until personal rewards are up. I build 2/3 champs each one of those, and he was up next CvC, so this announcement actually came in time for me, but only just. He will remain in my backpack at lvl 50 for the foreseeable future now. Others have already invested though. Paylarium ASSURED us that this strat was "valid" after being asked if it was a bug. It was "working as intended." People invested with this assurance. Paylarium must compensate these people with a return of all resources used on taunt champs in everyone's roster. They know everything about each account, they know this too. hell, they even stated that they playing inside peoples accounts. They get to do that when we are not online, is somewhat disturbing.
Paylarium could have adjusted this mechanism for the sake of "balance" as they claim, but they don't know the meaning of the word imo. They have 2 ways of dealing with things...
1. If it's broken and making money "working as intended" then lave it alone for at least 12 months to milk it and then sell the solution to make even more money.
2. If it is broken and is not making money, kill it, especially if it helps the unwashed masses.
My solution to the infinite taunt mechanic is reasonably simple. There have been suggestions that just make the taunt champ the target to be devoured even if the Mark of the Hydra is on another champ. I'm not sure they can code that in very easily, as I believe the heads are hardwired to go after the mark. However, if not hard wired that way, this really is the simplest solution of all. If not, then my solution will work and it's scaling to get harder for the player to manage effectively. It will be a high skill comp, which Paylarium claim they want to see in hydra with these changes...
Simply make one head starting from the left hand position always have the "chance" to ignore taunt. In other words, they will make the attempt no matter what head spawned in the far left to swallow the target. The % I started at is 10% for the left hand head for 500 turns. Then add another head every X turns after that. head 2 at 500 with 12.5% chance. 700 turns head 3 with 15% and head 4 at 800 turns 20%. So eventually it will look as follows head 1 10% + H2 12.5% + h3 15% + H4 20%. The heads must use their skills and not the a1 swallow effect if they are ready to be used and only attempt an a1 swallow when no skills are available. If they fail to swallow, they do double their a1 damage skill to compensate for the failure to digest their victim. This attempt has a 1 turn cooldown. This stops the heads from endlessly trying to swallow outside their skill cooldowns and gives time to manage the head (kill it). They could then make intercept on the taunt champ work against the swallow too and block it taking a tick off the intercept skill instead of being devoured on a successful swallow attempt. This effectively makes Wixwell viable for hydra again too but for a different reason. This will be a very high skill comp to manage and probably for those who want to be challenged by the content the most, more than those chasing big numbers. It does however mean, that Taunt is not dead and with the addition of Intercept to protect still further, Wixwell will be back in the game too. After all, he is the Community Champ, and we want to use his skillset to the full.
I have several thoughts on so-called "cheese" strats. I think they are almost all valid, and I don't think of them as "cheese" at all. What is taunt supposed to do, if not alter the normal targeting process? So people figured out how to use that skill to counteract one strength of the enemy. That's the same as using stone skin to block debuffs and limit damage in arena. It's also the same as using block revive to prevent a reviver heavy team from being able to stall out a PvP match indefinitely. As long as the mechanics actually work the way they're supposed to, then I feel that there's no such thing as cheese.
@@ColredPlaysRSL True I suppose, but I don't think that Yannica was on their mind when they made Wixwell the way he was though. It's Paylarium's fault for making Wixwell's shield infinite in the first place. They should have built an upper limit to start with. However, it was breaking the mechanics of the hydra, so had to be altered. Taunt can easily be altered so it still has some value but they decided to kill it instead. That was "working as intended" but again, the infinite loop was not on their minds at all.
They figured it would drop off and the champ would be eaten. They could have arranged it so the heads had a % chance to ignore taunt instead of always ignoring taunt and the strat would still be viable and have the heads devour champs too. With them, it's simply either leave it alone or murder it. "Balance" means a middle ground. They certainly don't know how to find that ever imo.
I wish they would rework how Taunt interacts with Hydra. Have it so the taunt champ becomes the main target for digestion and then also make it so decay has to attack them as well on that single target hit would make it useable. I think most of the updates were needed though and I support them. Agreed it definitely got harder and hopefully that is offset by either better rewards or lower thresholds to compensate.
I think that's what is happening. I saw something only after we posted the video. So taunt may still have some use.
What you missed Colred was the team damage numbers..
They were NOT turn limit numbers, they were at like 50-100 turns. So kraken teams will still do billions of damage.
The making it harder to release champs kills most FTP'rs.
The 1000 turn limit might make my basic Trunda team (not yumeko one) not reach the numbers to be able to get top chest for clash.
This Hydra nerf will probably make my teams almost not able to do what I want.
The total damage reduction on a head will kill a lot of other people's teams.(Although with Thor's multihit skill, if you target that head, you're guaranteed to still do decent damage.
I guess we'll have to see what other teams people come up with.
Yeah, that's possible. My thought was that those teams just didn't go to the turn limit. They probably died too soon. But maybe I'm wrong and Plarium is just blowing even more smoke than I thought. We'll have to wait and see.
I think the point was to bring the Kraken point totals a little closer to us plebd.
I don't even do Hydra Clash because I'm an insignificent spec. Closing that gap by any amount is progress for me.
RNG hasn't ever given me taunt so I'm good with that stupid loophole leaving.
I was never going to max out the neck anyway. Very rarely have. That is 85% targetted at krakens.
I do agree that nerfs should come wuth compensation for those who have nerfed champs..
None of this impacts me because RNG has given me 40 Hariers but nothing that is getting rebalanced. I would feel differently if i had any of it for sure.
I get what you're saying. But here's the problem with how Plarium has gone about it - If you're a whale and you do 100x the needed damage to get the top chest, and you get cut in half, you're still doing 50x the needed damage. If you're F2P and you're doing 1.5x the damage needed to get the top chest and YOU get cut in half, you're now doing .75 of the damage needed..and you FAIL to get the chest.
@@ColredPlaysRSL Most of this wont affect me though. RnG has never given me a taunt. I can't max out the necks anyway, so it just brings the krakens closer to what Im already doing.
The only real difference this makes for me is that I may be able to do what i already do on auto. I suspect that I'm like 80% of the players who can rarely finish a fusion.
Making sure a head survives ensures that devour works still.
Preventing teams from avoiding devouring seems a major intention of this fix. The things they're doing for this aspect are really hitting the high end, I think. The Wix nerf is a direct hit at FTP though.
There's also no way this set of changes makes auto fights easier. And the damage reduction is going to significantly impact the rewards.
For Wix CB, Saph did the math on it. He seems to think it won't impact most players - but I don't think folk in my clan who are 1-keying will be able to keep the same teams.
This is a great video. Excellent summary.
I'm really interested in the new decapitation as there was no turn timer on that debuff. I think that could be a big boost to new players just trying to hit the minimums. Instead of having a limited time frame in turns to get your damage off, you have a more or less fixed amount (you can overkill, but someone who is newer probably isn't overkilling) of damage you can do once you decapitate a head. That means if you are mostly bringing single target damage you could potentially focus on other heads before hitting the decapitated head.
Yes, that would be a new, interesting tactical choice. That means you could potentially bring no aoe damage and basically leave decapitated heads in a near-permanent decapitated state, until you decapitated all 4 and had to actually hit one. Good observation! Of course, if the turn meter is actually still active, then that idea goes out the window. We'll have to wait and see.
I don't think there ever was a timer on the buff, it's all about the CD on the A1, that's the regrow ability unless I'm going crazy? The only real benefit I can see to the new decapitation is that max hp champs will have a higher damage cap on decapitated heads now they have a health pool.
Its a real shame that Plarium ended up with this game. Overall Raid is a great game, but the devs really love to spit in the community's face. They've done shady thing before, but if they overtune Hydra, a massive amount of players will leave.
That's a genuine danger. And once players leave, they're not going to come back, even if Plarium fixes things in the future.
I'm impressed by Plarium. I didn't think they had it in them to stick by Hydra and it's core mechanics anymore. But they did it. People will be forced to play around the boss' core mechanics of 1) different heads that respawn and have different functions (buffed serpent's will to ensure respawned heads WILL get turns) and 2) Consumption.
I will probably take 1 extra week to get my clash cumulative chests, but that feels like a bonus anyway. And I'd take getting potentially bumped down in a winning chest tier if it means I have a better chance at getting top 3 because of the insane disparity between the best teams and the rest gets brought down. Lower requirements would be nice, but I'm still planning on continually improving my teams anyway. I'll be getting those higher rewards sooner or later.
At the end of the day, even though this will probably have a moderate negative affect on me, I DO firmly believe this is much better for the health of the game to have sweeping changes like this that re-affirm hydra (not unlike when they made CB start ignoring unkillable/block dmg after 50 turns, and maybe with this new shield cap for CB).
I agree with you that improving the health of the game in the long run is worth taking a hit in the short term. That being said, I don't agree that these changes will accomplish that goal. I think, more likely, Plarium under-tested the changes (they don't do ANY player testing before releasing these types of things), and, as a result, they've just introduced a whole host of new problems while fixing...two? maybe?
I agree with this take. Colred is brain broken towards his young, F2P audience that hasn't put in the time needed to adequately perform in Hydra. Talk of the personal MILESTONE chests should not even be the consideration of 95% of his viewers.
I play F2P and have an account almost half as old as Colred and had no issue hitting 1.5 billion hydra clash points weekly. Happy to have that amount come down to never have my entire clan nuked by a single dude running a broken Trunda comp again.
@@M.to.the.L couldn't agree more!
8:00 - It'll effect my AoE damage, and thus my ability to get chests. Probably not a huge amount, but as a F2P I am struggling to do much in Hydra anyway.
Yeah, I'm not sure how much either. But more than 0, and any nerf of that type seems unnecessary to me.
@@ColredPlaysRSL - Yeah, I'm a
Watch Saph's video on HH Gaming, Quantitative numbers showing how this Trunda nerf won't be nearly as effective as they think. Plarium STILL does not know how (or doesn't care) how this works. The second hit, for any champ that does this, get's re-multiplied by masteries, books, buffs, Feral sets, Protection sets... It will slightly reduce the damage, BUT with the new Nature mastery that gives a HUGE bonus to damage and the 50% defense ignore, has the potential to actually increase the damage done by Trunda
I'll have to check out Saph's video, thanks!
I commented this on Bronko's video as well but putting it out there to see if it makes sense to anyone else...
When 2 heads respawn at the same time only one of them gets the damage negation buff, but you now trigger a respawn by depleting the hp, or essentially killing an already decapitated head.
For players who don't have the AOE damage output to one shot multiple decapitated heads, how hard will it be to make multiple heads respawn at the same time? If you want to maximize your damage against a decapitated head then every head will respawn with 100% damage reduction
I watched a UNM run (well half a run😂) and from the damage it looks like we'll be lucky to hit 50 turns after this comes in. Saff's vid seems to say trunda will still be OP for damage as they still didn't fix it properly 👍
Yeah, I'm worried. I didn't watch Saff's video yet. I'll go check it out, thanks.
@@ColredPlaysRSL I'm building packmaster at the moment, I'm not worried about the taunt loop, I'm short on decent provokers for decay, so I hope he'll still work for that
Pretty sure saph did the math in the video. If you're growing 2 shields to get to the 2 million cap, it's looking like it'll still go for 150 turns or so.
Personally, I think if you can't do what you need to do in 150 turns, your account is not ready for UNM.
@sgttoxiiczz I watched saffs video in bed, not sure I saw the end of it. From my test run I hit 1 key by about 30ish turns, I'll be ok
Things have been adjusted in a significant way.
Adjust.
Then decide if you still enjoy the game in it's adjusted state.
My answer will be yes. If yours is not, then you can decide what that means for your future Raid game engagement.
That's a reasonable approach. I think it's also fair to say that the changes don't look good at the outset, though we may be pleasantly surprised once we try them out. The bigger issue for me is that Plarium REFUSES to player test any of their content. So no players have actually played this patch before they announced it, and only the CCs in the program will get even a day or two with the patch before it goes live. And, based on 99% of the past history, no CC feedback will change anything in the patch before it goes live to everyone. The approach is just a recipe for disaster, and it has resulted in several disaster over the years.
Plarium have moved the goalposts on a LOT of content at this point. Lydia. Events. Tournaments. Now Hydra. I'm done spending, and I'm done going for champs that are supposed to be good in Hydra. Who knows how long they'll be in the game before we see them nerfed in one form or another because they apparently don't have a QA team to test shit
Exactly! Exactly this. Good for you for speaking your mind with your wallet! And I agree - wtf kind of game publisher doesn't player-test their game? Ever?!?
The players are their playtesting. They have such a kraken base they can get away with it.
Honestly they nerfed 8 champions in 5 years time. Wixwell is still a top tier hydra champ even without the cheese. Nerfing 2 teams which obviously needed nerfing is a win for me.
the faster turnaround of decapitated heads, I think affects more the F2P as the head regrows and can use skills etc , you'd need a faster team to get back to your skills, like you'd need the block buffs rotate faster
At last an opinion that lines up with most of us becomes most ccs are playing a different game fair play to you ps love the channel
Thanks! Based on what I've seen from the other CCs, no one likes these changes very much. But I agree that the patch can look very different depending on how advanced your account is, for sure.
What they did:
They wanted to address an imbalance in Hydra Clash. Certain combinations allowed 1 player key to out-damage an entire clan full of players using all their keys. Which, I think we can all agree was never the intention of this game mode.
After the changes though, while some do address valid points.... this massively affects the regular player on non-Clash Hydra who was just minding their own business collecting his weekly chests. Now all of a sudden, the changes to Digestion/Consumption and the 100% damage resistance on spawn heads.... means that players run is going to end a LOT faster than it used to... which means much less damage potential... which means most likely not getting the chests he used to.
I don't know why they couldn't just institute changes for Clash that didn't affect normal Hydra. Some idiot, in another video's comments, came at me with 'Sounds like those regular players aren't even trying anyway if that's the case'...... on the contrary, regular Hydra only REQUIRES you to build teams that can 1 key a stage... in regular mode, there is zero reason to do more damage than a stage requires to earn the maximum chest. Doing Normal and Hard each week can be MASSIVELY beneficial to build up Soulstones for summoning valuable Souls - which is one of the biggest aids in helping transition your account to the next level of progression. Punishing these mid level accounts in regular Hydra is just going to make the acquisition of Souls, a new bottleneck.
All the major issues with Hydra and hydra clash were Whale problems. Plarium used fixing one whale problem as cover to nerf 5 low-spender advantages that were not problems with the game mode at all.
I am delusioned on why.... Why not keep it as it is but make it points system so if you get 130b and you're top it's 1m if you second it's 750k or something like that.
Plarium wants to make more money so target whatles to spend and the rest of us are collateral damage
100%
@@GuyAbrahami respect
I agree. Plarium wants more money. And it's more economical to nerf everyone in Hydra to incentivize players to spend more money on old content again than to invest capital to develop new games modes that continue to raise the bar in terms of challenge.
I think with HP bar heads you'll have slower teams and mo re e single target to then kill all the heads vs worrying that you'll need to provoke sometime soon, or worry about fear.
Second I think we should expect a new 'trunda' fusion esque champ OR a new mechanic on a void champ that is added which makes these nerfs well... Void ..
Yeah, those new necks have the potential to change the tactics players employ. We'll have to see how that plays out when the changes go live.
So, when you decapitate a head, could you potentially leave it alone, (except for aoe skills), while u deal with the others, until u have all decapitated and then do big dmg?
i feel like the taunt changes are entirely uncalled for. I saw an idea on reddit to make it so that the taunting champ is the one that gets devoured, so why not just go with that instead of making it completely useless where is anyone gonna use taunt now? absolutely nowhere
The worst change for me is giving necks hp bars. mischief was like, the best head to attack when decapitated since its got the lowest defense, but now, its only gonna have like, 5M hp. its gonna go down in like 5-10 hits from your damage dealers. With the other changes, this means hydra heads are gonna spend way more time under serpents will, meaning the mark of the hydra is gonna count down faster
I think wixwell clan boss teams should be fine, you just wont be hitting the turn limit. You'll just have to get enough damage in like 100-150 clan boss turns so reflect damage champs like geomancer might have a bit more trouble hitting the damage values.
I saw something after recording. The taunt champion will now get the devour buff if the taunt goes up first. So that's something. Still kills the comps that are out there currently, but maybe someone will figure out something clever to turn that into an advantage (keeps your nukers from being devoured, at least).
sath did math on the wixwell shield growth and he always gives the excel sheet - he got flag for this but its data people can see if the 1-2mln is enough for Wixwell to work and I assume it should
its just that Yannica is doing nothing
I wonder if there will be visual indicator that the shield is capped
I love how the voice makes it all sound like its sooooo coool. /s
That's one of Plarium's favorite tricks. I remember when the consumable auto-battles were introduced to the game. The voice said, "but don't worry, your daily free auto battles will still be there once you've used up the new consumable ones," like that was an advantage. How's this - let me use my free auto-battles first, and THEN use up the one-time consumables. Plarium thinks gamers are VERY dumb.
I feel like people are just bored and want to be mad at something. There's plenty of things to be mad at Plarium for but this isn't one of them. To put it into perspective I have two accounts, my main account that I haven't spent money on in 3 years and one I'm driving because the old Clan Leader retired after getting a new job and not having time for the game anymore. My main account I've meticulously spent the past year+ getting my Hard and Brutal team to a billion damage (not Clash points, damage) through utilizing the Hydra's mechanics as intended and along with my max hp spamming NM key I can put up about 7-8B Clash points.
Meanwhile the account I'm driving has a bunch of the OP Hydra champs one team is Wixwell/Yannica the other is a Trunda team and I'm literally able to just speed tune them in whatever slop gear and because they're just OP cheese they easily triple my main accounts overall Clash score which I feel is unfair even though it's literally on an account benefiting my Clan. Its not even like Wixwell is nerfed into the ground, he can still do your classic CB runs, he can still perma lockout decay, he can still set up your defense nukers like Harima or Michinaki or whoever, you just can't set him up with a yannica and taunt anymore to do 1.2-1.3B damage hits in a single attack (which we can all agree while cool is silly and unhealthy for the game). Overall I'm happy with these changes with a couple minor concerns like the digestion hp bar increasing just a bit too much for my liking or champs like Harima and Varl being unfairly hit by the hp cap that's now on decapitated heads. But it's imo a small price to pay so we don't have to worry about being sniped by 30-40-50B+ Clash point cheese teams thrown in on the last day of Clash.
In my opinion, I don't think that the Yannica/Wixwell team needed to be nerfed at all. I certainly don't think it counts as a "cheese" comp. It uses a nice champion synergy, a brilliant idea to utilize the enemy's skills against them, and a lot of tweaking and effort to generate an excellent, but not OP, damage score. Yannica/Wixwell wasn't close to the best Hydra team comp in the game. It was just the best F2P team comp in the game. That's why Plarium knocked it down. Thanks for the comment!
@@ColredPlaysRSL The Yannica/Wixwell team I use on the account I'm driving literally is full of half unbooked, little to no mastery, not even leveled up all the way champs and it could easily put out 4B+ damage on Nightmare and if I had invested in Loki and replaced Duchess in that comp I could easily double that to 8B+ damage. It's ridiculous that a team with slop thrown on them can out do my main accounts Brutal team (consisting of Suzerain, Salad, Cardiel, Glaicad, Sicia and Harima all with decent awakening levels too and playing into the Hydra's mechanics as intended) by nearly 13ish Billion Clash points. Not to mention the insane gear requirements for my Brutal team, 9 piece protection on both Cardiel and Glaicad, hex on Suzerain, provoke on Sicia along with 4 piece merciless for the skill reduction on both. Some of my best damage gear on Harima and Salad, all to be out done 5 fold by a team that's roughly speed tuned with the only gear requirement being a couple shield sets.
I don’t believe you
@@greatking2912 that's cool default profile picture, I don't need you to believe me
@@ColredPlaysRSL are you serious? You don't think its a problem that exploiting something that obviously shouldn't work or is in the game on purpose? People build 3 hydra teams trying to do the best they can and an idiot who copies a good idea crushes not only your scores but of your whole clan. That just shouldn't be a thing, and is 100% a cheese strat.
When they introduced shy’ek don’t they specifically say that his taunt could be used in hydra???
They did. Yeah, some other people have pointed that out as well.
The taunt mechanic nerf(completely removed) was extremely unnecessary.
Agreed. But, apparently, it will still have some effect. The devour will now go to the taunt champ as long as the taunt is up first. So that's something.
the health on decap head cuts the dmg people could do but let's wait and see if normal champs can even do enough dmg to force regrowth
Anyone notice how all problems are due to the Mischief head? Almost like that head might have issues huh?
All these hydra buffs were not needed.
The new digestion mechanic will massively impact people. I already find it hard when I get to 2 turn digestion cycles. When Mischief does it, which it does A LOT, it's a wrap for me. Hell, I've seen that head be the sole eater during an entire run a ton.
crazy thing is they could have just lowered turn limit and added damage dealt flags to reduce the points you get the higher your damage goes
Bad news is good news. I run 22 accounts and never do Hydra as not go the time or the specific champs. I never knew you got more damage from a dead head so this nerf would impact me if I ever did it, and now I have a further incentive not to do Hydra.
Lol. 22 accounts?!? I'm sorry, nothing after that made sense to me. I just hear a buzzing noise now. 😜
Saphyrra did a brilliant breakdown of this. All teams except Trunda is gone.
No you won't! XD =)))))). Perfect delivery!
Well, honestly, it sounds like Hydra will be really nasty from now on. I'm not sure how I feel about this, since I am only managing to 1key the easiest difficulty with the champs that I'm currently having, but this seems a little excessive. My only hope is that they didn't mess up the wixwell demon lord teams. After watching Saph's video, looks like they just lowered the bar of damage for everyone, but in doing so, the team rankings did not change. Trunda will still be #1, but the others are completely out. I'm happy I didn't go for a second Wixwell.
If they were lowering the rewards thresholds, they woulda said it. He just says" moving on" and thats it....
I hate the increase of green bar the most, as with the rest I could live - just not having one champ made me not save myself a lot of the times, but now it means this is the actual turn limit
I was always so skeptical and lazy also to build a trunda team, and even a taunt team, i never booked my trunda or huntmaster, still able to get to the 650M in hydra clash and ended up saving my books in the long run
The taunt nerf and the consumption changes are complete gut punches to the average player. End game kraken players don’t use taunt loops, they use busted mythicals, toex etc. and have the gear to blast through the consumption bar no matter how high you push it
The Whales & Krakens will work around this because they have the champs in place already. But the people who were barely making top chest in nightmare and UM will suffer the most. Maybe the purpose is to preserve the game.
These changes were much needed. But they might as well delete Taunt from the game now 😂
No lie.
I disagree. I think that, out of all the changes they made, the only needed changes were to Trunda and shields. And I'm not sure this was the change shields needed. Oh, and the whole targeting the devouring head thing - that's one nice positive change.
Look...after 1.5 years of F2P, I can do 300M on NM, full auto. No Trunda, no Yannica, just a well balanced traditional team. I don't think I should be able to do that. They are trying to make the content more interesting to all levels. And I like it, because I don't want the game to be just a farming simulator. I enjoy building teams.
I get where you are coming from though, and I think there should be more changes - like making Normal and Hard more accessible, and having the Brutal and Nightmare drop better loot (e.g. immortal soul stones).
Problem with this update is that it's "all sour, no sweet". If it's just a bunch of nerfs, that's a hard sell.
I know I just said by the entire tone of your response is spot on with how I feel. This is so irritating for fto and low spend. It’s like they don’t even know what the game is like for us. All their assumptions are based on how it works for whales.
Interested to actually see what difference the changes make to my account. If i can still get 90% of the chests I am currently getting I don't know that i will really care. Only time will tell
Fair enough. I agree that it's worth reserving final judgment, but I don't feel hopeful right now, that's for sure.
I don’t think Plarium care about f2p players opinions. But I believe you would come up with new comps for hydra. 👍
Lol. I'm sure we will. But we may still end up in a place that's worse than before. Slower Mithrala, fewer chest rewards (that means worse gear, fewer accessories, fewer primal shards, etc). It feels like a pretty massive hit.
I think people may be overestimating the value of free to play players. I think the only purpose ftp serves for Plarium is to get potential spenders in the door. If someone is committed ftp, then I think it is only a drag to Raid, aside from some positive network effect, but Plarium seems to rely more on marketing then good will of casual players. I think their goal is to bring in as many people as possible to try and find the gamblers, and have more recently been focusing on people who will spend on fomo when they are just short of rewards in events.
This wasn't a balance for trunda patch, this was a nerf to FTP and low spend players. Last week did 1.5 bill in normal + brutal, this week 875 mill with exact same teams. Utterly destroyed yannica, wixwell and emic in hydra, all of which were accessible heroes . Wixwell teams now require more gear to function in clanboss as well. Trunda teams are still head and shoulders above others just not by the same degree as before. This patch was a marketing push to get people to stop using easy to acquire champs and to spend more
I haven't even started Hydra on my account yet. So I have no idea how this will end up affecting me.
Though if the Wixwell teams in Clan boss get axed with no ability to repair them I would seriously consider dropping the game. And I don't even have Wixwell.
That's going to be a common sentiment we hear a lot in the next few days.
my only issue with the Wixwell Yannica nerf was they made the common low spender or free 2 play hard hitting hydra team completely unviable, putting the significant big damage hydra dealers back into the the Whale and Kraken paid to win arena.... I mean they just basically made Yannica useless again and nerfed the Lego we designed as a community... that's just how I see it...and I get not wanting Yannica Wixwell endless shields strip go booms....but they could have limited shields to 10 million or 40 million, so the already built teams would do 50 million or 100 million damage instead of billions....and still leaving the team viable for those that had them built already...at least until you get something better.... Wixwell and Yannica just went from NM top chest Hydra team.... to normal bottom chest team... if they are even used at all...
I agree. While the shield nerf MAY not be the nightmare scenario of demon lord CB, it's still a massive hit for two F2P champs.
I am a mid to low spend. Got lucky on a 6 star trunda. Did the fusions for shy’ak and Emic. Also pulled 2 Emics. Now they are all useless. Trinda will probably very good. All tgey had to do was change scoring. Award points instead using damage totals.
I expect the nerfs to shield to destroy my CB UNM team (my Wixwell team is only 90% succesfull, and randomly it fails to reach max turns, don't know why, but that was a good enough rate for me). I'll test it for 3 days when the update is live. if that thing happens, I'm out
I think many people feel the same way. I hope your Wixwell CB team still works (and mine too!).
@@ColredPlaysRSL My team does 130 mil damage in 1500 turns. I don't expect to do 1 key within 200 turns
I think that for a few months now Plarium has only been targeting Kraken, other players, especially mid-game and late-game players who spend little or no money, are not of interest to them. That's why they always give more bonuses to start a new one, in order to artificially keep the number of players high. But they have clearly chosen to only focus on whales or Kraken...
Their examples of damage aren't full runs. Notice that those runs were 7, 10, or 13 minutes....not an hour. They are doing a lot of damage fast and they either stopped the run or the team dies because of the changes to mechanics, meaning the team could still do billions of damage with more support to keep it alive.
They absolutely refuse to address the double Yumeko teams... Need a no dupes rule for hydra or make it so Yumeko doesn't reset Yumeko. Characters only using their strongest skill over and over again breaks the spirit of the game otherwise they wouldn't make powerful skills with cooldowns, just remove all A1's.
I agree. Double Yumeko is a major contributor to the problem of out-of-control damage scores. But, like you said, they don't want to do that. Double Yumeko drives so much revenue all on its own.
the focus on the head is already in the game, only when there are 2 devoured then the focus goes to the second one, not on the first
No, I don't think this is true. On auto, I often see champions that don't target the devourer head. I've watched in frustration as my entire team as repeatedly targeted other heads while their teammate is slowly being digested. SO I do think that one change will be a benefit to all players.
@@ColredPlaysRSL raid new update version 9.20.00, date 12-09-2024 improvements and bug fixes, Improvements to champion A against the hydra: when playing on auto, champions will now prioritize attacking a hydra head that is currently digesting a champion... and i have seen the difference since then.
Hi ColdredPlaysRSL,
I am only posting again because you responded to one of my comments and I'm not sure if you read comments on comments.
I disagree with your opinion on "Hydra Clash" bringing in players for the CLASH aspect. (sure, there are a few)
Based on cursory research, most players in most clans still do not do Hydra, especially not for the CLASH aspect. Some do, but most of them are end-game clans.
Think about it. Why does anyone ever do Demon Lord Clan Boss once you have an endgame account? SHARDS, that's it. NO OTHER REASON. They certainly aren't doing it for Cruel and Immortal gear.
Both of those sets really don't factor much on an end game account.
Take away the CLASH aspect of Hydra, add Shards to the rewards, and I'll guarantee that the participation would increase, and no one would care how many billions of points of damage anyone else would do, as long as you can still hit YOUR goals of top chests...IMHO, LOL
Hey! If you add more rewards to the chests, of course you would increase participation. But most of the clans in my cluster participate in Clash to some degree. The extra rewards are an incentive, and many of us are F2Pers. I know that I, personally, am back in hydra specifically because of clash. I don't particularly like the content, but the rewards are just too valuable to ignore. I think the community response to Clash is likely to be different for each segment (early game vs end game, Spenders vs F2Pers, PvPers vs PvEers). In your segment, there may be little engagement with Clash. In mine, there's a fair amount. Among mid-to-big spenders, there's a ton.
@@ColredPlaysRSL Fair enough, but my comment was designed to fix Hydra without negatively affecting anyone.
Put a 'cooldown cannot be reset or reduced' in any skill with taunt or make it like unkillable and just ignore it after a certain turn count.
"Simple. TOO simple. I don't trust it." - Plarium
So many CCs called for this junk - I told the CCs not to call for these changes - now us smaller clans are suffering - Plarium behaved similarly to how they did with Cadaver - overkill and listening to the wrong people
I never called for any Hydra changes - other than, many months ago, I think I asked that they make Normal only 4 heads, make Hard 5 heads, and only use 6 heads in Brutal and Nightmare. I thought that would provide a lower bar to entry for new players.
@@ColredPlaysRSL not you specifically, apologies if it seemed I was implying it
Yeah, no worries. I will say, though, I find it difficult to blame anyone except Plarium. The CCs are literally the only people whose feedback Plarium SORT OF listens to. But, clearly, Plarium doesn't care about feedback that isn't data driven. They only care about moves that increase their revenue, regardless of how many players it hurts.
I think they should have not changed anything about hydra, but focussed more on the actual problem of the point system....
Yeah, that's what most people were hoping. i think Plarium took this as an opportunity to increase the difficulty on current content as a way to encourage more spending, and then they've tried to package it as a "balance change." Right. Balance. 😂😂😂
You hit all the important points, and yes, this is to just get more money from whales and krakens. The only people this really hurts are the f2p and low spenders. Can't wait for a different game in a similar format to play.
I just got Emic yesterday. I already had Wixwell. I am no kraken. This hurts. Hydra was just starting to feel achievable. I am worried now.
Plarium should give the taunt champs a buff in another area
Yeah. I'm not sure how taunt will fare moving forward.
It seems like the easiest solution in the world, why doens't taunt just make the head eat the taunting champion? You know, like you would assume the effect would be....
the devor issue will start at 100 turns not near 1k turns
So, the way it seems they said it in the video, the new devour mechanic won't start until the digest counter gets down to 2. So the first champ gets 5 turns, the second gets 4, the third gets 3, the fourth gets 2, and then the fifth devoured champion should get a larger green bar. That should happen right around boss turn 90, I think. That's really quick.
@@ColredPlaysRSL also with heads regrowing fast after being killed coz of the hp they have now ,will make it happen even faster
Tundra actually got a buff - it's just that she got a bug fix first :)
If they want Taunt to stop working then it will be fair to remove that shit head that makes all champions attack different targets instead of one selected.
Colred , they dont understand their own boss mechanics , and im sure they havent play tested much at all , since we all know how they suck at fixing bugs , and actually testing things
Only a few days away from getting Dark Athel but I feel like giving up. I left crappy Diablo Immortal for this. Both companies have similar issues - they suck.
They do suck. I think this is a better game, but the recent trend of actions by Plarium has NOT been good. And it had been a really good year for the first 7-8 months.
@@ColredPlaysRSL I agree, it is the better game, but I have no idea how I will manage Hydra now. My goal is to unlock Arbiter (I'm at 239/286) and then see how I feel about things.
I do have a question, if you can help?
*Is there hierarchy list out there, like a tree diagram of champs that succeed other champs?*
For example Galek < Warmaiden < Dagger. (I don't know if that is right, but something like that?)
They said taunt is a viable strategy and it's working as intended then they do this 14:10
That' true. Several people have said that. I didn't recall Plarium's last statement on taunt. However, I think the reason was I didn't believe them at the time. But yes, they straight up went back on their public statement that taunt was WAI.
I think hydra is going to be harder for most players, both FTP and spenders. Krakens are krakens, never harder for them, they´ll find new solutions.
Think it´s okay they make hydra overall harder as long as it dosen´t effect cb and other gameplay. So we´ll wait and see and hope for the best.
One of the things I'm worried about for F2Pers is making chests harder to get, because that slows down their Mithrala. She's so strong for F2P. Increasing the time it takes to get her is not good for F2Pers for sure.
Go back and look at the team damage and look at the time the battle took. The 631 million total was 13 minutes lol
Yeah, some viewers have been pointing that out. I don't know if that means the team now dies very quickly or that Plarium stopped the fights early to cherry-pick the damage numbers they wanted. Could be either.
26:40 "TRUNDLE"??? 😂😂
That's what I heard too!
I'm just so burned out on Raid. When a game stops being fun it's time to step back. I'm not sure I'm giving it up yet, but I'm certainly going to spend less time there.
This is the emotional place where so many players are right now. RAID is exhausting and unfriendly. If it weren't such a fundamentally good game, with such a great community of players and CCs, I think a lot of players wouldn't play as long as they do. I hope you stick around, because I hope the game stays fun for you. But if not, I understand. We all have to move on to new games eventually. 😢
13:23 no no no no no it didn’t 😂 😂 😂
Heh. Glad you enjoyed that one. 😜
This makes Acrizia top 1 damage dealer in hydra again dem plarium
Saff did teh Math, trunda has gone form 10x better than everyone else to 15x better than everyone else, because plarium don't understand their own code.
Increase/decrease speed was important anyway. Now they're going to become the two most essential buffs/debuffs moving forward... The taunt change is BS.
I agree on most of the changes they made, but they have miss the one important thing,
They have nerfd Cadaver in the past because he was op and broken for hydra, fine no problem with that, in 2 weeks Trunda has take his place, now they nerf trunda and make hydra harder, I’m also fine with that but in 2 weeks another champion will take Trunda place, because the real problem wasn’t Cadaver or Trunda, but the double Yumekos, and as long yumeko won’t get a nerf , we won’t have any balance and competition in hydra
"We want you to experiment"... Then when you experiment and find a team/strategy that works well, Boom!!! NERF!!!
Trunda will still be OP. Pure damage on second hit. Now she can place burns so nature's fury will add 30%
Damn watching you get through this vid was painful xD
As alway Plarium overshot and did things nobody asked for. And the average player will suffer more than the krakens yet again
It was painful for me as well. 😬
Clash rewards are mediocre anyway. You can still get your milestone rewards in hydra at your own pace. I personally didn't run any billion teams but now I'll just focus my main key for clash and auto the other 2 for the max chest on the other 2 difficulties. This just saved me time tbh.
I have 3 teams that will go to turn limit and get me over 4 billion in hydra clash full auto. None of them use the cheese mechanics. Just limiting the turn limit nerfs my damage by 1/3. With the additional buffs to hydra I am worried I wont get the 1.2 billion for the top personal chest... If not, I will likely stop doing hydra. Granted top chest every 2 weeks is better than no chest, but the rewards are not that great in the first place, I collected top chest every week since implemented and still don't have the accessories for the champions I want them for...
Take you carrot and shove it where the sun don't shine.
And why they changed the re-spawn (sepent's Will buff) buff? So you have to manual...NOPE!
Yeah, I feel ya. Too many questionable moves with this one. I'll reserve final judgment for after the changes go live, but I'm not hopeful.
@@ColredPlaysRSL So turns out I can still do 1.2 bil with combination of any of my 2 teams (was any 1 of my teams would give me over 1.2 bil)... Sadly no excuse to quit hydra... yet LOL
Yeah, right off the top, they tell you who they care about, and who their game is for: krakens and whales. All these changes alter the game immensely for low-to-no spenders, about whom they don't give a rat's ass. One of these days, people may get this basic truth through their heads. But I'm not optimistic.
I agree that low-to-no spenders are probably feeling the effects of this nerf party more than whales and krakens, and I'd say that's a feature, not a bug: to help whales and krakens continue to justify their spending habits. After all, why spend if an F2P player can be competitive somewhere? But as the devs advised Ash in that closed-door meeting, players don't HAVE to play. If they just ruined your one and only Hydra team, you don't have to play Hydra. And if it turns out that Wixwell now DOESN'T work on all levels of Clan Boss, well... those are the breaks, right?
I don't have any of the Champions affected by this nerf, nor do I play Hydra. So none of this affects me personally. But it does give me pause, because they keep nerfing Champions that everyone can get (with the exception of Trunda). It leads me to wonder if fusions are really worth doing.
Man, Plarium just pisses me off. The use the worst kind of reasoning again and again and call it common sense.
@@ColredPlaysRSL, I ask this in all seriousness: have you never worked in a big corporation? Because this is ALL of them. ALL. THE. TIME! 😆
Oh no. I have. I worked for several big corporations right after college. And I got fed up with their b.s. back then and went to work for myself. And I've never looked back. Companies don't have to run this way, but too many think they do.
Their statement that we’ll have no problem still getting our chest rewards makes me so mad. They’re keeping the top chest at 1.2 billion while making us do significantly less damage so no, we won’t just be able to get those rewards as easy as before. It’s just idiotic
for cb wixteam need to be rebuilt to work again and they know it , that team will no longer even reach 150 turns so teams that needs 200 + turns to get the dmg needed need to rebuilt at least 2 more champs need to be replaced so more resources sink , 2 mil shield is so low , let's think about it if it was 20 mil shield it will be also nerf to hydra team no longer deals alot of dmg and also they killed taunt so that team already dead but with 20 mil shield cap cb team will be at good place
Yup, the taunt is the worst, where is taunt in the game this was more or less the only place taunt was a buff of value, I am fine with the rest. Taunt teams were never the X-Billion damage dealing teams so why nerf that....and those teams are a bit tricky to set up too so these chances were directed to more of the ftp and low spender crowd....it is such an odd stand to take towards once player base. So those who had the hardest time doing Hydra has it even harder now....I rest my case.
Demon Lord will just ignore Shields after 50 I think
That would kill the Wixwell teams, for sure. I haven't heard of anything like that in the plans. Let's hope we don't ever see that particular change.
I can't get my trunda to do over 13m on hydra even with nia
Okay. Without knowing more, all I can say is that it sounds like maybe the team comp isn't yet complete. You still have to cover all your bases with consistent provoke and hex debuffs, plus have solutions for the heads of torment and wrath. Once you've got all the pieces in place, and a nice Trunda build to boot, she should do quite a bit more damage. I hope that helps. Good luck!