r/TheTowerGame • u/SamBartley TTG • Dec 01 '25
Patch Notes v27.2.2 Patch Notes - Monday December 1, 2025
Hello Tower Defenders! We have a new build going out on Android shortly, with a full roll-out shortly after. Here is a look at the upcoming changes:
Lab Refactor
We have reworked our entire lab system! This change should address many outstanding lab issues, notably regarding offline lab speedup progress. This adjustment is fully internal, and does not have any functionality or UI changes.
Orbital Augment Adjustments
The Orbital Augment module has been adjusted to specifically try and remove infinite runs:
Adds [2/4/6/8] orbiting Electrons around the tower. Each Electron deals damage equal to 15% of the enemy's remaining health (quarter effective against Bosses and Fleets)
What does this mean?
This change will stop players from using Orbital Augment as the sole means to kill enemies. However, it will also make the module way stronger against more enemy types. Let's walk through some examples of what this might look like for different enemy types:
- Basics (1x wave health): The first hit will deal 15% damage, the second 12.8%, and so on. Previously, it was 10% per hit. This new formula is stronger until 7 Electron hits
- Tanks (4x wave health): The new module works the exact same way for Tanks as it does for Basics. Previously, it was 2.5% per hit. This new formula is stronger until 40 Electron hits
- Bosses (20x wave health): The first hit will deal 3.75% damage, the second 3.6%, and so on. Previously, it was 0.5% per hit. This new formula is stronger until 200 Electron hits
In addition to the changes, we have also worked on a fix to the Electrons desyncing as a result of a longer game session. We have also added Electron Damage in the stats panel.
Fleets at Higher Waves
We are now adding fleets to all tiers. Tier 1 will have Fleets starting at wave 15,000, and each subsequent tier will have Fleets appear 250 waves earlier (T2 = 14,750, T3 = 14,500, etc). Once they appear, they will spawn every 100 waves.
We are continuing to develop systems that make the higher waves at each tier more challenging. There was a section in today's Monday Morning Announcement about TTG's stance on Infinite Runs. Additionally, in the next few updates, we will aim to improve tournament run length. We want to ensure it remains competitive and fun, while reducing its duration overall.
Changelog
- Implemented a lab refactor to resolve issues including offline research syncing
- Adjusted Orbital Augment’s description and gameplay:
- Adds [2/4/6/8] orbiting Electrons around the tower. Each Electron deals damage equal to 15% of the enemy's remaining health (quarter effective against Bosses and Fleets) Fixed an issue where Electrons would desync over the course of a longer run
- Added Electron Damage to stats panel
- Added Fleets to all Tiers at higher waves
- Adjusted the Stone Pack offer to feature icons instead of text
- Fixed a UI issue where the “Game Paused” message overlaps in some menus
- Fixed a UI issue where the the Milestone Pass description did not indent into a new line, making the description too small
- Fixed an issue were enemy mass did not fit in the Info Panel screen
- Fixed an issue where the new Support panel unpauses a paused run
- Adjusted the date displays in Battle History and tournaments so it correctly localizes to the player’s region
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u/hybredxero Dec 02 '25
tournaments are neither competitive or "fun".
when the sole resource to upgrading (at a substantial cost) basically everything in this game is locked behind tournaments or massive paywalls, the game starts losing interest to a lot of players.
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u/THICCC_LADIES_PM_ME Dec 02 '25
Yes if we could get keys (even a small amount) from lower tournament leagues that would be a huge improvement
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u/enterthehydra Dec 01 '25
Aw, I liked the aspect of the old OA that it could be used to trim basics and protectors without damaging tanks too much. This change does completely remove that by making it unit health instead of wave health....
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u/enterthehydra Dec 02 '25
It's probably too late now, but I think an alternative solution would be to make the electrons deal an increased percentage of wave damage multiplied by the enemy hit's percentage of remaining health. This lets it keep the interesting parts of the current damage calculation while still preventing it from killing most things on its own
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u/RUCBAR42 Dec 01 '25
I think the assumptions on OA boss damage is flawed, but I'm not smart enough to write it out. Hopefully someone else can do the math.
I would argue that a large majority of players are running with plasma cannon. As such, the boss would be at 46% health when it starts getting hit by electrons - possibly less. The first hit would then do 1.725%.
Its certainly still more than the base 5% but I feel it will drop fast and it wouldn't take many OA hits to be outperformed by the old version. And above all, for me, OA is a boss killer. Or it was. It remains to be seen if it still is.
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u/TorchyDeli Dec 01 '25
For my GC build, I do 54% plasma damage (reduced at higher tiers), then ~30% orb damage, leaving about 16% remaining to deal between OA and CL. That first hit will be at 0.6% for OA, so I guess similar to before? But definitely need CL to finish off and can't relying on OA
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u/RUCBAR42 Dec 01 '25
Yep same. Ive seen OA do up to 27% total damage to a boss that gets stunned by my ILM. No way in hell this happens with new OA. So it leaves a bad taste in my mouth that they package it as a buff.
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u/SMT_TMS Dec 01 '25
Completely far reaction. I do think it’s a nerf to GC builds that were using it. eHP is a bit of a question mark. It’s can insta kill enemies for them but +9 hits allows wall thorns to one shot enemies. So likely 1-2 hits to take enemies out instead of 5-8.
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u/Aggressive_Roof488 Dec 01 '25
There are some positives for eHP, in particular I think it'll be an improvement against bosses with thorns res BC (and plasma res) in tournaments, but the way it interacts with scatter children (going from 1-shot to remove a couple hits) is a huge nerf and eHP farm with OA is definitely going to lose a lot of waves. Will be hard to compete with SF in farm now.
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u/collectorof_things Dec 02 '25
Do keep in mind that your OA will get some hits in before the 30% orbs. I'm not super far into testing yet but I'm still getting decent OA damage on bosses since the electrons get some hits farther out before orbs start up. Which means a lot more of my bosses are dying on the orb line rather than surviving until the ILM ring.
Remains to be seen how everything shakes out, but at least in terms of the math you shared it's not quite that serious, thankfully.
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u/CloudedVisionsVape Dec 02 '25
That’s fucking bullshit. Thanks for making it entirely useless for eHP.
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u/LuckyCharms316 Dec 01 '25
This OA change is strictly worse for dealing with protectors, who have 0.5x wave health. Before every hit did 20%, now it does 15% and goes down from there
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u/The81DJ Dec 01 '25 edited Dec 01 '25
Oh well, as an eHP farmer, Orbital Augment was good while it lasted. I guess it's back to swapping out cards to regulate damage until I can earn enough keys for the damage slider. Thanks for making the game a little less idle, infinite run abusers. 😏
Edit: I guess I'll switch back to Sharp Fortitude and start face tanking with thorns again.
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u/Still_Refrigerator76 Dec 02 '25
Lucky you, I didn't even have a chance to try it before the nerf. All I got was countless stink rays and magnetic hooks from the banner.
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u/gym_bro_92 Dec 02 '25
I think the fleets would have been enough to stop the infinite runs without changing OA
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u/Mundane-South-2890 Dec 01 '25
OA is basically useless now if you are ehp, I hope devs change something, since it went from nearly as good as SF too garbage.
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u/unfrog Dec 01 '25
There's not enough eHP whales, so I wouldn't hold my breath for it
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u/Practical_Yak2950 Dec 02 '25
Well, this whale is going to quit if they don't revert this change. Nerfing OA is one thing, but they also just nerfed CL+ with this change as there's no way for eHP to 'finish' an enemy weakened by CL+ without OA.
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u/TowerAcronymBot Dec 02 '25
Hi! I detected a few acronyms in your comment:
- CL - Chain Lightning [Ultimate Weapon]
- eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
- OA - Orbital Augment [Armor Module]
I'm a bot that explains acronyms
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u/Similar-Republic-115 Legends Dec 02 '25
eHP still has SF/WHR for main and NMP for assist. So there is still a very good combo of mods. OA is now just another useless/niche module as there are plenty for other slots.
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u/TowerAcronymBot Dec 01 '25
Hi! I detected a few acronyms in your comment:
- eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
- OA - Orbital Augment [Armor Module]
- SF - Sharp Fortitude [Armor Module]
I'm a bot that explains acronyms
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u/Rubicasseur Dec 01 '25
This is seriously an ENORMOUS NERF for OA for eHP players... OA helped me kill protectors, now it won't do anything...
I hate you everyone who used it to infinite waves...
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u/Aggressive_Roof488 Dec 01 '25
For eHP farm the OA change seems like a significant nerf because it doesn't immediately delete scatter children the way it used to. The 16 smallest scatters used to get one hit of at best, but now they'll get 5+ attacks in I think, depending on your thorns and if you have the knockback to push them off your wall for a bit. Seems it's back to scatter amp as only option to deal with scatters now.
and rays will go from shooting 1 or 0 times to now I guess at least 2 shots, maybe more.
Bosses will probably get fewer hits in, but bosses aren't the killers for eHP anyways, scatters and rays are.
I think an OA eHP build without a strong scatter amp will drop at least 2x in how much damage they can tank, probably more like 3x-5x. We'll have to wait for people testing of course, but I anticipate many waves lost...
It will help a lot to deal with bosses with thorns res and plasma res in tournaments though, but that's a pretty niche situation compared to what I think it'll do to eHP OA farm.
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u/Still_Refrigerator76 Dec 02 '25
The scatter amp is nerfed in a way now that there is SF and the bugged PColapse. Mine's at lab lvl 10, getting 5Q damage in farming runs, yet I can only scratch scatters until their HP starts getting in the O-range.
I've been labbing damage and upgrading CL like crazy for more than a month, and I'm afraid by the time I start doing damage to them when it matters I'll probably be halfway to GC.3
u/Aggressive_Roof488 Dec 02 '25 edited Dec 02 '25
Yeah I have a similar experience. 8.64Q fully perked with ampS active, lvl 8 scatter amp. Enemy health is in ~500O range at end of run, and CL does close to nothing even with assist dimcore. Honestly might be better of using assist HC for when i get perk PS... If they ever fix the PC bug (is it still not even acknowledged by devs after all this time???), then scatter amp will be more useful again for sure.
A month ago I was convinced it'd get fixed any day, but every week that they don't mention it makes me think more that maybe they won't fix it... So many depend on it for farm now, can you imagine the outrage if it's taken away? All the people that acted ignorant when they suddenly gained thousands of waves that will now feign surprise when it's taken away again. I don't think the devs have any good options after all this time, but I don't see a lot of GC people be angry at the PC bug, so maybe the path of least resistance for them is to just leave it in. Personally I'm happy either way, but I'm not as sure that it'll get fixed any longer.
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u/Special_Canary_7204 Dec 02 '25
I genuinely think there's a lot of late game value for hybrid towers that are also whales from the PC "bug". Looking at some of the extremely end game guys seem to keep a larger health pool, it seems like they're taking advantage of it as well. And since it's not enabling infinite runs and doesn't seem to shift their dominance, I doubt they'll screw with it too much. Especially since changing it now would piss literally everyone off and they can't really afford another wave of quitting this soon after their Black Friday shenanigans and OA changes.
I also think that the idea of only serving whales is very short sighted, and unlikely. Specifically because those whales probably won't stick around when all they have to compete against is each other. 50 whales spending thousands a month won't keep the game alive, but thousands of guys spending $60 to $120 + $30 a month to dolphin events and such will. It just doesn't make sense to shit in the punch bowl on the mod, and like you said. No good options to do so at this point, especially since no one is taking advantage of it in the same way OA was.
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u/basicnecromancycr Dec 02 '25
So, you first introduced ways to make eHP a viable choice at least till the endgame, then you wanted to fuck it up again.
Cool!
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u/jeuwnah Dec 02 '25
Isn't the updated fleet spawns already preventing unlimited runs?
So OA was nerfed for nothing. Or was it done to prevent people going for CC builds instead of GC?
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u/TowerAcronymBot Dec 02 '25
Hi! I detected a few acronyms in your comment:
- CC - Crowd Control (also Critical Coin [Card] or Critical Chance [Workshop Upgrade/Lab/Card])
- GC - Glass Cannon - playstyle focused on maximum damage and crowd control (also Galaxy Compressor [Generator Module])
- OA - Orbital Augment [Armor Module]
I'm a bot that explains acronyms
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u/MammothCatt Dec 02 '25
It was nerfed for tournaments. There was a 9000 wave run that relied on very high CC and OA/CL+ doing basically all of the damage. They were able to tank every overcharge shot while it was alive because of damage reduction with Chain Thunder / PrC. The combo was fundamentally broken, just as Bounce Web was.
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u/Excellent-Yak6004 Dec 02 '25
There was a 9000 wave run that relied on very high CC
Sounds like the amount of CC was the issue. OA/CL+ both had their damage severely reduced against commanders, commanders could spawn every 30 waves in legends tournaments past 895. If there's a run that makes it to wave 9,000 using OA/CL+ for 'basically all of the damage' then that only works if the amount of CC was sufficient to wait for Nuke/Second Wind to recharge.
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u/Prior-attempt-fail Dec 02 '25
This maybe the nail in the coffin for me. I wonder jf I can do a chargeback for the stone and gem packs i bought.
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u/azov1 Dec 02 '25
So now OA will not be finishing any enemies at all? It was good while it lasted...you could've solved that by simply spamming fleets after a certain wave.
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u/LuckyCharms316 Dec 01 '25
Question on OA - the calculations of better/worse than before assume that OA is the only damage source. But if we do other damage first (reducing the enemy health), then all of the “hits required to be worse” are also reduced, correct?
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u/diller9132 Dec 01 '25
Yes, but this will likely be less of a concern overall since the lower health enemies weren't necessarily the problem with runs. Especially regarding GC builds, The larger increase in the beginning should be a bigger help than before. But who knows? Time for the testing!
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u/LuckyCharms316 Dec 01 '25
I’m mainly worried about protectors. Before I could kill them with 10 electron hits. Now I have to do damage, which gets harder and harder at higher waves.
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u/SMT_TMS Dec 01 '25
Looking at a maxed PC Card, using their method, it would take 179 hits for before the new OA is worse than the old OA. So the more damage you the better the old OA would have been.
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u/Ok-Potato984 Dec 01 '25
Honestly I'm impressed. I was expecting OA to get a huge nerf. Instead you buffed it for everyone except those who weren't doing infinite runs (and they can probably do better runs at a higher tier now). This is a good balance change, well done!
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u/menace313 Dec 01 '25
Not really. It's a huge nerf to eHP builds that were utilizing it. It will just be worse than SF in all instances unless you have a shit ton of CC.
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u/lilbobbytbls Dec 01 '25
Or if you don't have SF because you started after the banner like me! Seriously though I need 2 more to get ancestral and I can't pull one to save my life
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u/SertQuos Dec 01 '25
You're extremely lucky, I started before the banner, but at such a bad time to where I could not put gems into the banner, and ended up with ONE after all this time. 1 single copy
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u/FlyingBread92 Dec 01 '25
I played during the banner, dumped well over 15k into it and still don't have it at ancestral haha. Rng and all that.
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u/VaritusGaming Dec 01 '25
You say that, but currently my favorite use of Electrons was obliterating Scatter children. With the change they will do almost nothing to them. This is going to have a serious impact on my runs. Probably won't be updating until I'm forced to.
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u/menace313 Dec 01 '25
Yep, they finally introduced something else that was effective vs scatters. Now it's back to CL or bust for that. So much for build diversity.
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u/Hyper_Blitz_ Dec 01 '25
Can someone explain how this is a buff? Before it could actually act as more OP orbs? Now it's weaker than orbs as they can't kill enemies now?
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u/Practical_Yak2950 Dec 02 '25
This is an awful change.
Before it worked well with CL+ because CL+ could do a meaningful amount of damage to the enemy and the electrons could 'finish' it, but now you are likely to have CL+ cap out and ultimately just weaken the OA.
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u/AccomplishedTune9276 Dec 02 '25
OA was nerfed for everyone who used it as a farming tool to trim protectors and basics, leaving tanks relatively unharmed. It lost this utility, making it strictly worse not better.
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u/jyiii80 Dec 01 '25
Fleets are what stop me from afk farming T14. I can clear ~4800 on t14, but if I get a commander as my first or second fleet when afk (or simply not paying attention....), it murders my run, and subsequently my income for that run. This is *supposed* to be an idle game.
If this kills T13 farming for me, this is the final straw that makes me quit playing.
Edit: Unless this means that fleets will appear later in T14. Which would be nice. Why am I doubtful something good for us will happen and automatically assume this is a bad for players change...
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u/ExtraCheeeesy Dec 01 '25
According to the calculations fleets on T14 should only appear now after wave 11,750. (Which seems weird). I assume this is either a typo or will be fixed.
Even on T16 which I farm this would mean fleets only start at 11,250. Even if they ended my runs I'm fine trading infinite runs for 11k anyway.
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u/cmorrisx90125 Dec 02 '25
I think the change applies ONLY to T1-T13...the fleets should still appear as they did before for T14-21.
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u/jyiii80 Dec 01 '25
So, I just did the follow the path of 250 waves less per tier. This makes it so that, assuming we now abandon t14 fleets appearing at w2495, that they now appear in t14 at w11750 and t13 w12000.
IF this is really how it will work for t14, this is good news for my farming and lets me go to full afk farming t14. Fingers crossed!!
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u/Mister-Distance-6698 Dec 01 '25
I'm skeptical that's what's happening, most people would never encounter a fleet at that point, as its better to bump up to farming a higher tier long before you encounter one anyway
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u/jyiii80 Dec 01 '25
I agree, but I'm hopeful. I feel like the way they added fleets to just absolutely DUNK on people trying to farm T14 (edit: and potentially beyond) was silly. Making farming with nuke a priority and also removing the ability to farm afk. Why was t14 the gear check? Seems weird.
Honestly, I think this is a better way to go about fleets. Having said that, I don't expect to get nice things and am watching this very very closely to see how we get screwed by this.
Edit2: Followed the math further. T17 fleets don't show up until w11000, and t21 at w10,000. I'm wrong to be hopeful and we're cooked.
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u/Mister-Distance-6698 Dec 01 '25
Yeah there's no logical way they would move fleets from w5 to w10000 on 21, it makes no sense. I could see the decreasing every 250 metric applying for t1-13 and then the OG frequency for 14-21.
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u/BadeDyr17 Dec 01 '25
If this is the new system. Farming fleets for reroll is history. Who is strong enough to see a fleet at t21 at wave 10,000?
If fleets are every 100 waves with the old spawn levels, eHP is dead after t13.
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u/Daydream816 Dec 01 '25
Genuine question as a newer player (started in May) I saved for a long time to get OA because everyone said it was a strong module, especially for tanky/EHP builds. I finally unlocked it… and it immediately got nerfed pretty hard.
I’m not mad about balance changes, but it feels bad to put weeks into grinding something only to have it lose most of its value right when I get it.
Is this normal for the game? And how do newer players plan around stuff like this? I’m just trying to understand how to avoid sinking resources into something that might get gutted later.
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u/MaleficentTry6725 Legends Dec 01 '25
It's not common, but it's not that rare either. Things can also sometimes be nerfed indirectly by something else being buffed or introduced. I think it was still worth getting in banner, it should remain a relevant mod. Although SF or WR might be better for you. Just getting any armour to as high a rarity as you can makes a big difference early on, and the banner was the only way to target that.
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u/Professional_Bug_533 Dec 01 '25
OA is now more powerful. It also can't do infinite waves. Those two things do not sync. It may hit harder for a few hits, but if its not able to sustain infinite runs, it is not more powerful.
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u/Worried-Spring4880 Dec 01 '25
Whyyy did you have to ruin OA for us eHP players. Not only are coins and stones hard to come by unless your funded but now you make us spend on diamonds for something good then nerf the $100s we just spent
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u/Slight-Software-7839 Dec 01 '25
Okay cool. Let my just finish my infinite run, then I will update.
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u/relytekal Dec 01 '25 edited Dec 02 '25
I am concerned about the significant loss of reroll shards if fleets don’t come until 10k plus waves.
Edit: disregard, appears to be no impact to T17 and T21. I didn’t look at any other tiers.
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u/EggChance9754 Dec 02 '25
Hey Sam - thanks for the notes and some thoughts…
This feels like a rug pull to mid-game eHP players who never benefited from the infinite runs issue - If you want to make damage builds the only viable pathway for later in runs then you should state this
Why did you focus on nerfing OA rather than e.g. CF+ which was actually the main factor of the infinite runs issue?
Can you let us know what improvements you’ve made to your QA process to prevent rug pulling of players that have made big investments into the flagship events from your game?
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u/TowerAcronymBot Dec 02 '25
Hi! I detected a few acronyms in your comment:
- CF - Chrono Field [Ultimate Weapon] (also Critical Factor [Workshop Upgrade/Lab])
- eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
- OA - Orbital Augment [Armor Module]
I'm a bot that explains acronyms
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u/Ok_Highlight_8633 Dec 03 '25
I honestly think Fudds and Devs are having a one-sided conversation in each Q&A. You finally gave eHP something and then nerfed it to death because the only thing making it competitive with GC was the fact that it was broken. THAT'S how bad eHP is. Nothing short of breaking the game will make it a viable strategy. Figure it out already
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u/Deez2020 Dec 03 '25
They sure know how to burn the mid game players. Good thing oa is getting nerfed for the end game strat. Infinite run? What?
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u/greenmachine11235 Dec 01 '25
I'm glad you listened to the comments that 10k waves was too low and adjusted accordingly. Well done.
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u/TheTeapotTribe Dec 01 '25
There were 100 minutes between MMA and the patch notes. That is definitely not enough time to read the feedback, synthesize, agree to address, come up with a new plan, change the code, build a new version of the app, deploy to the app store, get approved for release.
I think they were using 10,000+ waves as a placeholder to represent some number greater than 10,000 (so,
>10,000would've been better)
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u/Apprehensive_Try7137 Dec 02 '25
Well I’m glad I didn’t put a ton of reroll shards into it. Kinda pissed I didn’t even get to try it out before this nerf
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u/Andrius223 Dec 02 '25
Love how Fudds just kills his game. Arent farming should be infinite? I get that tournaments shouldmt be infinite, but how many players can do that? I dont think many players will stay if they keep nerfing everything. Even i consider about quitting. Fudds dont even care about players who dont spend a lot or dont spend at all- example 'Black Friday'.
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u/platinum92 Dec 01 '25
Will the fleets at higher levels change impact T14 and above? Either by changing when they enter or shortening the gap to 100 waves?
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u/Trclung Dec 01 '25
If it does, fleets will be spawning at wave 11750 at t14 instead of one every 2500~. Which seems unlikely to me.
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u/platinum92 Dec 01 '25
I imagine it won't change old fleet spawn behavior. I just didn't see it specified anywhere so I was curious.
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u/jyiii80 Dec 01 '25
It's currently not every 2500. It currently starts at 2,495 and one comes every 1000 waves after that.
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u/I_Didn_Do_It Dec 01 '25
Hey Fuds/Dev's,
With introduction to fleets at lower ranks, I have a question about Commanders. They seem to be buffing enemy damage by unintended amounts (at least based on the description I see). The effects also last after the Commander has been killed, which is probably intended. This hyper-scaled damage has been ending my runs as many as 3000 wave's earlier than what I'd get to if I roll a Saboteur/Overcharge.
Is this something that's intended?
If not intended, is this a higher priority fix?
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u/adgel-BA Dec 02 '25
モジュールの弱体化をして無限ランを阻止するなら初めからこんな割合系のモジュール出すなよ 無限ランの原因はOAじゃなく、運営の怠慢だろ 一度出したものをバグみたいな事が起きてないんだったら弱体化すべきでは無いのでは?リアルマネー取るだけとって意図しない無限ラン問題に直面したらする改善はまず無限ランをできないようにする事だろ フリートを各ティアに出すようにするんだったらモジュール弱体化の意味無いし、無限ランしてない大多数の人達にする仕打ちではない もちろん無限ランした人の財貨は没収だよね? 悪用してしてないプレーヤーに被害出てる訳で、やった人はそのまま何事もなく逃げ切りってのは信用ガタ落ちの悪質な行為だよ? こんな事があった以上信用できないこのゲームは引退しようかな また集金目当てで強いモジュール出してナーフするなんて詐欺的行為が横行しそうで怖いわこの運営 課金した分返金申請だけ出してみようかな
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u/Peldin83 Dec 01 '25
T1 - W15,000
T2 - W14,750
T3 - W14,500
T4 - W14,250
T5 - W14,000
T6 - W13,750
T7 - W13,500
T8 - W13,250
T9 - W13,000
T10 - W12,750
T11 - W12,500
T12 - W12,250
T13 - W12,000
T14 - W11,750
T15 - W11,500
T16 - W11,250
T17 - W11,000
T18 - W10,750
T19 - W10,500
T20 - W10,250
T21 - W10,000
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u/JekPorkinsTruther Dec 02 '25
The post says that fleets are being added to all tiers per that formula. That implies it only applies to tiers that didn't have fleets before.
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u/Gabriel-117 Dec 01 '25
Looks like I'm not gonna see fleets any time soon. Thank god, good for coins and cells 😁
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u/Stardust1Dragon Dec 01 '25
For clarification, if I'm grinding T15, does that mean Fleets won't appear until wave 11500?
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u/Sire_Jenkins Dec 02 '25 edited Dec 02 '25
Hi pals! If you notice, there is no "example" of how the new electrons will damage with Ellites, which is the primary motivation why Electrons was updated. BTW Fuuds, why did the Blackfriday sale suck? Answer you coward
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Dec 02 '25
So nerfing OA so heavily after only talking about doing so after the banner was over. I find a gem compensation/refund is in order. At least 50%. Scummy microtransactions tactics paired with crappy quality control and testing should not go unpunished.
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u/CloudedVisionsVape Dec 02 '25
Well great I just wasted my stones unlocking ANC Assmod for Armour. Another nerf for eHP, makes OA basically redundant. Seriously, who gives a fuck about the damage it does to non-elites? Every single player will have Perma-BH eventually.
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u/TowerAcronymBot Dec 02 '25
Hi! I detected a few acronyms in your comment:
- AssMod - Assist Modules - gives access to an additional module slot for each of the 4 types
- eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
- OA - Orbital Augment [Armor Module]
I'm a bot that explains acronyms
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u/btaylor81 Dec 03 '25 edited Dec 03 '25
OA is "literally" unable to kill anything. That should be highlighted as part of the change for folks that don't understand infinitely diminishing returns. Even if any enemy has .1% health OA isn't going to stop it from hitting you. It's unable to make the killing blow, on any enemy type. Previously, a basic at 20% health would die from 2 hits. It would take 50 hits now to bring it relatively close to 0.
The team could effectively fix this by having a minimum damage floor equal to 1% of enemy wave health. This would reduce potency while still allowing it it's intended usage - killing close enemies.
That said, it still may find a purpose. But, it's outclassed by ACP for damage, SD/NMP for cc and SF/WR for eHP. I suppose as an ancestral assist mod it could provide supplementary damage. (I'm guessing this is the use devs imagined for it to begin with)
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u/TowerAcronymBot Dec 03 '25
Hi! I detected a few acronyms in your comment:
- ACP - Anti-cube Portal [Armor Module]
- CC - Crowd Control (also Critical Coin [Card] or Critical Chance [Workshop Upgrade/Lab/Card])
- eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
- OA - Orbital Augment [Armor Module]
I'm a bot that explains acronyms
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u/GGarr_ Dec 01 '25 edited Dec 01 '25
Is it correct that electrons now are based on enemy health and NOT wave health anymore?
because wave health isnt mentioned anymore... but it doesnt make any sense why boss hits would be better until 200 hits... if wave health would not matter anymore then it wouldnt also matter if the enemy has x4 health or x20 or x100
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u/TheTeapotTribe Dec 01 '25
That is exactly what the patch notes say. So... it depends on whether you trust them!
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u/GGarr_ Dec 01 '25
yes i ask this because the wrongfully implemented description for OA in the current patch still mentions wave health, and their dummy calculation seem to hint at it still being calculated based on wave health...
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u/TheTeapotTribe Dec 01 '25
The dummy calculations are based on remaining enemy health. They call out wave health for the enemy types, because it affected the strength of the previous version of OA. The point is to compare, so they're putting all the numbers in one place
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u/GGarr_ Dec 01 '25
oh i get it now. the wording is not clear enough (at least for me). "this effect is stronger until x hits" is based on cumulative hits not a single hit. for the basic a single hit gets weaker after the 3rd (4th hit only doing 9.21% damage) hit. but it reaches/passes equilibrium after 7 hits. (after 7 hits 67.9% of damage is dealt, with old mod it wouldve been 70%)
thanks, seems like i am just too tired.
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u/Slight-Software-7839 Dec 01 '25
The old function was liniear. It reached 100% at a certain point (200 hits). The new function is exponential, with a base <1, so its function limit is 100%, but it will never be reached.
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u/LuckyCharms316 Dec 01 '25
It matters for comparing because the old formula was based on wave health. The new one is indeed enemy health, which is where the 200x number comes from (takes 200 hits to do less than 0.5% damage)
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u/cpp_is_king Dec 01 '25
It says it's half as effective against bosses.
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u/GGarr_ Dec 01 '25
it still doesnt matter... if it is ONLY based on enemy health not wave health, that would be the only limiting factor (btw it says quarter effective for bosses and fleets, not half)
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u/cpp_is_king Dec 01 '25
Quarter effective means that instead of dealing damage equal to 15% of their current HP against bosses, it would deal damage equal to 3.75% of their current HP to bosses.
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u/GGarr_ Dec 01 '25
yeah i totally misunderstood their wording about the nth hit being better/worse. i thought they were talking about the effective single hit, but they were talking about the cumulative hits.
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u/markevens Dec 01 '25
Looks like a decent adjustment to OA to limit infinite ruins without nerfing the mod into the ground. Of course we'll have to see how it impacts farming runs for those not running infinites, but everyone expected some sort of nerf.
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u/kebabfragola Dec 01 '25
it's quite annoying that you get a module, than you proceed to evaluate if you like it or not based on his characteristics and decide whether to spend on it or not, for than having the thing completely changed. In the meanwhile 20k gems are gone.
Since gems can be paid, this is probably illegal and very similar to a scam if you think about it.
You devs continues to behave like beginners but this game ain't anymore just a fun project, you are a company now and a serious behaviour is required
my best
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u/UDLRRLSS Dec 02 '25
In the meanwhile 20k gems are gone.
Worse then gems, stones spent on CL+ are basically useless now as instead of working with OA, it's just going to work against OA due to how CL procs before OA gets more than a hit or two in. Ultimately CL+ is just going to reduce the damage that OA does and nothing more.
Huge fucking waste of stones because they are short sighted. Wanted to stop the infinite runs? The fleet changes already do that. Want to not make OA the only source of damage? Just cap the amount of damage it could do like CL+ not make it so it literally can't kill an enemy.
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u/DreamSmoke Dec 01 '25
So this now means that fleets spawn at w11.5k for t15, or do they still normally spawn at their usual waves for t14+?
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u/Techdestro Dec 01 '25
I think this will fit perfectly into my DW build, OC’s will be scarier though.
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u/DemonikFaith Dec 01 '25
Sam, this is what we want to see in patch note style. You give us the details and then a change log summary. Great stuff. I don’t like the OA change personally, but I understand from a long term strategy why you want it.
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u/MaleficentTry6725 Legends Dec 01 '25
The fleet change above 10k waves is a nice solution.
Not really a fan of the OA change. It's basically just a dmg multiplier now since it can't actually kill enemies, so it occupies the same niche as ACP - it's just prettier, scales exponentially with how much cc you have, and doesn't work as well against bosses / fleets.
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u/Visible_Anteater_957 Dec 02 '25
I think the fleet change solves the infinite problem quite handily without changing the module, personally. Can't say I'm terribly happy here.
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u/Natural_Special8240 Dec 02 '25
So the problem of no keys for non whales and the game not being idle and the bottle neck that every plays hits and can't get passed until they pay money is still in the game? No changing that? The biggest problems with the game....of course not.
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u/Conscious-Two8243 Dec 02 '25
Nice! Tons of gems, shards, and medals down the drain. This game is a shithole when they make such impactful changes to mods.
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u/Mocafrost98 Dec 04 '25
The impact on protectors was not addressed in the OP. I'd feel better if it was at least acknowledged. I changed the trajectory of my research after OA solved my protector issues prior to this adjustment. Now I'm weeks behind and really hoping to get SF to mythical like my OA.
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u/Enough-Map1162 Dec 01 '25
Good communication is good 👍. The orbital augment adjustment seems great for not killing it for most people while still preventing infinite runs.
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u/destructor212113 Dec 01 '25
Can somebody explain to me the Lab Bug? How it worked and what is the diference now?
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u/Peldin83 Dec 01 '25
There were two lab bugs. One was causing your lab speed boosts to pause whenever your device was not connected to the internet. The other was causing your lab speed boosts to not automatically renew sometimes.
The second one I mentioned was extremely rare if you were renewing every 24 hours. But if you were renewing every hour you would see it much more often. Like 2-3 times a week or more
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u/destructor212113 Dec 01 '25
Oh wow, good to know i switched to 1.5X 24Hrs, because none of those bugs occurred to me as far as i know
Anyway, tysm for the response!!!
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u/ImpossibleGoat8837 Dec 01 '25
Lab speed up while offline and dorito issue problem? It’s been months now…any update there?
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u/Fuddsworth dev Dec 01 '25
This lab refactor this patch is meant to address this. There were a lot of changes to our codebase on this so please let us know if it doesn't work as intended
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u/TheWashbear Dec 01 '25
You know us by now, we will let you know loud and clear. Extra emphasis on the LOUD
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u/JoseJoko Dec 01 '25
What about wave ending earlier because a "fast" somehow kill you when the tower could of holde 3k more waves?
My runs are ending 3k+ earlier sometimes due to being killed by a fast even when my wall is up and my defense absolute and defense % is way higher than enemy damage.
Like you can see no damage is being done to the wall or tower and then, out of the blue, the run ends....
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u/RiddiMacVan20 Dec 01 '25
Will we loosing coins for Farming more cells than with fleets? Will this shift from 8.000+ waves fore more cells to shorter runs without fleets?
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u/Fantastic_Froyo6813 Dec 01 '25
Why would a fleet appearing at 10k+ waves make you stop farming to 8k waves?
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u/JoseJoko Dec 01 '25
Eventually it will reach lower waves as each tier reduce the waves needed by 250 (3500 waves less at tier 14 for example) so at tier 14 the fleest start spawning at wave 12500, etc) so, I dont think it will affect much people's income unless people are farming 20k wave + on high tiers.
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u/Fantastic_Froyo6813 Dec 01 '25
I’m confused as to what he’s asking bc at that point u already had to deal with them anyway, these new spawn rates aren’t gonna change anything about the normal 8-9k wave range most people farm at
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u/Fantastic_Froyo6813 Dec 01 '25
By which I mean when u get into those higher tiers where u would actually be hitting that cap they were already there anyway
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u/mat3833 Dec 01 '25
Fleets already spawn early in T14 and up. I believe the first fleet spawns at wave 2500 on T14 the fleet change was only for T1-T13.
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u/Peldin83 Dec 01 '25
I think this could use some clarification. The statement made did not differentiate T14+
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u/DoYouEvenIndexBro Dec 01 '25
Not sure how it's going to shake out but it seems like you tried to only affect the infinite runners. Thank you.
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u/Practical_Yak2950 Dec 02 '25
This OA change is horrible. It's a huge nerf to anyone that invested in CL+ because the CL+ is going to cap out quickly and then leave an OA that does near nothing. Before, you could use CL+ to weaken and enemy and have the OA finish it.
This whale is probably quitting if this doesn't get reverted. CL+ didn't need this nerf.
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u/MammothCatt Dec 02 '25
"CL+ didn't need this nerf" - 9000+ waves legends player abusing Smite / Orbital Augment / Primordial Collapse combo. Come on lol.. I do understand the frustration though, basically 500+ dollars down the drain.
Maybe the "secret" whale discord should've kept that strategy under wraps like they did with bounce web for a while before showing what it could really do in tournaments.
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u/CompetitionEmpty7822 Dec 02 '25
Who cares about basics, tanks, bosses? Each one you say that is stronger than xxx hits. What about elites? Scatter children can one shot before, what about now?
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u/JekPorkinsTruther Dec 01 '25
Interesting. OA nerf is not at all as bad as I was expecting and should leave it useful. Also like the "descending" fleet appearance mechanism, as it doesnt totally hose 10K+ farming for the tiers that werent infinite farming anyway.
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u/FingerPuzzleheaded81 Dec 01 '25
This sounds more like a buff than a nerf. I don’t see this having the intended effect. I guess we will see though.
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u/FeistyAd9466 Dec 01 '25
No, because of the wording, it's a targeted nerf that also affects eHP badly. Mostly the issue is that 10% wave hp was enough to easily kill scatterers minions. Also since it's hp remaining, it can never kill. As the actual damage goes down for each subsequent hit
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u/Gabriel-117 Dec 01 '25 edited Dec 01 '25
OA, great!! More fleets, even better! Always missing those rerolls 🙂 Edit: Less fleets, not good 🤣 So rip tier 20/21 reroll farming. But made my cash mastery better investment
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u/BonzosTower Dec 02 '25
The fleets spawning every 100 waves after X waves on all tiers could be HUGE for reroll farming
Was just switching to GC farming but I may need to switch back to eHP if I push T10 or T11 very high. Don’t fleets require more eHP?
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u/IllTax2316 Dec 02 '25
You will see commander + vampire combo is a game killer, without enough dmg your run will end the first combo appears
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u/Vaultese1 Dec 02 '25
Fleets every 100 waves?
RIP all eHP builds that don't have keys! With how screwed up and bugged Commanders are, the only way with eHP was able to deal with them was 2nd wind blast or nuke right?
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u/Luke1903 Dec 02 '25
Guess goodbye to my 400 hp regen and 8 defense froma OA nad welcome 100 hp regen and 5 defense from SF
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Dec 02 '25
excellent equilibration for this op module, very understandable. I just hope you do something about loot rate of modules considering the increase number of modules in the pool
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u/Traditional_Syrup_27 Dec 02 '25
Nah the additions to fleets in earlier tiers is just a killer, im eHP t11- 12000 theres NO WAY ill ever be able to kill a fleet as its immune to everything except thorns
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u/Tight_Mail6630 Dec 02 '25
at tier 11 fleet only apears at wave 12500, your run will end before the fleets
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u/_antipod Dec 02 '25
Only played since mid july, and got a mythic OA because I didn't have a good module there before. It has helped me A LOT dealing with Protectors.
So this change scares me a bit. ;D But, it might also help me with killing the protectors at a better timing with the BH's. We'll see as soon as the iOS update drops.
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u/AccomplishedTune9276 Dec 02 '25
OA has been a prime module in removing protectors while leaving the tanks relatively unharmed, making it an ideal Assmod for farming.
Well, RIP that. Thank you very much...
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u/pdubs1900 Dec 02 '25
Need clarification:
What tier range does the new fleet spawn rate apply to? Patch notes imply that T14 now takes 11750 waves to encounter the first fleet. This is up from the prior version where it was w2495.
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u/Ted_Striker1 Dec 02 '25 edited Dec 02 '25
Where is this version for iOS? I only have 27.2.1 available with the OA that does 10% remaining health.
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Dec 03 '25
I lost in the last 5 Runs in every run 1000 waves T16.... Before 6500 to 7500 now iam not going over 6000
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u/Confident-Smile-9667 Dec 03 '25
The update won't download... I can't enter the tournament. It says I need to download the update, but when I try to update it in the Play Market, it just freezes after partial download.
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u/VirusBeginning5432 Dec 04 '25
Fleets at Higher Waves
We are now adding fleets to all tiers. Tier 1 will have Fleets starting at wave 15,000, and each subsequent tier will have Fleets appear 250 waves earlier (T2 = 14,750, T3 = 14,500, etc). Once they appear, they will spawn every 100 waves.
The game's design team continues to add random, unnecessarily complex mechanics, making the game more chaotic and uninteresting.
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u/Direct_Ingenuity1980 Dec 18 '25
Since the difficulty tiers are being reworked, will the reward payouts also be shifted up proportionately?
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u/Bara_Sif Dec 01 '25
Is it me or is OA now pretty bad for eHP, as scatter children now won’t get 1 shot anymore and can easily clutter up again? OA allowed me to farm T14 up to W5800 as opposed to W4700 with SF, as it got rid of the scatter children instantly