On Saturday morning, March 10th, our data center began a scheduled maintenance that occurs once every five years. While an outage was unlikely for us due to failsafes, one of our firewalls did not recover gracefully. Once the firewall was fixed, an issue cropped up with routing to one of our databases. As you can see, it was a bit of a perfect storm of issues for us this weekend and our operations team was working long hours to get things fixed.
On Sunday morning, we were more prepared in case things went bad, which they did. As soon as the data center began maintenance on March 11th, we suffered another outage. Operations knew the steps to take to fix the issue, but it still took a few hours to fix.
Finally, later that afternoon we suffered some connection issues. Again, these were cleared up in a few hours.
We are very sorry for this weekend interruption. We know, as players ourselves, that weekends are a great opportunity to relax and get in some game time and when that is taken away for whatever reason it very demoralizing and we would like to compensate all of our players for this unfortunate event. Compensation will take a bit of time to complete, so please be patient with us once again.
Here’s the breakdown:
Orcs Must Die! Unchained
- All players (including new ones) will receive 9,000 Skulls and a seven (7) day Battle Pass.
Hero Academy 2
- If you had an active Gem Pass, you will be awarded 500 Gems for the days missed.
- All players will receive 3,000 Gold to spend as they like for the two days affected.
Thank you so much for your patience this weekend and to the kind people thanking us for the updates and cheering our operations team on. We are blessed to have such an amazing community of players enjoying the games we make and we hope that you all will continue to enjoy them, even when the unexpected occurs. We will message when the compensation begins on our socials, forums, Steam, Reddits, and in-game where possible.
Some important news to share. Today is my last day at Robot Entertainment. Starting next week I will be off on a new adventure here in Texas, following my love of anime to a totally different role at Funimation.
To steal a phrase, two years is too short a time to spend among such excellent and admirable War Mages. It’s been an absolute pleasure to be the OMDU community manager and I am going to miss you all very much!
But there is some great news to share along with the news of my departure: Nananea is going to be taking over as the community manager here at Robot! I am very excited for her and could not be happier for the community as well. Seriously, you should have seen my face when I heard she was going to be the new CM. She’s going to be awesome.
Primary function: deals damage to barricades over time, final result if staff not destroyed, barricades will be destroyed.
Secondary function :disables all traps in radius
Best use: place on a critical barricade out of opponent's line of sight. Best done at beginning of wave as high level players will have T7 barricades with Wall-building PhD Destroyed barricades is usually the easiest way to score points
Defense: if you hear "your barricades are under attack" when it doesn't make sense go check your barricades as soon as possible. Additionally, check entire map between waves for staffs.
Primary function - effects heroes/traps/barricades close to targeted hero
Note: Does not effect targeted hero and are therefore pointless on 1v1 matches
- coin drain aura: when heroes are grouped together all players around target lose coin/second
- damage aura: when hero fighting in barricades or near heros/guardians. Barricades, guardians and heroes in radius of target hero take damage over time
- trap disable aura: summon when hero is fighting in kill box. All traps around hero stop functioning (does not damage barricades)
- slow aura: use with bomb spell, runners, or when heroes grouped up. Makes it difficult for other heroes near target hero to move around.
Defense: if you have an aura on you, try to move to a position where it will not damage traps or negatively effect allied heroes Sometimes the best option is to alt K or jump to heroes death and re-spawn.
Primary function - all players on opposing team lose mana over time.
Note: this does not effect Lin or Temper
Best use - best summoned near beginning of wave as it takes a while to do much. Or summon when players are in trouble as they will struggle to use special abilities without mana. Keep in mind some heroes require more mana than others which results in varied effectiveness.
Primary function: destroys all barricades in radius indicated
Secondary function: deals damage to heroes and active guardians in indicated radius
Best use: summon when heroes are busy and in their killbox. This will either prevent them from getting away from barricades in time, or cause opposing team to be down a player based on defensive choices they make. Blown barricades is usually the easiest way to score points.
Defense: move to a safe position away from all barricades and ideally all heroes and guardians. If not possible, jump to your heroes death or alt K. Warning time is very short so you must move fast. If you cannot get out of the way in time, make sure it is not a critical barricade that is destroyed.
Best summons: mercenaries and bosses. Other good summons depend on opponent heroes.
- Ranged heroes: shield bearing minions
- Melee heroes: heavy damage minions
Worst summons: crogon hatchlings, kobalds, kobald pups, dwarf shamans, regular grizzlies
There is loads of other stuff but wanted to keep this somewhat concise as to be reader friendly. Hope its helpful
They were both taken in Baths: Apprentice, both traps are t7, both display the first wave, the very beginning of the stage, as you can see the score begins at 0.
This is a small DPS test to see the damage they can dish out using up all their charges, which is why the videos stop soon, so their second recharge isn't listed in the damage-dealt-stats.
The first one, as you can see, displays Grinder in action, that is, just plain Grinder, t7, no parts or traits to boost anything, just barricades to line orcs up as you'd need to with Cursed Ground anyway.
As you can see the final trap damage listed in the stats is 1523, while the trap managed to kill 20 minions by itself, which is also a minion-per-charge killed (the trap has 20 charges).
Now for the second one, it displays 2 (emphasis on "2"!) Cursed Grounds, t7, fully slotted with Controlled Resonator and:
+TRAIT: Has Ultimate Set of Tools (+6% damage)
+Oziel placement (+25% damage)
+Concussive Pounders (which debuffs stunned minions for extra damage)
Final trap damage listed is 386... killing a laughable 3 minions.
As of now it seems that a single Grinder's worth over 7 Cursed Grounds.
However after running a bit of calcs with the listed stats, Cursed Ground should be dealing more damage, especially in conjunction with other traps so, what do YOU think?
I had already reported it as a bug (Cursed Ground going off cooldown after hitting a small amount of minions) but they keep answering that everything's working as it should, so let's discuss its damage.
For the love of Yevon, please change things a bit. The controls are generally fine, but flawed in that you can accidentally pick a weaver the very second you go to heal or use some other gear. Really painful when you miss a character's prime weaver and get something lame. Why would I ever pick anything other than Spontaneous Combustion on Smoulder? Because I tried using the gear assigned to down on the d-pad the literal instant I level up. Some may like the other options in tier 4, but I sure don't.
I'd suggest changing the weavers to require you to hold the button for a few seconds before it takes. Not sure what other options there really are. Other than like swiping on the touchpad or something, like a few other PS4 games have done [which can have it's own share of issues]. I have instantly picked a weaver as I level up far too many times.
And often times in the heat of things, the upgrade will be hanging there for awhile unnoticed since I'm too busying fighting off waves to deal with it. I see this from PC players too. It's easy to notice passively watching, but in the thick of things you don't have time to fiddle with it. And unlike PC players, we don't have a button for every single individual thing. With that you can still end up doing upgrades instead of using gear, because you're busy fighting. Not paying attention to the upgrades. So you go to toss down some fire, or heal up and boom there goes an upgrade and boom you're also dead because you didn't get that heal going.
Another thing related to this. Put an icon for up and down under the gear in the ingame UI. A lot of people don't know you can use them for that purpose on PS4. Size them up properly and change up the UI to reflect that you can use them this way. I've seen people stream the game and cycle through manually with L1/R1 to use their gear every time. It's cumbersome to watch and cumbersome to do. I don't even think the game tells you you can use them this way either, I just did it on accident and never went back. This shouldn't even be an option with how bad it is to do. I've also accidentally fumbled and used gear when trying to cycle through my traps or get back to my abilities so that autoattacking works instead of me trying to place a trap [or use gear]. Though now I've discovered R2 takes you directly there without using an ability so I'll have to get used to that to fix this issue.
It'd be far better to just skip over both gear when cycling through all our traps. Why add more to it when other buttons already do this better [aside from the problems with weavers]. It's always going to be cumbersome to cycle through our traps as we do on PS4, and I accept it. But, I can't accept that it's made even more cumbersome for no real reason. The only real "benefit" of how it is now is superficial. Having a certain type of glow around your hands while you've got something selected. Is that really worth it? Something you don't even notice except at the start of a match before everyone's connected leaving that the only thing to do while you wait? The green/blue/fire/etc glow isn't worth it.
Given the placement of traps is current R2 or X, why not pick one? I'd love to be able to jump and have my trap ready to place or jump without [currently] using my selected gear (which I've also done many times). I don't know how it works on PC, but I don't see a problem in letting us jump while our traps are 'out' and ready for placement. I don't see why it's this way. There's already limited buttons on the controller, why are you taking up multiple uses for the same thing?
And as a minor sidenote; the event pages are a mess too, it's hard to actually scroll through the list of goals. Why isn't the right stick automatically assigned to scrolling on them? Instead it acts as the left stick does and is for selection. You end up stuck at the bottom of the list and then when trying to move back up, you just exit the quest goals and move to the green tile of the quest [oddly enough the last goal doesn't do this, instead it only goes up if you press left, pushing up does nothing Dx] . And the only way to get back to the top of the list is to exit to another tab and come back. I have somehow managed to scroll back up a few times, but had no idea how it happened and was so surprised I scrolled back down and it got stuck again. At least toss on some arrows to the top and bottom of the scroll bar so I can click them with the touchpad, which also doesn't seem to work well on them. I actually do use the touchpad for things at times and I'm glad it's used at all, but at times it doesn't function as you'd think it would.
* add up and down under the gear in the ingame UI
* remove gear from the L1/R1 cycle so you skip directly to traps
* weavers should require you to hold the corresponding button or something else that doesn't interfere with gear use
* Make R2 the only way to place traps, so jumping is always available