I'M BACK!!! Returning from Holiday to a HYDRA DISASTER... | Raid: Shadow Legends

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I'm back from my trip to Japan and want to start off by covering my initial thoughts on the Hydra changes that happened while I was away to Raid: Shadow Legends...

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Thanks for watching, see you all next time! :D

#nubkeks #raidshadowlegends
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Ok so here's what happened:

When Hydra released it wasn't all that fun. With a couple updates they made it manageable and then they slowly but surely gave us more and more solutions to make the content fun: buffed and new champions, buffed and new gearsets, awakenings, updated and buffed awakenings, mythical champions, hex rework, etc etc. Until finally the content was fun - excluding the frustrating to run Wixwell team.

Then Plarium said whoops we never meant for Hydra to be enjoyable and wrecked it. And truthfully they could have done this and made it work by simply introducing ultra nightmare and having the changes take place on that difficulty anyways.

michaeledes
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The only good change was the max turns. They effed us over big time on everything else and Trunda is still not fixed. I totally agree that the turn limit should still be lowered to 500 and then they can lower the rewards requirements. The game mode takes too much time!!!

SaltyFlatEarth
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I have watched many videos on this hydra debacle, and somehow Nubs comes in late to the party fresh off holiday and breaks it down in the most clearest way possible. That green/yellow/red bar showing the "fun" stages of hydra diminishing was genius and truly articulates what has happened here.

periculummus
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the increased poison cloud reflect damage and cleanses + the auto ai being really weird completely destroyed my auto teams

ptr_s
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Legitimately dislike Hydra now. Running keys a half a dozen times, getting timed out with the turn counter making champs who take extra turns a liability and krakens still kraekning unaffected.

ulxtmx
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There are two levels of problem:

1) Endgame and Endgame-adjacent players
2) Midgame and lower players

For Endgame/Adjacent players in Clash the problem is mainly the Serpent's Will 100% damage mitigation that is the issue. They are still crushing the damage to get all their chests, all their personal weekly rewards, free all their swallowed allies... etc. It's just that they kill so fast that they are seeing 4 Heads come back at almost the same time with Serpent's Will.

For Midgame players, and below, who were just minding their own business over on Classic Hydra, the problem is the increased Head HP to chew through at the 5th Digestion. Many of this level of player was at a point here they were 'just' able to get the 1 key chest from Hard. I know, for me personally, my main Hard team on full auto, with me just manually changing the target as needed, was putting out 30-35 million per key. That stopped immediately when Head HP's changed on the 5th digestion, and suddenly I didn't have the damage to free my swallowed champ in 2 turns. So no instead of my run lasting 7 to 9 Digestions... it starts falling apart on the 5th. Which effectively halves my damage just because I don't last near as many turns. My champ's damage has not gone down (because I have no Trundas, no Yumekos, no Wixwell teams, or Shield com teams with Yanicka)... it's gone down because they have put up a new bottleneck for me at the 5th digestion.

So, in changes that were advertised to be made to address imbalance on the Clash side of Hydra, I feel that the smaller players, who were mainly just focused on Classic Hydra, are the one's who took the bullet.... yes endgame players are seeing reduced damage, but they are all seeing it, an should be still on the same level playing field with each other, and they are still collecting all their same weekly and personal rewards, as they were before. That doesn't seem fair, and it doesn't seem like it was part of what they said they wanted to do.

KeithDCanada
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I said it on HH video also but WHERE IS THE FUN? I remember the thing that got me into raid the most was when I first got my Coldhearts in Spider 20 to do max hits and watching the health bar drop so much was exciting as a player. Nowadays it all feels like long arduous drawn out fights with HP burn just chip damaging away. Where's the fun? Where's the moments where I get to feel like a boss? :D

georgemarlow
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Hydra heads have 4 phases - normal; dead; fresh spawn; devour
devour feels the worse for me

Kacey
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Biggest problem is that the big crazy keys are still big crazy keys while average players and early players are now crushed.

ScrollsofAnubis
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No drama here. I quit a week ago. Still getting recommends for videos from CCs though so I'll drop a like and view till that stops I suppose.

stanleyclark
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thank you, Nub! Yes, the yellow section is what makes this bad! The red section, although it feels terrible, is essentially the same as it was before for a vast majority of the players. The biggest problem is the new length of the yellow section which is the cause of more heads being up with serpent's will. Please shout this from the mountain tops so the community understands and we can get aligned to hopefully drive change.

hathcotetv
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Welcome back my dude. Super jealous of your trip. Been wanting to go back to Japan so badly!

MtgJedi
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dude, I missed your calm soothing voice.

not to throw shade at other CC's, but a certain dude who screams stuff like "best legendary I had vaulted!!" was getting reccomended every time I looked for new videos of you and his energy kills my mellow vibe 😹

Lehmartin
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With the change to the HP of the decapped heads, champ rotation is thrown out the window. As I've said time and again, Plarium has no concept of tuning: they either under-tune and let stuff go rampant, or they over-tune and overcorrect. After they made the change to Trunda and shields, they should have left the Hydra as is, and then changed the Hydra Clash. Instead they changed the turn limit, changed the HP from infinite, changed the Serpent's Will to a block damage, and HAVEN'T changed the chests, point requirements, or Hydra Clash in any way. They are hopelessly shortsighted

aaronwalcott
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There are so many ways to fix Hydra but we all know the Plarium way:
New Mythical champ with
A1: Aoe Block buffs and Provoke
passive: ignore Serpents Will

Creature
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hope you had an awesome trip. embarrassed to admit how much I missed your videos as part of my am routine. welcome home.

joshroasted
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Welkom back, we knew about these changes for a long time. "Don't worry we have tested hydra on a ton of accounts including early mid and end game accounts. One ton is 100.000 right? The max chest requirement from 1, 2 Billion should be reduced to a lower number. Previously I was doing 4 billion with 3 keys now 650 million with 3 keys. Plarium said they knew that the damage would not be effected. Nerfing a community champion is the worst move of all time.

JazzSlayer_
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So what is Plariums respond? They have to change it.. They are killing their only end game in the game..

RoccooRaccoon
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There is one thing you missed. The doubling of the consumption bar. Thats where my teams fall apart. Inevitably the first doubled consumption bar takes away my big hitter or my hexer and the big shield goes on that head, and poison cloud gets out and the run ends. And that may be intended but it feels really bad, I'm getting around a billion clash points now which also feels bad. I was just starting to enjoy hydra before they buffed the monster. Now I hate it again

MrAnvil
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Pay-larium is We Todd Did (speak it out loud & it will make sense.)
Turning players off of hydra will effect farming live arena & pushing for area bonuses.
They killed 2 game modes with this NERF!

fornever