Board Thread:Game Discussion/@comment-11364431-20130718205908/@comment-192.251.46.123-20130719202610

I know thsi is getting repetitive but... I'm going to say it anyways..Again! The Damage variance is complete BS. I'm not a computer genuis or programer so I don't know how the game functions on that lvl but I'd bet Mobage changed some code line for the bosses to hit hard or get a boost when they get to 5% HP or something. Seems like the majority of the damange swings are coming on finishing hits not opening or middle ones. This would make sense with the issues we're having from leaving less than 1% health left and coincidently makes us use an extra cube which increases the chances that we'll buy cubes. Instead they will drive people from the game. If this is not fixed I will soon stop playing as well because it's not worth my valuable time or money for fustration instead of enjoyment.

I'm not sure what other motive they have for doing this, beyond increasing profit while the iron is hot (a good motive). Maybe it's to curb players from only sniping? But that won;t work as stated by our comments above. Besides, imo and I know this isn't a fool prood idea, if they want more people to seed or hit the middle then increase the number of max cubes in a regen line to 4 or 5. If I could get on afetr I wake up or get off work and have 4-5 cubes ready I'd hit and seed everything in sight and not wait. I can snipe/farm 2 to increase my total bank and hit 2 to help non-allies as well the auto hit on allies.

Sry for the long post & to repeat earlier hit info but days 1 & 2 -  1 cubed WC3 90% of the time. Day 3 & 4 I'm at at 30% with no deck change. Similar issues with finishing higher bosses within the 22M-30M remaining HP

Greygoose963