Urgent Action Needed!!!

TitanKnight

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Apr 19, 2023
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82
Urgent action.. is it fixing / resolving all these Network errors and connectivity issues?
Network error
Network error 14
Network error 420
 

Harlems369th

BHG Community Manager
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The EDST goes way beyond the 85% cap, the EDST is not capped even tho CS say that it is capped.

Example: i already mentioned that i have a DST of -250%, and when i was attacked by an attacker with an EDST of 350%, i couldn’t spawn more than 1 wave. Which means that EDST is not capped at 85% as advertised, otherwise i would have spawn more than 1 wave of defenders given my “what used to be” high DST.

@Harlems369th
Ok, so that's a bit of miscommunication and misunderstanding here.

EDST doesn't cap, that is true, as it is adding, not reducing. With that in mind, it'd be better for me to say 'reductions' are capped, not 'debuffs', since EDST is technically a debuff.

To avoid confusion going forward, remember that if a reduction (e.g., -15%, -30%, etc.) is specified, it is capped at -85%. There's an exception in DST, as it doesn't go any lower than the timer cap of 10s (excluding the first wave of 2s).
 

nobodyknowsthetrouble

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Joined
Feb 28, 2018
Messages
616
This “act of God” wording is complete nonsense. If you want to look at it that way, then every war tactic is an “act of God.” Should we now eliminate all war tactics? They were already part of the game 10 years ago.
In fact, every troop deployment is an “act of God,” since the troops appear seemingly out of nowhere; they don’t arrive by ship or transporter from the edge of the screen. Should we remove this “act of God” as well? Then the defense base would finally be save.🤣

Demanding a 1:1 counterpart in the museum is a very isolated point of view.
We have many inequalities:
For example:
- defenders can reduce the range of attackers to 4; on the other hand, there is no drone that limits the range of defensive buildings to 4.
- In the alliance perks, defensive buildings have a 20% bonus, but attackers only have 10%.
- In the library, there is an entire section dedicated to defense.

We don't have a 1:1 counterpart in the bonuses anywhere. Why should it be any different in the museum?
 

Harlems369th

BHG Community Manager
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Messages
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For example:
- defenders can reduce the range of attackers to 4; on the other hand, there is no drone that limits the range of defensive buildings to 4.
- In the alliance perks, defensive buildings have a 20% bonus, but attackers only have 10%.
- In the library, there is an entire section dedicated to defense.

We don't have a 1:1 counterpart in the bonuses anywhere. Why should it be any different in the museum?
Excellent example!

I know a lot of people ask for a 50/50 balance, but that might not make for as enjoyable an experience as you think. Like, even checkers has an 'imbalance' in who goes first.

DomiNations is no exception to that, especially with its asymmetrical multiplayer experience. We'll definitely course-correct when things get out of hand, perhaps not as quickly as many would hope, but it's slight imbalances that make things fun or interesting.

Showcases have a bit of leeway for the majority, but things around it could be adjusted to make for a better experience; this we're well aware of.
 

Seek

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Aug 23, 2022
Messages
1,089
Let’s just break it down:

1- first and biggest threat to Lego, was the missile silo, as it can wipe out a horde of mortars or astys instantly. Now the MS is being fully neutralized and taken out of the equation, by using a recon and 3 demos (against the toughest defenders).

Defenders have no means or tools to defend against this “act of God” so, building a MS and upgrading it to the maximum level is purely a waste of time and a waste of resources now.

Ways to fix this and bring back the MS to work:

a- nerf mongols which is giving an already over rated demo, an additional 76% damaging power.

b- nerf the demo itself, which is way overpowered, 8 demo sticks can take away all air defenses for example, leaving any base vulnerable to bombers attacks. 3 demos sticks can take away any missile silo, and so on…

c- add munitions to the mission silo, 2 slots like any other defensive buildings, allowing the MS to gain hitpoints to resist the demo sticks overkilling power.

2- second threat to Lego was always the defenders spawn out of buildings. Now this is also completely neutralized once the showcase was introduced.

Cause of the unbalance:

a- showcase: as more than 65% of legendaries are O oriented, with so many lines of EDST found in them, compared to 4 or 5 artifacts at most having dst lines. The resulting massive numbers of EDST gained from showcase is causing the defenders not even spawning especially from bunkers.

b- unlike all other capped debuffing lines, EDST which is a debuffing line causing ENEMY defenders not to spawn is not capped at 85%, even tho when asking CS about this, they confirm that EDST is capped at 85%, but actually and as a matter of fact, EDST is not capped.

Based on the above uncapped high EDST percentages, Big D bases with excellent stats are having defenders spawning once at best cases, Which is resulting in attackers basically invading ”unpopulated” bases.

ways to fix this:

a- add D legendaries artifacts to equal in number the O legendaries artifacts, with similar DST lines to the EDST lines already there, giving the defenders a fair chance to collect as many DST lines as attackers already collected number of EDST lines. Fair and square.

b- cap the EDST to 85% , the same way the other enemy debuffing lines are capped. as per BHG guide lines, everything and every line affecting enemy buildings and/or defenders should be capped at 85%. So just apply your own rule here.

3- couple of things are making the Lego attackers unstoppable, is the crazy firing rate that both mortars and artyes have.
Mortars do not allow any defender, what so ever, even the toughest heavy tank to fire 1 shot at them, due first to their high range of fire, and second to the crazy attack speed they acquire. I’m not asking to nerf the damage caused by mortars, but the attack speed is illogical, mortars fire the second and third shot of explosive even before the first shot hits its target. Which make the enemy vehicles approaching the mortars receiving multiple shots simultaneously. I’m not sure that this was intended by BHG.

Same thing applies to artys, they fire in an incredibly high attack speed causing a building to be fully destroyed from a huge distance by receiving more than 5 or 6 shots simultaneously. Again I believe no units are intended to fire in such a way, this needs to be fixed.

ways to fix this:

a- keep the damage done by mortars and artys the same, but nerf the attack speed that is currently ridiculous, these 2 units are firing 3 or 4 or 5 explosive shots simultaneously causing the destruction of any unit what so ever coming into their long range. Defending units should have at least the legacy to fire once before being hammered!

b- remove the additional range granted to an already powerful long range units, coming from the munition level 20.

if the above things were implemented, it will be a fair battle for everyone.

@Harlems369th
@Seek , your opinion please
Thinks these would help. Anything at this point to even it up some. But great suggestions
 

Ezekiel

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Joined
Dec 11, 2022
Messages
77
Right now we’re fighting the best alliance in the game (PURGATORY), and one of their bomber attackers failed (4* 79%) on our best defender using 5 bombers, 3 recons, and 2 Tupolevs.

Later, a mortar attacker hit the same defender and managed to 5* him using 3 squadrons, 1 recon, the French Consulate TT, 2 Genghis Khans, and THREE transports.

By the way, he needed 5 demos (probably got scared, since 4 would’ve been enough).
Their main attacker never attack in any mismatch. He only makes his hits in necessary wars because he manages too many accounts. The attacker (WENDIGO) you faced is merely a partner helping him collect resources and has very mediocre skill.
 

Seek

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Joined
Aug 23, 2022
Messages
1,089
Excellent example!

I know a lot of people ask for a 50/50 balance, but that might not make for as enjoyable an experience as you think. Like, even checkers has an 'imbalance' in who goes first.

DomiNations is no exception to that, especially with its asymmetrical multiplayer experience. We'll definitely course-correct when things get out of hand, perhaps not as quickly as many would hope, but it's slight imbalances that make things fun or interesting.

Showcases have a bit of leeway for the majority, but things around it could be adjusted to make for a better experience; this we're well aware of.
Slight imbalance yes but not full on no chance imbalance the is currently happening in the game.

As for speed of reaction to this y’all might want to think of it as lost profits each day this has went on. Yes BHG made money from the new stuff but imagine if you would had full support of all the top defenders who mostly have stop or cutt way back spending. Just saying.

BHG needs to start at End Game level balance every time something is added. These are your most loyal and knowledgeable player group. Then BHG can adjust stuff teir Top Middle and New player groups. This has not happened and needs to happen this way never should a group of players have game ruined for months at a time.

Now I love some of the new stuff not going lie and hope BHG keeps it up. Just teir balance top down also all the complaining from both O and D would be allot less this way. Since most that comment in forums are end game players anyway.
 

Ezekiel

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Joined
Dec 11, 2022
Messages
77
Also, if you really have 250% ADTHP, then most attackers need 4 demos, since they don’t have the 30% recon bonus damage from councils.
If it’s a max level silo with 250 adth in total(museum + council). The attacker needs 4 even he has 30% recon bonus
 

stas

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Aug 8, 2025
Messages
22
If it’s a max level silo with 250 adth in total(museum + council). The attacker needs 4 even he has 30% recon bonus
That help my point when i said the best defenders need 4 demos for their silo.
Can u tell their best attacker attack our best defender using ONLY 4 bombers, 2 recon and 2 tupoles? like i did against your No1 with the crazy stats 242 160 310
 

Harlems369th

BHG Community Manager
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Messages
1,614
Slight imbalance yes but not full on no chance imbalance the is currently happening in the game.

As for speed of reaction to this y’all might want to think of it as lost profits each day this has went on. Yes BHG made money from the new stuff but imagine if you would had full support of all the top defenders who mostly have stop or cutt way back spending. Just saying.

BHG needs to start at End Game level balance every time something is added. These are your most loyal and knowledgeable player group. Then BHG can adjust stuff teir Top Middle and New player groups. This has not happened and needs to happen this way never should a group of players have game ruined for months at a time.

Now I love some of the new stuff not going lie and hope BHG keeps it up. Just teir balance top down also all the complaining from both O and D would be allot less this way. Since most that comment in forums are end game players anyway.
Noted, but we're doing just fine, actually!
 

Ezekiel

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Joined
Dec 11, 2022
Messages
77
That help my point when i said the best defenders need 4 demos for their silo.
Can u tell their best attacker attack our best defender using ONLY 4 bombers, 2 recon and 2 tupoles? like i did against your No1 with the crazy stats 242 160 310
He doesn’t have any O hit left now. He’ll do that if we match again.
 

Super Val

Member
Joined
Jan 14, 2024
Messages
86
Ok, so that's a bit of miscommunication and misunderstanding here.

EDST doesn't cap, that is true, as it is adding, not reducing. With that in mind, it'd be better for me to say 'reductions' are capped, not 'debuffs', since EDST is technically a debuff.

To avoid confusion going forward, remember that if a reduction (e.g., -15%, -30%, etc.) is specified, it is capped at -85%. There's an exception in DST, as it doesn't go any lower than the timer cap of 10s (excluding the first wave of 2s).
Well, i guess the misunderstanding in this case is caused by CS, since they have confirmed and in multiple occasions that EDST is capped at 85%.

here is a screenshot from GM Dan confirming the 85% cap on EDST.

So which answer is the correct one? @Harlems369th
 

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Harlems369th

BHG Community Manager
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Messages
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Well, i guess the misunderstanding in this case is caused by CS, since they have confirmed and in multiple occasions that EDST is capped at 85%.

here is a screenshot from GM Dan confirming the 85% cap on EDST.

So which answer is the correct one? @Harlems369th
Again, if it's additive, it is NOT capped. If it's reducing, it is capped.
 

Rollin

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Joined
Aug 10, 2022
Messages
131
Sincerely friendly reminder about spawn time.

the basic spawn time for a bunker is 10" / 60"
and for tank tepots it is 10"/19".

From these ⬆️ times the DST/EDST percentages start to be calculated, and not from 2"/10" which is the minimum cap.

For the last two years we had gotten used to the DST and consequently the times produced by the defenders being almost always at 2"/10" because the edst had become useless even if the attacker had 180+.

because there were too many dst sources for a defender outside the museum.

Finally edst working again bringing the actual spawn time of defenders between the 2/10 to 6/40 for bunkers and between 2/10 to 6-30 for depots . ( Depending by how much edst an attacker has )
What youre writing doesnt make sense, You prove that you are wrong its funny

the basic spawn time for a bunker is 10" / 60"
and for tank tepots it is 10"/19".
Bunker have 3x-4 longer spawn times then depots and u still say 6/40 for bunkers and 6/30 Depots ? :ROFLMAO: u mean 18/90 for bunkers =
Dont forget Depots even have university saladin bonus

300% EDST against 210% DST (without council) thats alot

Depots 20 sec, House 25 sec. Garrison 32 sec, Arsenal 30 sec

100% more EDST (when someone already has 400%) would already have a spawn time of 1 minute for each building, Bunkers no longer exist.

The destroying time of the mortars is between 1:30 and 2:30, u have 1 MAYBE 2 Wave with luck as Defenders against Mortars

Stop saying that EDST "Finally Working" ofc it works if nothing spawns...
 
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Rollin

Well-known member
Joined
Aug 10, 2022
Messages
131
Let’s just break it down:

1- first and biggest threat to Lego, was the missile silo, as it can wipe out a horde of mortars or astys instantly. Now the MS is being fully neutralized and taken out of the equation, by using a recon and 3 demos (against the toughest defenders).

Defenders have no means or tools to defend against this “act of God” so, building a MS and upgrading it to the maximum level is purely a waste of time and a waste of resources now.

Ways to fix this and bring back the MS to work:

a- nerf mongols which is giving an already over rated demo, an additional 76% damaging power.

b- nerf the demo itself, which is way overpowered, 8 demo sticks can take away all air defenses for example, leaving any base vulnerable to bombers attacks. 3 demos sticks can take away any missile silo, and so on…

c- add munitions to the mission silo, 2 slots like any other defensive buildings, allowing the MS to gain hitpoints to resist the demo sticks overkilling power.

2- second threat to Lego was always the defenders spawn out of buildings. Now this is also completely neutralized once the showcase was introduced.

Cause of the unbalance:

a- showcase: as more than 65% of legendaries are O oriented, with so many lines of EDST found in them, compared to 4 or 5 artifacts at most having dst lines. The resulting massive numbers of EDST gained from showcase is causing the defenders not even spawning especially from bunkers.

b- unlike all other capped debuffing lines, EDST which is a debuffing line causing ENEMY defenders not to spawn is not capped at 85%, even tho when asking CS about this, they confirm that EDST is capped at 85%, but actually and as a matter of fact, EDST is not capped.

Based on the above uncapped high EDST percentages, Big D bases with excellent stats are having defenders spawning once at best cases, Which is resulting in attackers basically invading ”unpopulated” bases.

ways to fix this:

a- add D legendaries artifacts to equal in number the O legendaries artifacts, with similar DST lines to the EDST lines already there, giving the defenders a fair chance to collect as many DST lines as attackers already collected number of EDST lines. Fair and square.

b- cap the EDST to 85% , the same way the other enemy debuffing lines are capped. as per BHG guide lines, everything and every line affecting enemy buildings and/or defenders should be capped at 85%. So just apply your own rule here.

3- couple of things are making the Lego attackers unstoppable, is the crazy firing rate that both mortars and artyes have.
Mortars do not allow any defender, what so ever, even the toughest heavy tank to fire 1 shot at them, due first to their high range of fire, and second to the crazy attack speed they acquire. I’m not asking to nerf the damage caused by mortars, but the attack speed is illogical, mortars fire the second and third shot of explosive even before the first shot hits its target. Which make the enemy vehicles approaching the mortars receiving multiple shots simultaneously. I’m not sure that this was intended by BHG.

Same thing applies to artys, they fire in an incredibly high attack speed causing a building to be fully destroyed from a huge distance by receiving more than 5 or 6 shots simultaneously. Again I believe no units are intended to fire in such a way, this needs to be fixed.

ways to fix this:

a- keep the damage done by mortars and artys the same, but nerf the attack speed that is currently ridiculous, these 2 units are firing 3 or 4 or 5 explosive shots simultaneously causing the destruction of any unit what so ever coming into their long range. Defending units should have at least the legacy to fire once before being hammered!

b- remove the additional range granted to an already powerful long range units, coming from the munition level 20.

if the above things were implemented, it will be a fair battle for everyone.

@Harlems369th
@Seek , your opinion please

The silo was never really a big problem for mortars. I dont know why your focusing that, they have always destroyed it anyways

again, Adding multiple legendary artifacts with DST takes years and they wont do it

EDST Caping to 85% is too strong, we can talk about 200-250% Caping, but 85% ? come on...

The biggest problem is EDST and the Attackspeed and not more

You cant nerf everything completely and say thats the balance
 

Super Val

Member
Joined
Jan 14, 2024
Messages
86
The silo was never really a big problem for mortars. I dont know why your focusing that, they have always destroyed it anyways

again, Adding multiple legendary artifacts with DST takes years and they wont do it

EDST Caping to 85% is too strong, we can talk about 200-250% Caping, but 85% ? come on...

The biggest problem is EDST and the Attackspeed and not more

You cant nerf everything completely and say thats the balance
I proposed a menu, they can pick what suits more. I’m not telling them to implement the WHOLE menu lol
 

DocHolliday

Active member
Joined
Sep 1, 2023
Messages
118
What youre writing doesnt make sense, You prove that you are wrong its funny


Bunker have 3x-4 longer spawn times then depots and u still say 6/40 for bunkers and 6/30 Depots ? :ROFLMAO: u mean 18/90 for bunkers =
Dont forget Depots even have university saladin bonus

300% EDST against 210% DST (without council) thats alot

Depots 20 sec, House 25 sec. Garrison 32 sec, Arsenal 30 sec

100% more EDST (when someone already has 400%) would already have a spawn time of 1 minute for each building, Bunkers no longer exist.

The destroying time of the mortars is between 1:30 and 2:30, u have 1 MAYBE 2 Wave with luck as Defenders against Mortars

Stop saying that EDST "Finally Working" ofc it works if nothing spawns...
I wrote: "between" and "depending" .

Those numbers isn't representative, just an example.

How much DST you have from museum, showcase, council, perks, wonders, munitions etc?

How is your actual percentage?

You forgot again that the base spawn time for bunkers is 10"/60" and for depots 10"/19".

Suddenly most defenders were used to watch their spawn buildings to spawn at lower cap always (2"/10") before showcase, when the EDST was USELESS( because were too many DST sources out of museum for a defender and only the museum as EDST source for a striker) and they think that the "normal" is that 2"/10" even for bunkers.

No, the normal is 10"/60" and from these⬅️numbers starting calculating the EDST/DST.

Finally, that you want is your base can keep spawn at minimum time regardless striker's museum?

No worries , they'll nerf bombers soon so ( probably and suddenly) most strikers will turn to Mortars. Then you will focus on your DST and defender stats to hold stars.

But I am afraid that a new strategy will pop up again , (as always) and the skilled strikers will find another way to kill big D bases(as always)

The bad news is that they have " no balance" on their rebalances.

They killed anything worked in the past.

Commandos, HT generals, AHs, fighters, sabotage, now bombers...

If they nerf mongols or mortars too, what troop will remain
useful to attack your D bases? Who knows
 

zeltum

Approved user
Joined
Feb 15, 2017
Messages
62
I don’t agree with their assessment at all. I personally have both top O and D bases and I am fine with the state of the games balance .

It always seem to be the same defenders who aren’t happy, no matter how OP they made defense before they still weren’t ever happy. Listen to them @Harlems369th at your own peril for the playability of this game . BHG listened to them before about fighters, and now that fighters have been destroyed, they turn to bombers and Lego. Fighter were absolutely fine, most players didn’t master this strategy, only the top players . They nerfed a strategy for nothing and ended up destroying many people’s accounts. This was horribly unfair to those players with fighter museums .

I think these guys are always referring to the toppest tier attackers in top 15 or so alliances. but, it seems these top guys always found a way to clear even before the update. The rest of us attackers had no chance before on defenders, even with top Lego and bomber set ups. . For the first time in a long time most attackers with top museums now have a chance on 3D bases again like the old days . It still is very hard for most of us players to clear 3 Ds even with even bombers , most players who try bombers have trouble mastering this strategy , I can’t do it and neither can most people I know. Even with maxed out stats, many players just don’t have this top level skill. Only the top skilled bombers always clear, but, that’s the way it is with top skilled players, they will find a way . I know many experienced bomber players with maxed out museums and councils for bombers that still fail many times on D bases. Thats the way it should be, clear sometimes and not other times for most maxed out players .

And I think it is great that LEGO finally is back as a viable strat, not too long ago it was almost worthless. The changes made LEGO very competitive now without being OP like they are saying . You will never be safe from top skilled players. You can’t revolve the playability of a game just thinking about the top .5% of players and in the process screw over everyone else.

I think defenders were OP for so long , that they got too used to their bases almost never going down and got spoiled from this.

**IMO the game is the most playable, interesting and balanced now that it has ever been***

There is need to be making anymore major changes as so many have already been made recently it will just muddy the waters.
let things play out bit more and re evaluate later on.
Totally agrre sir, its finallynplayable. Yes i get 5* but i also now CAN 5*

This is just another whinge from someone who doesnt like not having the upper hand
 

Seek

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Joined
Aug 23, 2022
Messages
1,089
Totally agrre sir, its finallynplayable. Yes i get 5* but i also now CAN 5*

This is just another whinge from someone who doesnt like not having the upper hand
Someone who does not like having an upper hand lol really… so all AD towers destroyed silo destroyed and maybe 1 spawn of defenders , all seem to be a very big upper hand lol

I mean if you like a 5 star every battle and never really facing a fair fight than this game is all about the Fake Top Attacker that has no skill or pride that just wants easy wins lol but too each their own.

My view is it means nothing to 5 star a top 3 D base anyone with half descent set up can smoke a level 494 in 2:10 or less. Attacking enemies that don’t have a fair chance is just weak lol definitely nothing to post a YouTube about lol Everyone is a Striker God lol No More Domination God lol all attackers hits are pointless now nothing to brag about lol

Yes I am saying top attackers from groups like Ares F8Tal Purgatory you all in that same group strikers from outside top 50 lol Means nothing if everyone can do same as yall lol

lol All Attackers on this game should hang there head in shame lol anyone can do it lol
 
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