v0.9.751

Normal difficulty: one hit no longer takes all your Health. Mythic: the heaviest hits are weaker. Heroic: the test strike goes to the tank

On normal difficulty one hit no longer takes all your Health, the heaviest mythic hits are weaker, and on heroic the test strike goes to the tank; everyone can see mythic progress, and victories from an older game version count for assignments.

• Normal difficulty (dungeons, raids and world bosses, levels 1–60, parties of 3 and 5): bosses with their own decks hit with caps again. One hit takes no more than 59% of Health, a whole enemy turn no more than 75%. A 226 hit on a hero with 219 Health now takes 129. • With them, normal difficulty gets back the window to heal (after a turn that took more than half of your Health, the next one takes no more than 40%), the live tank’s cap (60% per turn) and the safe line on the Health bar. • The boss card tooltip now shows what a hit takes with the cap applied. How to beat and the Knowledge Base say so too. • Heroic, mythic and keystones are unchanged: they have no general caps. • Mythic: the heaviest regular boss hits are now in line with their neighbours, numbers before Hardiness. Vixna’s Sickle 5,000 instead of 18,200, Wujin’s Staff 5,000 instead of 17,100, Ysondre’s Sleepy Breath 4,500 instead of 14,580, Scarabor’s Claw 5,000 instead of 8,600, Lucifron’s Whip 5,000 instead of 9,000. These bosses’ other hits are lowered in the same proportion; test strikes are unchanged. • Mythic: Spear of the Void Guardian Trio, Three Maws of the Scaled Trio and Spellwing’s Needle 6,000 instead of 8,600–8,650, Venassa’s Coils 5,700 instead of 7,980. Platedwing’s Full Swing charge 5,850 instead of 8,775, Shazzrah’s Whispered in the Ear 3,150 instead of 4,900. Heroic, keystones and normal difficulty are unchanged for these bosses. • Heroic: while the party’s tank is alive — a resident or a player — the test strike goes to it, even if the boss’s attention is on someone else that turn. Mythic and keystones are unchanged: the hit goes to whoever has its attention. • Mythic: weekly progress and the start buttons are now visible to everyone, not only the leader. If your party breaks up, your progress stays; gather a new party and continue before Monday. • Mythic: “Continue” now starts at the furthest boss anyone in the party has reached and goes on to the end. A newcomer skips the bosses before it with no loot and can go for them later with “This boss only”. • Dungeons and assignments: the daily dungeon assignment now counts any wing of that dungeon. • Hero sheet: Hardiness now shows what works in battle, with the upper limit next to it. • Chat: whispers arrive faster. The nickname menu now has “Invite to guild”. • World map victories from an older game version now count for assignments, and the Update window is easier to notice.

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