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Found 11 results

  1. Who was Abbadon (the club champion) based on? Payne in obviously based on Bane (from Batman), and next month we should get the CxH version of Dr. Doom
  2. Just wondering if the effects like wildburst, narcissism, reassurance and etc .. in the champions and club champions are based off of? And is it just random or is it a probability because I notice that sometimes it goes off and other times it does.
  3. Recently, I noticed that it does very little damage to Club Champion, around 2.6 million damage per hit. I wouldn't have bothered with it if it weren't for the fact that I previously dealt the most damage per hit of all members. I am lvl 428 and most girls lvl 600, I always choose girls with the right pose. My friend from the club has lvl 395, and girls at lvl 450, he does not even set the girls, and he deals damage of 3.4 million dmg per hit. Anyone know what's up?
  4. Hi, support has been utterly useless, so let me ask you this. Lets say you have 20 participants in the club champion and 2 of them leave before it's completed. How are the final shards computed - based on everyone that participated or only based on the people still in the clan at the time of completion?
  5. Shard Reward Display: I think the Shard reward that is displayed should show what you would actually get if the Club Champion (from now on called CC) was defeated at the moment. The current system simply doesn't make any sense and for new players it's impossible to even somewhat figure out how the system works. To solve this simply change the formula so it compares your impression with the max amount of impression possible and not what your Club members have already done. Difficulty CC has gotten too hard, maybe even normal Champions. I would say they deal too much damage. I'm above the club average and I rarely get to round 10 mostly to 7 or 8 even with up to date gear and maxed stats. What are players supposed to do below the average which have even less? Easiest solution would probably be to not double their damage if the pose doesn't match(there is potentially a bug that sometimes deals double damage even if the pose matches which could make this look even worse) or at least decrease the overall damage by 10% to 25% or you could also increase the players defense but that would affect PvP as well. Level Display Now it's nice that the Level of the CC is just half the clubs average + 10*per10wins but this doesn't represent the strength of it at all as you need about twice the level to make any sensible progress. I can only imagine this is to encourage lower level players to participate. While it might work for the first challenge, for the following they will simply be depressed for having made no progress even though it is far below their level and aren't willing to challenge them again. To solve it simply double the visual level but keep the stats the same. Information Lastly please update the CC how to information and maybe add more. -it doesn't has to be defeated within 24 hours anymore -give more information on how many shards you get and what it's based on (impression and participants, maybe the formula for the technical players) -what is the level and Tier of the CC based on -Can you even still lose against a CC?o buy tickets -Have a shortcut to the Champion reception desk to refresh your mind how they work and to be able to buy tickets Tier I feel like the Tier is honestly a relic and could be removed altogether since it doesn't seem to add anything. I imagine this was mainly to let it self balance somewhat which it won't anymore since you barely can lose against a CC anymore if at all. Shard Reward Amount Lastly, I personally wouldn't have the shards based on participants at all and just give 1 shard for every 1 to 3 percent. But i am aware this will never happen so set the participants relative to the club members (not the possible ones) with a minimum of 10 to prevent people from creating their own private club just to get more shards
  6. We have learned alot while battling the Club Champions. For example, we do not want to engage a Club Champion with 3+ matches unless there are mitigating circumstances (such as it being the last round of the month and we have club members with a legitimant chance to get the girl). We really don't want to battle the CC when he has 2+ matches unless members with the girl can get something besides the affection item reward. For instance, if there is a daily and/or event giving rewards for fighting Champions in general then it is more fun and more reasonable for players who have the girl to assist in the CC's defeat. For players with the girl Instead of a "impression total" guideline I feel it is better to treat the CC as a regular Sex Champion when making ticket commitments to the CC's defeat. I am thinking specifically of this: Matsuda (Beyond Garden) 0 matches Ryu (Elite University) 1 match Visor (Visor's Home) 2 matches as a reasonable guideline of participation for those who have the girl. Example: if the CC has zero matches and it takes you 20 tickets to defeat Matsuda then go ahead and commit 20 tickets to beating the CC. Example: if the CC has 1-match and it takes you 30 tickets to defeat Ryu then go ahead and commit 30 tickets to defeating the CC. Example: if the CC has 2-matches and it takes you 45 tickets to defeat Visor then go ahead and commit 45 tickets to defeating the CC. Nobody in the club likes Alban (Sky Harbor)! The effort required to defeat him is far from reasonable given the rewards provided. Most of us do not battle him after we have gotten the girl unless there is a daily or event contest to make the effort more palatable. He is the guideline for 3+ matches, if it takes you 60 tickets to defeat him and we are commited to fighting a CC with 3+matches then commit another 60 tickets towars defeating the CC. For players without the girl Please try to make a commitment equal to what it takes you to defeat Romero (Morning Wood House) as a minimum. Comments: As the club owner, I am very easy going and very commited to helping all club members. My mindset when it comes to the CC is "whatever it takes to beat him" which is why you will see me make 50-100 ticket commitments to the cause. I do not think a single ticket commitment is being fair to the other club members. Please try to commit to a minimum of 5 or 6 tickets no matter what your situation is. Thes guidelines are guidelines in every sense of the word. If you, as a player, are is a bad ticket-stash situation don't feel trapped into trying to do the impossible. Please use the Club Chat to let us know. That way the players in a ticket-rich situation can help take up the slack and everyone is happy.
  7. The Club Champion feature changed when Chad came back (2nd round). Now we are battling Ezekiel and I wanted a place to show how well my club is doing and invite others to share their own club experience. My club is Carnal Knights, currently ranking as a top 5% club in the game. Eight of the 34 players in my club report having obtained Ezekiel's girl. Despite a universal disdain for the feature in my clubs chat room we still have close to a 80% participation rate. In this last round, one of my clubmates reported he is now within "dating token range" of getting the girl. This topic is to share results, not complaints about things we cannot change.
  8. Please post screenshots of the Club Champion fights here. Try to get as close to the end of the fight as possible so I have real numbers to work with. Thanks
  9. I would suggest a change in the club champions decay rate to match club participation instead of the current 100% on failure which is a complete death shot to new and low level clubs. Simply put. I think a decay rate of double the number of non-participants (as a percentage) would solve this problem and encourage all club members to participate in this feature of the game. Extreme Example 1: A new club is started with three members. If everyone played then there would be a zero percent decay rate which would give this club multiple days to defeat the club champion. As a new club this group could never rise above a 4% decay rate (only one player trying to compete by themselves) which is fine since they need time to grow and develop as a club. Extreme Example 2: A fully developed club with 40 members has 39 of its members refusing to play for whatever reason which results in a 78% decay rate (39*2=78). Making it obvious that this feature is intended to be a group effort.
  10. The Club Champions feature is based on the Champions game feature with a few design changes. 1. The reward for completing a stage (beating him) is a random number of shards (instead of a piece of legendary equipment) towards getting a legendary 5-star girl 2. Unlike Champions, Club Champions is a team effort designed to allow all members of the club to participate 3. After getting the girl the reward is a single legendary affection item (instead of 10 kisses, when completed, in Champions) The feature is obviously designed for the players over level 400 who no longer have a place to use their HH tickets. Winning the girl when you are in the 300's is doable (six of us did it against Chad). Getting the girl if you are below level 300 is a multi-month process (unless the RNG gods smile on you) IMHO the feature has flaws and is misssing any element to promote club cohesivness and growth. This topic is a place for us to share what is good and bad about the feature and explore ways in which it could be improved. Keep your comments civil when discussing ideas and suggestions. If you need to vent make it a seperate posting so we can offer you a towel or drink.
  11. Hi, I am not an expert, but the following are the guidlines I am using when it comes to fighting champions. When you go to fight a champion (regular or club) you will see a depiction of five of these sex positions: click on the Change Draft button so you can select and move your girls to match the five positions you see (in the order you see them). I have yet to see the random draft give all five positions, or show them in the correct order. You are allowed to save up to five of the girls before using the Change Draft button to see new girls (the ones you saved with the green checkmark stay). Repeat to get the strongest team you can get without spending kobans. After you have at least five girls with the correct position look for girls in the Know How and Charm classes to finish out your team. The first will give you reassurance (ego healing) while the latter subtracts from the champions attack value (sometimes down to ZERO). If the champion is really clobbering you try moving one of the charm girls into the second or third position to give you a shot at completing five rounds per ticket. Comments are welcomed, please feel free to share what is working for you.
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