[Hero Wars Guide]Weekly Report 2026.Week25

Contents
  1. Report
  2. Main Updates and Game trends
  3. Guild DASHIMAKI-TAMAGO 2026.Week25

Report

Events

14-Day Calendar View

[Hero Wars Guide] Weekly Report 2026.Week25

Monthly Calendar View

Official Message: June events! 

  • 🌸 June arrives in Dominion! A new month means a fresh event calendar, familiar activities, and several surprises along the way.
  • And one more thing, Guardians: starting this month, the order of posts in the feed will change a little. We’ll be reducing the number of regular recurring event publications, but don’t worry — all Energy rewards will still be evenly distributed throughout the month.
  • So if you ever need to double-check what’s coming next, this calendar post will always help you stay on track!

Official Community Manager FAQ

Titles are tailored to the content.

1. Umbra Adventure Talismans Receive Multiple Balance Buffs

  • Q. FYI – for Umbra adventure we are buffing some of the talismans:

    healing talisman has been buffed to 150
    talisman of sales is now available for 60 seconds and speeds up heroes to 30
    vampire talisman has been buffed to 150 as well

2. Request for More Adventure Energy and Improved Umbra Adventure Rewards Under Discussion

  • Q. maybe its time for more adventure energy?
    Umbra myst island is rather poor quality also – there should always be 2 towers with 10 saphire medallions
  • A. Do you mean in giveaways? Or other areas? Like quests and such?

3. Concerns About Talisman RNG in Events Will Continue to Be Raised with the Development Team

  • Q. How about just removing the talismans all together? If there is the archdemon then there is a value in one specific one. However new titan and hero events should be about showcasing the new hero or titan as they will be in real everyday battles. Why would we want to have battles with talismans showing us a different battle scenario/ mechanics that we won’t see in other areas of the game? Is it nexters intent to add talisman rng elsewhere? If so, my early feedback is simple DON’T!
  • A. Thanks for the feedback, RNG aspect of it is something I’ve seen discussed before and I will continue to bring up.

4. Meta Shifts from New Heroes Are Considered Inevitable and Current Release Pace Will Remain

  • Q. So, I’m not bothered by the current pace of a hero event per month. I think it’s good to provide players with an opportunity to earn those resources each month.
    What I *am* bothered by, is getting a new meta-changing hero each month. No one can keep up with that pace; especially not new players considering that someone who misses one of these events won’t have an opportunity to get the new hero until multiple, multiple months later. Then again, why bother, because the meta will just shift again come the next hero event.
    Thus, my proposal would be to keep doing monthly hero events, but don’t introduce new heroes each time. Instead, start adding Ascension Skills! There are a vast number of heroes who still don’t have these skills, and that’s a gap that only grows as we get more heroes.
    If, say, we get a new hero every two or three months and get an event focusing on an existing hero getting ascension skills on the off months, it would:
    1. Make the pacing *much* more reasonable for the average player by not constantly shifting the meta
    2. Fill a much needed gap in the current game by adding more ascension skills.
  • A. That’s a fair concern.

    The impact a new hero can have on the meta is definitely something the team considers when designing and releasing heroes. Some degree of meta shift is inevitable whenever new heroes are introduced.

    But the pacing of changes/new heroes it is something that players bring up regularly. I will continue to share this feedback with the team.

    As for the event schedule itself, like I’ve said previously, at the moment is that it will remain roughly the same for the foreseeable future.

5. Detailed AoC League-Based Matchmaking Proposal Forwarded to the Development Team

  • Q. The matchmaking is a perennial issue. I see two issues. First, we want competitive matches where guilds with a dozen members, only half of whom are active, with 400k – 450k power get matched together while guilds with 30 active players with 1 million+ power teams get matched together.

    Second, and not discussed, would it be fair to match properly when both groups play for the same prizes?

    I suggest a league structure. Let’s model it on Clash of Worlds. First, we have Aspirants. This is where new Guilds go and where current Guilds not in CoW would start. Then, we have Baron, Viscount, Earl, Marquis and Duke leagues.

    Each league has 5 tiers, like CoW now. Guilds start in the same tier they are in now, with the same victory points.

    Aspirant guilds move up into Baron when they reach a rating of 200. All the other ranks parallel CoW. First place earns 200 Ranking Points. 2nd place earns 100 Ranking Points. 3rd earns none and 4th place subtracts 100.

    Increase prizes for 1st to 4th place as the League increases. 1st place for each tier equals 4th place for the next tier up, so you cannot get less prizes competing after advancing a tier than you could win one tier down. Keep the Castle Leveling prizes the same across the board as pure “event prizes”.
  • A. Thank you for the super detailed suggestion, I appreciate it a lot.

    I can’t say whether a league system like this would be feasible, but I appreciate that you’ve gone beyond identifying the problem and proposed a concrete structure to discuss.

    I will make sure to share it with the team.

6. Speed Booster Sales Policy Change Confirmed as Part of an Ongoing Offer Test

  • Q. Ähm… I do not want to get “zilched”/muted/banned for using supposedly inappropriate wording, so without further comment: 2025.Week41 QA3 (from CM in October 2025: “About the Speed Boosters. They will only appear in quests and Battle Pass, and can’t be directly purchased anymore, unlike before. That change was intentional to avoid turning the feature into pay-to-win, everyone can now earn them equally through gameplay.”) vs.
  • A. That’s a completely fair callout.

    At the time I wrote it, that information was accurate and the plan really was to keep Speed Boosters limited to gameplay sources such as quests and the Battle Pass. Since then, the team decided to test a different approach, which is why you’re now seeing Speed Boosters included in an offer.

    I understand that it seems inconsistent, and reasonably so. It’s also a good reminder for me to be careful with wording that sounds too permanent when plans can still change in the future.

    As for the offer itself, it’s currently being tested. I’ve already collected your feedback around it and shared it with the team.

7. Concerns About Development Priorities and Resource Allocation Logged as Feedback

  • Q. why are devs focusing more on the events like casinos?
    instead of fixing the game bugs and developing old hero by giving them assencions
  • A. Those are different tasks and goals, and at times different teams work on different projects/parts of the game. But with how many changes/new events we announced last week I totally see why it feels not balanced. I’ve noted this sentiment in my feedback for the dev team

8. Team Reiterates That Recent Updates Aim to Expand Rather Than Replace Core Hero Wars Gameplay

  • Q. The last two piece of big changes:
    1. New Elemental type
    2. Gambling

    My take away: Bottomless spending. More Gambling.
    The don’t want me playing the HERO game I signed up for.
  • A. I understand the concern, although I think you’re grouping together a few very different updates.
    I’ve talked about this before, the idea is to expand the game, rather than replace the “hero” part of Hero Wars, so to speak. I understand that not all updates, expansions and new events will land well for players, espessially when we have quite a few in a short span of time. My job here is to collect and organise your feedback and share it. I will continue to do that, and please continue to voice your opinions.

9. Incorrect Totem Fusion Rank 5→6 Success Rate Display Confirmed as a Visual Bug and Fixed

  • Q. Is it intentional that the chance to get to Rank 6 from Rank 5 is the lowest available? It is only 2.3% compared to 2.8% getting from Rank 4 to Rank 5. Even going from Rank 1 to 6 is better.

    It is definitely very disappointing for players who already spent a lot of resources and money into getting to ranks 5, esp. when they already been at a disadvantage by spending all these catalyst that never had a chance to reach rank 6.
  • A.
    • Hello hello, so I checked with the team and this is a visual bug. The calculations are correct server side and it shows 2.3% client side. In reality it’s 3.3% and the team will be fixing the visual side of it in the upcoming days
    • It was a visual bug. But I do have an update – it has been fixed, you should see the correct value in game now.

10. Totem Fusion Expansion Remains a Long-Term Goal and Delaying the Update Was Not Considered Feasible

  • Q. thank you CM for not taking care of our requests in case of new fusions and rank6,we can say whatever and before we get any feedback nexter is taking actions
  • A. I don’t understand the context of this. What are you frustrated about?
  • Q. how you dont understand it with so many bad messages about fusions in starboard? are you serious now or you need to play like that?
  • A. You absolutely do not need to be mean about it. If you tag me in a message and expect some kind of a reply giving me the curtesy of context is a very reasonable request. I’m asking you to clarify specifics
  • Q. CM with so many bad reviews and complaint about new fusion skill on the starboard
    Why did devs still launch that updates . they dont care about the players reviews or what?

    atleast u could have postponded it till the discussion is going on
  • A. The update includes a lot of work across many teams and people. And in general the plan is still to develop and deepen the fusion mechanic. Cancelling it before it’s even out for people to try it out in an actual game environment is not a feasible option.

11. Combat Training Earth Totem Discrepancy Reopened for Investigation

  • Q. hell it’s been a year, let’s try again, CM any news of this getting fixed? I provided videos as requested by another CM, used my time to create those, explained exactly how to fix this massive CT bug by correcting the health value of the Earth wall for CT, how hard can this be to fix? Are they too busy creating another cartoon we didn’t ask for? Or better visual icons for buffs when nothing was wrong with the old ones? This is a fairly important bug to be fixed, it’s to allow accurate testing in Combat Training, the thing we’re encouraged to use, for the most common defenses in the game….
    You can see very clearly here that the reflected dmg from the wall is different, these are both Maxed teams, one is a simulated Combat Training Maxed, the other is a Maxed player. There should be NO variance.. The reason there is, is because the Health value of the Earth wall in Combat Training is LESS. This throws out the accuracy of the entire fight ergo testing is INACCURATE. The program that’s supposed to let us test, has a bug, a really big one.
  • A. Thanks for following up on this. I’ve found the video you mentioned and I will check with the team. Will reply here with any updates I get

12. Anti-Cheat Efforts Remain Ongoing and Player Concerns Continue to Be Escalated

  • Q. ToE update
    Remove scripts from game first!!!
    How we can compete with cheaters to whom script selects attacks and gives opportunity to choose a winning result?!😡
  • A. Fair competion is very improtant, no argument from me here. Our fight on cheating and 3pp is ongoing and I will continue to highlight players concerns about this.

13. Feedback on Excessive Visual Brightness Shared with the Development Team

  • Q. Can we get the brightness reduced? I get that skills need to look flashy and all but this is just too much for the eyes.
  • A. 👋 hello, I’ve passed it along to the team, if I have any updates, I’ll let you know

14. New Adventure Buff Icons Will Remain as Part of the Ongoing Graphics Update

  • Q. Would it be possible for you to ask whether the change back to the newer icons for Adventure Buffs was intended and will remain? They were changed before, then changed back for a while, I believe due to comments that the new icons were not as obvious as to which buff was represented.

    I recognize that there is a background project updating a lot of the graphics – maybe we just have to get used to hovering over the buffs to confirm them. The older Adventure icons for Eyes that resist specific types of damage were much more visibly distinct and obvious, at least to my eyes, but maybe that just means I was used to the old ones and need to get used to the new ones.
  • A. Hello 🙂

    Yes, the change will stay for now, and you’re correct in assuming that it’s a part of the graphics update, we discussed it a bit during QA session.

    If overtime the community still doesn’t feel like they’re good and enjoy the change, I’d be happy to take that feedback to the team, as always.

15. Icon Replacements Explained as Part of a Long-Term Visual Refresh Initiative

  • Q. I am sure many of us are curious to know the motivation behind the replacement of some icons, could you tell us a bit please?
  • A. Happy to do that! The short answer is that it’s part of a broader visual refresh of some older game assets.

    We’re gradually updating some of the game’s older visuals. You’ve already seen this with things like Totem Spheres, and you’ll likely continue seeing similar updates to older assets over time.

    I know not everyone likes visual changes, especially players who’ve been looking at the same icons for years, but keeping the game’s presentation fresh is also important for the long-term health of the project.

16. Detailed Guild Chat Improvement Suggestions Added to Existing Community Feedback

  • Q. After almost 10 years of development, Hero Wars still has one of the most outdated communication systems I have seen in any major online game.

    Players cannot edit messages.

    Players cannot delete messages.

    Long messages have to be split into multiple parts, often resulting in incomplete or broken posts.

    There is no proper guild bulletin board, strategy board, or announcement system.

    There are no pinned guild guides.

    There is no reliable way to share event planning, tournament strategies, or resource management information with guild members.

    As a result, many guilds are forced to use Discord because the in-game communication tools are simply not adequate.

    What is especially frustrating is that these are not advanced features. These were standard features on forums, websites, and online games more than a decade ago.

    Today I accidentally posted part of a guide in multiple messages because of the character limit. One of the posts was incomplete and potentially confusing. Normally I would simply delete it. Instead, I am forced to leave it there permanently because Hero Wars does not provide even the most basic message management tools.

    Meanwhile, development resources continue to be spent on new heroes, new titans, new events, new currencies, new progression systems, and increasingly complex monetization mechanics.

    Would it really be too much to ask for a modern chat system, message editing, message deletion, pinned guild announcements, and support for longer messages?

    These are basic quality-of-life features that would benefit every player, every guild, and every community in the game.

    Please consider investing some development effort into improving the player experience, not just expanding game systems.
  • A. ✍️ I see feedback about guild chat on a regular basis, I will add your very detailed overview to it as well, thank you!

17. No Plans for Traditional Comprehensive Changelogs, Alternative Communication Methods Preferred

  • Q. CM the reason it is repeated every week is that from the players point of view a change log is not an optional nice-to-have, neither is it something that only mature software development organisations do. It is a necessity and one of the most fundamental aspects of Change Management in software development.

    You make changes. You publish details of those changes, preferably in advance of them going live or at the bare minimum at the point they go live, so the users can review before using the changed software. It is as simple as that.

    You don’t make changes and then leave the users to figure out if and what has changed in your software. It leads to nasty surprises and anger in the user community.

    We don’t want explanations after the fact when we detect changes we didn’t know about and then complain. We want a log in advance.

    Bring your software development practices into this century please.
  • A. I understand and hear your position, even if we don’t agree on the solution.

    I’ve already explained that we’re not planning to introduce a full traditional changelog in the format you’re asking for. Instead, we’re trying to improve visibility around impactful changes, economy updates, scheduling changes and major gameplay decisions through other communication channels.

    You may feel that’s insufficient, and I understand that. I’m not trying to convince you otherwise. All I can really do is continue pushing for better communication overall and make sure feedback like yours continues to be represented in those discussions.

18. No Timeline Yet for Permanent Acquisition of Seer’s Game Exclusive Skins

  • Q. I can’t remember when this skin was first introduced. Wasn’t it like well over a year ago?
    Seems like it ought to be available for Skin Stones by now.

    Update: Sound like it was 7 months. But do we have a current or updated guideline or estimate as to when skins like this will be available for Skin Stones?
  • A. We do not have any estimates for Skins from Seer’s Game at the moment (and this one is one of the Seer’s Game skins). We are going to bring it up with the devs and see if we can come up with some clear unlock path for them too, just like we have for all other skins.

19. AoC Invincibility Bug Requires Additional Rare Conditions and Remains Under Investigation

  • Q. AoC Amazing bug to exploit???
    the guy who first met the error told me it started when the opponent went into the house but at the same time he (my guildmate) also tried to attack the opponent.
    hence, the battle cannot start , forever.
    the opponent guy is now invincible. cannot be touched occupying the house.
    this is a bug people can exploit to enter midtown 😛

    i tried to kick the guildmate.
    nothing changed, the opponent is still invincible there. |Amazing bug.

    Nexters, fix the bugs in the game instead of thinking about other updates? 😉
  • A. Hey, we’ve heard about this one, but it’s supposed to be trickier than that, it has some other rare conditions that are needed to actually replicate this issue or try and purposefully pull it off as an abuse. But we ping it once more for the team to check if we can fix this for good.

Main Updates and Game trends

Addendum

Power of the Titans

New

Change Server

Elder Lords

Nightfall Adventure Guide

Festival Shop (Nightfall)

Cosmic Battle : Titan Edition

Cosmic Battle : Titan Edition #2 Voting Results

The lastest trends, Best heroes, Best teams

Heroes Tier List

Meta Teams

Best Teams in the Area of Conquest (Early 2026)

Famous Teams for Osh Battle

Famous Teams for Maestro Battle

Companion Pet Ranking

Guild DASHIMAKI-TAMAGO 2026.Week25

Guild War:Web31-Gold league, Place 1

Guild Raid:Place 34

CoW : Season 15 Temporary Place 74

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