not too far on the new update but must say; there needs to be a multiplier for capping a quest. for example, getting a x3 at 26, but remaining x3 all the way to 50/50 means the extra time needed to clear doesnt make up for the little extra gold. in the case of 50 caps at least, having lv 50 give x4 would give an incentive/reward for having a quest capped.
Exploit report: the quest timer is client side. this means you can change your system clock to complete the quests instantly. might wanna fix that before everyone takes all the free gems...
new update live, and we're STILL waiting 30 seconds (if idle) to advance after clearing a tenth wave? get it together devs, that should have been the first thing to fix!
PLEASE remove the wait time on the "go" button. when leaving the game afk, approximately half of the entire time is spent with the heroes sat doing nothing while that button fills.
per 100 waves, thats 30 seconds x 20 = 10 minutes just sat there doing nothing and it all adds up once youre able to idle to wave 1000+ with almost an hour lost per 1000.
An example of what I mean: due to the game relying on left to right attacks, the cats slide left. In Level 20, fight #3 requires you to attack from the right. This makes the cats slide left or stay leading to them to start on the first guy. This leads to a free hit for the enemy which pushes against the screens wall. This leads to all four cats on one spot and an enemy gunner can hit all at once. This can cause an instant party wipe if the enemy team setup is 1rush+3gunner. The push knocks you all on one spot, then the gunners kill instantly (40+30+30+30=130 in my incident).
example 2 of attacking from the right is an issue: at one point you fight a jedi team. if you dodge them, then attack him on the way back, the game bugs. His ally is offscreen, but all the cats are facing left. I only had gunners left and they kept shooting left at nothing, and his ally was offfscreen and couldnt reach us. So not only can stupid combos kills you, you might even glitch and be unable to progress.
in response to the developer definding lv 20 with "new difficulty": The main issue is the random factor of the outfits some of the teams possess. You can be screwed over entirely due to them getting godly gear or full gunners with tank, or completely cakewalk it if they all spawn with slow acting melee gear. The fact you can be screwed over by bad luck ruins the "challenge"
its closer to "fake difficulty" than "new difficulty"
Yes, Level 20 It's a crazy final challenge for each player. SFK 2 - not hard game, but final level so hard. Your choice - completed it or not.