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Guild Quest - Beta

Play Guild Quest - Beta

Sep. 11, 2016

Rating: 2

@GloriaG19 I don't have an issue with it taking a while, or even giving low income. I do have a problem with it LOWERING your income. If you purchase stage 12 right now, since it has to be exploration, you gimp your gold income to the point where 12, 13, 14, and 15 might as well be taken out of the game.

Guild Quest - Beta

Play Guild Quest - Beta

Sep. 11, 2016

Rating: 7

Exploration is in a pretty abysmal state. Only the first stage is worth leaving as exploration, simply for the unit divisions it makes and being instantly finished, outside of dark knights and knights who you want grouped anyway (Seriously, it makes for amazingly consistent group compositions). Even with all of the explorer classes maxed on timer and quantity, exploration takes AGES with all of the units there. That's not okay when there's no items in game to justify that longer waiting period. Its simply inferior gold/minute that you're forced to endure if you purchase area 12. Its completely counter-productive to progression.

Guild Quest - Beta

Play Guild Quest - Beta

Sep. 11, 2016

Rating: 1

Late late game is going to fall apart after the dev adds content there. Currently, with adventurer, warrior, and mage maxed, outside of level, all of the combats are within reason. Probably right around where they should be. However, as progression gets further out with updates, the sheer amount of units won't be able to carry anymore, and stats don't scale up enough for the game to currently go much further. I would suggest adding more interactions, such as monster defense and a unit that reduces defenses, increases attacks, attack speed, etc like a bard. This will allow you to use the current stats, but stretch their effectiveness much further.

Guild Quest - Beta

Play Guild Quest - Beta

Sep. 11, 2016

Rating: 9

Basically, Dark Knight needs a purpose. This could be any number of things: faster battle CD at their current Node (dark energy attracts mobs?)++++++++higher hits per second-->DPS (makes them a high investment, high payout unit)++++++++much higher defense OR health, but higher damage+self-damage (amped up 'risk/reward' of the current dark knight design) .

Guild Quest - Beta

Play Guild Quest - Beta

Sep. 11, 2016

Rating: 4

Update: Once you can stat-check your way through the game via priests/knights, Dark Knight becomes usable. The only problem is the massive CD makes it not even worth purchasing more than 4 or 5 at most. The cost for the CD reduction ramps up far too quickly. You should at least be able to get it to 30 seconds before it becomes too unreasonable...However, even after that, I don't really see their use. They don't do more damage than other units. Their slightly higher HP doesn't warrant use because priest/knight invalidates HP/defense on units, and if they don't you can't even utilize the Dark Knight without it killing itself.

Guild Quest - Beta

Play Guild Quest - Beta

Sep. 10, 2016

Rating: 4

Also, am I missing something, or are Dark Knights completely worthless atm? I see them attack a few times, killing themselves, getting no further than the first few stages. If they're going to simply kill themselves, at least make them take little damage from the enemies or have a drastically higher health pool.

Guild Quest - Beta

Play Guild Quest - Beta

Sep. 10, 2016

Rating: 2

Explorations no longer have cooldowns to hold above battles, so they need to have their 'search' time drastically reduced in order to compete with battles. Their penalty is supposed to be income/completion, not time to complete. Otherwise, they actually need to reward more in order to make the current wait worth it? Big commitment, but large bursts of income, rather than steady like combat?

Spell idle 3

Play Spell idle 3

Jul. 16, 2016

Rating: 5

At least make it so when you mouse over a spell name that you have, it gives the description. Not hard to do and adds a little more flavor to the game outside of buying spells.

Idle Raiders

Play Idle Raiders

Jan. 19, 2016

Rating: 2

@superstan1996 Its not very satisfying, and even when wiped, everyone already healed near-instantaneously. Hell, they do that with my healers alone. If there's that much gold being spent on something that's essentially useless, a couple more gold sinks definitely need to be added. Maybe add a trainer you can upgrade that passively grants experience per second based on his level and your raider's levels. You could add an NPC that lets you do raids automatically; each upgrade adds lowers the CD period, and every 5 or so lets you add a new dungeon to his list (in order).

Idle Raiders

Play Idle Raiders

Jan. 18, 2016

Rating: 6

ATM, all I can tell is we need better gold sinks. Upgrading shops, more expansion, temporary boosts, anything. You get far too much gold without even boosting gold drops, and that's without trying. Not because gold income is too high or costs are too low, but because there aren't enough things to use it on.

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