Would like to see a reward for each level's quest completion, beyond just unlocking the next level. Like, perhaps 1 ruby? So a quick 100 level run would at least secure a silver chest.
Fun. Always feels like you're progressing and getting stronger. However, there are some limits that just don't make sense to me, like the RAS shield having a max recharge rate of 40. Why not make it a percentage recharge rate?
Please add upgrades for the Transmutes that would increase the consumption of the materials... meaning use 1000 Copper for 50 Tin rather than 100 to 5. Maybe the same ratio, if not better. Also the time could be longer but it seems that I'm going to amass 100's of 1000's of lesser materials without a way to use them. Maybe sell them for $ which becomes diamonds?
For DOT's, there seems to be a point when leveling up the casting speed and duration are no longer beneficial, as it is still active when the next cast happens. As the tooltip states, this refresh lengthens the duration rather than stacking the potency, so there is no longer any benefit as the DOT never falls off.
I'd like to see a way to have my guys not attack, so that all the xp goes to those in combat and I can level up the lower ones. Also, a target prioritization would be great, so that the heaviest hitters focus on the targets with most hp. During the offline time, they earn gold but not xp?
really like the new 'lock' for buying 100's of items. Wish it would also work in the case that it would simply buy up to the next even 100. So if I had 98, it would buy 2 and the click would buy 100.
As I get into higher levels, the balance seems to get worse. Nonboss mobs should do more damage and the hp upgrade should give more per level, so that the mage is actually doing something. That and if the mage's overheal turned into damage, would be great.
The mage should do something other than heal, he's ineffective during levels and never strong enough during bosses. Also, he can heal such a large percentage of the warrior's health pool that if a boss can land a chain of strong attacks, the healer won't proc often enough to keep the tank alive.
please include a feature to return to the last visited screen, i'm not likely to want to view the lowest level items when i just got something on screen 7 of 8. also, auto start last level played, unless i choose not to.
As Constitution is the only attribute not increased via training, max it at startup. It controls how many large hits you can take, and how much your heal ability heals for.
Everything else will grow with time. I have not hit a level cap, so this plan is working so far.
It is worthy to note that the % bonus profit are modifiers to the base profit, not current profit. A little disappointing, but still fairly reasonable.
I'd like to see the Health upgrade also buff the hp restored by consuming people. Speed and Stamina upgrades could be combined, they don't feel like they contribute much per point. Or Stamina could also mean you take less damage. Boost power could also allow you to start with more boosts.
I'd really like to control the order in which my warriors take their actions, on a turn per turn basis. This would really allow for tactical play. As it stands, blue must swing first... then yellow and so on.
Why isn't feeding frenzy triggered by me eating a lot of things? I have to wait for a random power up to boost a basic mechanic? Then the boost is only to souls gained? It should provide other benefits, I can farm more souls easily.
Pickups can hide bullets. This should never happen. Eating things should be more highly incentivized, you get heal back or bonus something. Or else, what is the point of being big? What does the meat do, it feels almost worthless?
Thanks for the feedback. We're happy with the amount of Jeweled chests in the game at the moment but we may change in the future. We'll see.