Might be hard to code in, but any chance down the road on game development you can make each raider have a "passive" skill tree? This way we can set each raider how we like, example could have one knight be tanky with high HP, another has more damage based on what passives we take.
all raiders around lv95 with 3 archers set with 6 hitstreaks along with a dedicated healer having 7 healstreaks, I still lose to the throne raid way too fast to even do anything, am I missing something? Cause the dragon is super easy now, but next up, the 3 knights pwn us without even so much as trying, it such a huge leap in difficulty...
"Improved item drop rates in farm map" -Has yet to get a item after 20 minutes- I not sure if it bugged on my end or what, it a major patience challenge to try and get more scrolls and pots now.
Please balance xp/gold gain better, progression should be just that, progression, it really backwards how black crows give a lot of xp, but the area past that is useless, cause it gives a LOT less... I think you should fix this fast since you greatly increase the XP needed to level up.
it just me or does scroll/etc drop easily the first few kills starting up and suddenly it seems to take ages for more to show? I trying to farm up healing pots too so dragon is less of a pain but seem like the RNG is not favoring me and seems stuck.
seem like stacking skill books after enough testing is not exactly what it appears, when you put 6 hitstreaks on one raider, "EACH" book has a chance to proc, so you don't have 120% chance to extra hit, but instead each hitstreak has a chance to proc but they do combo off each other. multishot is pretty absurd if you hitstreak + several multi shot skill books.
it be nice if the merchant actually sold more than one item each time he comes, i hate that he only does this if you miss the times he showed and just has the items you happen to miss on his previous visit.
also, books seem to stack, this means if enough hitstreaks are applied, they will endlessly proc it, however it still ends if the person doing hitstreaks target a monster that was killed by another raider, so not truly endless.
I noticed sometimes the healer forgets to heal someone, when they clearly in low HP, I not sure what breaks the AI but thankfully doesn't happen to often, it fixes if said raider that low HP dies then comes back into battle
I have to say progression is better than it was in version 2, where armor was the only way to even progress, here, the HP/MP regen feels generally more useful, of course in the end armor will be the end all needs as it can go to 99% but least this time it not the key reason we can go to infinity. I say if you were to make it interesting, in future updates enemies should be able to always bypass armor as well as forcing MP cost to temporary increase, in order to make max HP/MP useful.
To get all the perks, if want all except for max HP/Mana anyways, I believe you need around 250 experience, which despite the reset, I somehow had this much... bug i guess from previous version progress carrying over to this version.
I noticed you had to reset everything again, though I can't blame you, the last version was completely broken thanks to armor. As for the perks, it would be nice if getting HP regen did NOT consume MP regen, it not only hurts how useful it is since you need to improve your MP regen to use it, it also causes restart problem where you must quickly improve your MP regen or else, die or reset the perks till you can handle it. I will say its great you made sure auto can never get you killed, tested twice and both times I would not have enough regens, it stops advancing.
After doing enough late game, I honestly feel the perk system should have been a bonus % instead X upgrades to one area, least with %, its always useful, either that or give us something that we can't normally get through the upgrade system, like attack speed. Also the total gold achievement is WAY too high in standards, i still 2/6 done with that, meanwhile every other achievement I long gotten, by the way, the final monster level achievement counted twice for me so its 17/16 instead.
add on to what some had said already, shooting is really powerful and eventually the drug selling is FAR.... FAR too weak to every hope to compare to what shoot upgrades can do. I feel like that if you going to make it that ridiculous, auto-shoot/reload once gotten should work offline or make which is probably the best way, the selling prices better somehow, right now it begins to feel like a waste to invest into it when your shot is over 100x more effective, which make you only want to save till the next shot upgrade.
XP rate + starting over destroys the point of the perks, as it takes WAY too long to get back to where you are, your reward? Well since perks is really just "get X amount of upgrades for free" it really only saving us money but only VERY slightly, by the time we reach back where we are. Since it not a vast difference, this makes perks useless. Perks do FAR too little for the time it takes to get them, since eventually you need over 1000+ of mana regen and HP regen to get far, as you can guess, 20 XP for just 40 of those is very worthless.
Someone mentioned in the eariler part of the comment something about clicking achievements, please do not add that, not only is it tedious, its also boring and only appeals to auto-clickers which is something idle devs should not adjust their games for. On another subject, can you make sure when you add auto-climb that it check to stop if HP regen would go negative? The feature would be useless if it keeps going even if HP regen be negative thus killing the hero possibly when we don't want it to.
I'm annoyed that you made it so every 10 floors in the tower increases ALL enemy level's HP, getting to next 10th floor then going back is actually hindering cause they gain HP across the board. So to those out there, do not advance too quickly less you know you need to. If you don't believe me that this is happening, remember the HP of the enemy on any 9th floor, then fight 10th, go back to 9th, and you'll notice a good increase in their HP.
I tend to have bosses that still have a lot of HP to go long after the shields are gone, this with my heroes all around lv85 as of right now. I not sure how people get the opposite but it might depend on what heroes you are leveling up last? I can actually see still having shields to deal with since right now, sometimes robots get stuck (which he trying to fix). I even come back with minions having no shields, but enough HP, so I not sure what determines offline shield damage...