Not getting the passive skills from allies that are in my reserve but not in my actual party. The tooltip in the corner says that the passive skills should still apply...
The building list seems to run off the screen making it impossible to view some of the options when you have 3+. Also most tooltips run off screen if given the possibiilty. Maybe adjust those to bounce into frame when near an edge :)
Suggestion:
The gambler's forge is misleading. The tab should read the possible rewards as their base value instead of a range as I'm lead to believe that my reward is in that range and will be further multiplied by the tier that I buy. Or if you'd like to list it in a table format, that'd probably be the clearest.
Can we get forums enabled for this game because the instructions on how to enable all these new features are lost without you actually telling. For instance, how to enable auto-buy turrets and stats. If it's as simple as dread mode then say that somewhere because auto-buy is nowhere to be found within the game otherwise
BUG:
Mining Unlock tooltip is for the rebirth timer. Also, couple of research are missing tooltips (ore refinement and metal-smelting)
Suggestion for tooltips:
Mining - Allows extraction of ore
Refinement - Process ore into a workable form
Smelting - Process refined ore into bars used for chip crafting (haven't unlocked chip crafting, but assume that's its purpose)
I've noticed that the BP and MH drop chances are a base 40%. When upgrading the drop chance for these I have a bonus 200% which in my mind works out to be either 240% or 80% chance to drop. However, you currently have it only increasing to 42% which is actually a simple 2% bonus. If you can explain how you've done it to me that makes sense, then I'll gladly accept it, but I believe it's inaccurate as it currently is.
A couple suggestions revolving around the multiplier for buying items:
A) as it currently works in the stats menu you cannot purchase the upgrade unless you have the necessary funds to purchase at the current multiplier. This is not true in mining or passives whereas I can have a x10 active and only able to afford 6 but stays green as if I can afford it.
B) to alleviate some of those issues it would be convenient to include what the price would be with the multiplier active so we are not confused when we see a price of 1 point when we are about to actually spend many more.
C) is it supposed to work in the production screen because it only increases by 1?
Another Observation:
One last thing within this observation is the effects of the shielder turret. There is a damage upgrade in research that does nothing as far as I can tell. In fact, I have no idea what the shielder turret is actually doing or when it's actually active. I see a blue flash over my turrets every once in a while. Is that it activating and does that mean it's not a permanent effect which makes it nearly useless? How much does the shield block when it is active? Should the health bar reflect the shielder turret or is it something that activates when the base is hit and has an effective SPS(shields/sec)?
Sorry if this seems like a rant, but this is a culmination of ~48 hours of runtime and ~6 hours in-game and I have the best intentions to make this game better.
Suggestion #1:
It would be nice if the abilities and/or speeds were assigned to keybindings. i.e. speeds 1-6 and the abilities TYUI.
#2:
Show "base + mod = x.xxx%" within the rebirth points screen so we have a grasp of the real benefit for each one.
Observations:
If every enemy has the same amount of health and their abilities vary quite little (only in the 700's) that make them harder to kill then what is the purpose of using anything but the sentry since it's fire rate is crazy high with great range.
Alongside how easily I can jack up the damage output this means that my base is now that much harder to defend because I'm blasting into waves that are doing damage equal to 10,000x my health(227T vs 77M). What's worse is I have 70 RP levels in my health and 20 RP levels in damage and both research at level 8. I haven't maxed my wave level yet either.
Can we get an always seen display of gold and maybe healpower in the corner. It's annoying to have to click into screens to see a basic stat.
Also, during a battle is there a way to display:
A) (actual/max) HP
B) (actual) -##missing HP
As it is I'm overhealing because I have no idea how much health is missing
The probabilities do not update in real time. This causes more proc's with lower results than would be necessary. If it were to update every time a paint cell is moved that would be more beneficial.
So I finally got to reading through some of the comments and feedback. The fact the the 'Time is Money' perk is a toggle is ****ing stupid. Why wouldn't you want that on if you bought it?!? I can understand Slow-Mo being a toggle because it's a preference even though it is a more profitable option, but to have particles constantly cruising, that's a no-brainer always on perk.
Good game if i knew what my towers were doing. There is no info in regards to what my towers are, unless I'm just missing something, and I also have no idea what I'm unlocking prior to purchase. I have to open a level 1 map to test out my new towers and figure out if damage output is worth it or not. Also a possible extra to include would be some detail of what to expect in the level: basic stats - HP, armor, # of enemies(not important just fluff), and then what type of Boss - HP, armor
Thanks, will be changed in next patch.