This is not very important, but it seems like a good idea to me to put the updates you have already made in the "Updates" section of the Description as well as or instead of in response to the comments. This way, if your Top Comment ever get kicked off the top comments list, people can still see what you changed.
Thanks, I've started adding important things there. I will also be adding a link to the changelog since it's just way to much to constantly add there :P
SUMMERY: 1) i believe that grinding to get ahead of the curve is a fundimental ability in RPGs that should be respected 2) If you do disagree with my views on grinding, you should at least have a way to redistribute skill points/ability points so people do not screw themselves over and have to restart 3) If you decide to implement the ability to grind, put the respawns in places that do not obscure the path back to town, so people who do not WANT to grind do not have to, especially if the mobs level with you instead of with the area.
I cannot re-distribute my skill points for more protective spells, there is nobody to grind, and you have told us that if you added grind ability, then they would level with us, not only eliminating the point, but making grinding disadventagious, because i can only assume that the level scale is designed to take into account the gear of the player, and a grinder gets less high-level gear than a not-grinder of the same level due to position in the story. Therefore, my only real option is to hit my head against these 2 mobs until i get really lucky, with all my skills working the first time, them deciding to never or rarely attack my mage, me getting an abnormal amount of crits, and them getting an abnormally low amount.
In case you don't quite understand, here's an example: I started as a Mage. In the first battle, i saw that the people stand staggered, or in "Rows". Assuming that, like in most games with rows, the front row gets attacked first or at least more often, i decided to forgo Survivability of my Mage in favor of almost pure-necro build, with the theory that instant meat-shields could give me the protection i need. Now, i am stuck between the Old One Eye mob and the four normal wolves, being unable to beat either of them. I chose to get the rez skill in favor of the next summon so i could keep my good meatsheild alive, assuming they would attack him first. They do not. My Mage dies before the fighter almost every single time
I don't understand why you felt it neccisarry to make grinding useless. I mean, Grinding has always been a reasonable way to get past a point that you are not tactically good enough to do; The way you have it set up now, if someone makes "mistakes" in leveling up their charicter, so that they are not as strong as others their level, they cannot get past an area by becoming above the level curve; they would have to grind until they stumble upon a good configuration. Plus, there is no way to redistribute your points, so making poor decisions can result in a much longer delay than a grind would...
and it has a manditory loss. I knew to add the second person before fighting the boss, i WANTED to add the second person before fighting the boss, i T R I E D adding the second person before fighting the boss, bitch didn't let me.
Just thought of an idea for the Soul System. Make it so you need a certain streingth of soul as you level up; that way, it would sync with the current system. But rather than having all of the "trash" souls get "thrown away", instead have it be so you can still get their soul, but it is not as strong as you would like. For example, if you kill a guy who is just barely under the limit of soulsucking right now, you could get .7 or .8 of a soul, and if you take a fully-leveled endgame guy back to hunt goblins, you would get .01 souls every kill. They still HAVE souls, and it does not follow logically that you would get worse at taking souls the stronger you get. It could make sense, however, that a soul has different quality depending on how strong the body was; the Mind and the Body are linked, why not the Soul?
Please increase the range of foes we can gain souls from to reflect the new exp curve. Also, a little hint on the dragon: Silence him immediately to prevent him from casting Regen, then hit him with everything you have before it wears off. If you would preffer to be cautious, every time Silence wears off recast; If he gets Regen cast then the battle requires a LOT more power/force to get through. Also, is there a time limit on Regen? It seems to me it was going to go the entire fight, which seems a little OP to give to something with the amount of HP he has...
Maybe there should be a Rage mechanic imbedded just to break ties- Either the player or the computer (prefferably the player) consistantly starts getting +1 damage max/min per turn after 20 or something.... that way a tie is never a true tie, and you can progress in the game.
Jeez, i have been fighting this dragon for the last half hour. I can see why Lethal got a tie last time. I think /I/ might collapse before Lethal or the Dragon...
They should totally make a new play style, one where it has 2v1 or 3v1. just so high-levels can show off. maybe have different versions for each: some where they have the same # of turns (play turns: a, b, a, c, a, b, etc) and another where they have rational turns with really rediculous prizes for the 1 if he/she wins (Play turns: a,b,c,a,b,c, even though it is a vs b&c).
and an EASIER version (for the Juggernaught), where it is one guy with health accounting for the number of allies he SHOULD have. that one would be more for people who dislike allies, and not for showing off though...'cuse it'd work out the same as multiple people, except with less targets, giving the soloer an actual advantage.
unless he sucks.
Thanks, I've started adding important things there. I will also be adding a link to the changelog since it's just way to much to constantly add there :P