not a huge deal, but it's be nice to have a sort for potions by type like you have for character equipment. button for idle, one for loot bonus, and one for portal scroll.
@toomex, you have 3 elements, earth, fire, ice. the enemy uses 1 at a time for both offense (attack) and defense (armor). you can bypass their armor and go strait to attacking their health directly if you uses something that is NOT their element (ex. for fire enemy, use an earth or ice attack). and you can defend yourself with whatever their element is (ex, for fire, use fire shield/helmet/etc). unless this has changed with the latest update, but doesn't appear so.
very much like the new equip drop/lock feature.
BE CAREFUL - the lock doesn't stay after ascension except on rare/uncommon items. i just sold some stuff for (luckily) a unit i don't use. but had saved up in case they became useful later.
@Arkatar K i know, just bouncing ideas around. his updates have been quick and efficient, for the most part. i'm sure he (she?) will do a good job and quickly.
@Xallmarick that's true, but a different issue. as it is now, the there's no difference in units except the slower wizards and faster archers. making units unique AND useful needs to go hand in hand with correcting/updating the scaling system.
had some ideas to differentiate units.
make knights tanks with slow and/or weak attack. put them front line.
make barbarians fast and/or strong melee attack, weak def
make wizard medium range, strong attack with splash dmg, but slow
make archers fast, long range attack, but when close range slow/weak attack (convert to weak melee?), and low defense
just a few thoughts.
Good game. Wish there was a way to set your character(s) to target a certain row/type of enemy. After ascending that seems to be what keeps it slow. They 1-shot all the enemies for a while, but all of my characters attack the same enemy and i have to wait for 2-3 more shots to move on. Wizards help with the splash damage, but still happens.
Yes, I'll post a comment here as soon as it's live.