Make Buff/Debuff spells not cast if target(s) are already at max buff/debuff. As it stands many cards with the abilities will continue to use them when they have no effect anymore. Also- expand the number of cards that can be traded please.
There are two big gripes I have with the game: I don't really do anything and there's no information plan with.
Minor gripes include- lack of in-game ability to spend gold towards items/summons, lack of being able to get creatures of particular elemental affinity (which seems to screw me with some setups), and the minimal growth of main character leveling up entails (no additional max eng/action, doesn't seem to reduce recharge delay, no other big benefits)
I would love an option to 'quick-battle' random enemy groups and just display a window with damage taken and what the enemy lineup was.
Seems that the Slow Spell caps out effectively at 70% slow, even though you can put more points into it. Making it so points are wasted on trying to improve it :/
I was able to pretty much never lose a survivor once I set up my search party properly. 2 people, 1/3/2 in stats which gave me at the end a 64% unnoticed 80% survival, and 53% loot chance.
It seems that loot chance is pretty piss-poor stat to care about as with these two guys I found all the weapons and plenty of survivors. It also seems like survival % can't go past 85, so sending out armies suck.
I would like to see stacking to be re-added but with the clause you can't have multiples of the same accessory. If Full Armor/Armor/Helm is too powerful in this case, then at least allow it for the base stat stacking items, as Circlet/Boots is one of the few(easier) ways to manage with post-game enemies at the beginning.
The utility/defensive structures for humans feel ridiculously fragile for harder modes later on, possibly allowing for 2 more upgrades on those structures could help. (same could be said for crystal miners too, but later stages seem to grant enough build points to accommodate).
[Bug- Visual] When using the last out-of-battle consumable item in inventory and the next item is not usable out-of-battle... that item gets the yellow background like it should be usable. (but luckily I cannot select and/or use it)
[Suggestion] Make Debuff Skills apply a small amount of damage that is based on Magic (like 10~20%). Monsters have skills that do damage on top of attempting to inflict debuffs. Also, this allows for me to get some damage in on attempting to use a debuff skill.
[Suggestion] Link the fishing mini game's Cast and Reel buttons to Space or some keyboard prompt. Mashing the mouse button for catching fish is a bit crazy.
[Bug] If in a battle with multiple enemies of the same type (ex: 3 earth slime) when I get "this enemy has no more items" but didn't complete the full list of items that enemy could have been stolen from. (ex: I got Heal Potion I then nothing else) The next enemy I steal from will give me the next item on the list until it loops around (ex: next Earth Slime gives Slug then Heal Potion I).
[Bug- Visual] Item Speed/Potency (with Burst skill) doesn't update the "expected time" that is highlighted on the time bar. It currently highlights 1 and 1/4 partitions (or roughly 30% of the entire time bar) but uses proper (faster) speed.
[Suggestion] Adding a 2x Speed or Fast Forward button/toggle for Merc Defense? Helps speed things along once I have set up a full defense on some stages.
I'm on the fence with this, but the reason I'm doing it is mainly because of speed stacking. Speed is too good offensively and defensively.