Suggestion: crafting. I mean, when I have 45 swords, and 8 characters, i should craft 10 sword together for a stronger one with +75%dmg for example, or 20 healing-item and 3 sword into one with lifesteal effect, for tanks 5 armor and 10 ring for one with +50% hp and 30% fire resist, or dragon eggs and armor for physical dmg reduction, or stuff like these.
3.rd raid is working as it's meant. I mean, the basic of the raid is that there is the yellow tank, and 2 support boss, who deal most of the dmg (and heal maybe?), and after I beat the tank, I can go for the supports, who will give the item. BUT right now, the multi-shot archers take out the 2 support boss under 5 sec, I get the item, and after that I kill the tank under 1-2 minutes IF i am capable of killing him at all. So I can get the reward without beating the raid at all. If I am right, and its supposed to work on the upper way, then a good solution would be that the supports would be invulnerable/get a shield/damage reduction till the tank is killed, OR the tank should be a healer, so he won't heal himself (like our healers), but he will keep alive the damage-dealer supports until he himself is executed.
Help for other players: in the current updtae, goblin gardens is the best farmlevel. It gives 3 exp/mob, and spams a mob as soon as you kill an another.
+ smaller but more rapid heals would be nice and help the -why-overheal-the-barely-injured-letin-others-die problem too. Like that the healers would be healers for real and not random potion-givers for the wrong person or at the wrong time.
Request: Add the information about HP/s regen please. It'S not that bothering that I can't see my own HP regen, but when I can finaly damage the enemy god, and he regens it back instantly, and I don't know how much stronger I can get, well that's a bit annoying. I mean, this is the game where we can get our calculators and make theorys because its supposed to give us every game mechanic information, and our job is to make a strategy. (and while we are at it, it would be nice to see the normal monster's stats too, but the main problem is the I-can-finaly-damage-the-enemy-god-but-still-can't-kill-him-how-much-stronger-do-I-have-to-get-?-)
Mostly you can defeat them if your hp is 10x their attack and your attack is around 50% higher than their def for the first half of gods and for the next half you need a bit more because they do critical attacks which you can do only after defeating baal. But I will note it down for a future version to add more info about hp regen.
In the late game, you either have space for the coolers or the power storage. I suggest you should add an "expand field" option,which would expand your playing space in vertical and horizontal by 1, and due to the power of the space it should have an incredible high price, around 100 blillion for the first time, so you should afford it only when you turly need it.
They start out with a basic multiplier this base is multiplied with the god multiplayer from the rebirthpage after a rebirth.