We know that chain hit gem skill is premium from the start of the game, but I decided this might be acceptable if we can work to get just one of the three main combo gem color skills. However having just discovered that both the poolbound and bloodbound skills are premium as well, I can't help but feel that we've been given a huge middle finger.
To those having difficulty after the patch: The rebalance has caused upgrading early weapons more than late weapons to give more DPS in the long run. Just set your auto-upgrade to upgrade everything infinitely (aside from fighters and bombers, which are currently broken for me such that they deal no damage) and set your upgrade policy to High DPS instead of Lowest Cost. This shot me from sector 350 to sector 850.
Tested, and fighters are also broken in the same way bombers are. I arranged an upgrade build where the fighters alone should be doing 10x the damage of everything else combined, and saw no change in boss health decline when the fighters entered the screen.
My Bombers appear to be broken... they should be doing a majority of the damage, yet I see no noticeable hit to a boss' health when they scroll across the screen.
They should probably mention that soldiers are pretty useless before you start upgrading your stuff. Either that, or create a game where soldiers are not totally useless.
There is no indication that your lasers are damaging the final boss, so for a long while I thought I was playing a phase where he was invulnerable. I would move all the way to one side to avoid his fire, which of course meant my lasers were not hitting him either, and so the fight lasted until I inevitably died.
Each family member has only a single weapon and two upgrades, weapon power and health. There are no active abilities, no choices to make in building your team or your characters, and nothing interesting to see here in general.
Inn is useless currently; a waste of gems. I suggest causing it to apply a buff to the heroes, like a permanent damage or speed bonus (applied as a percentage of current stats) for being well rested.
I fell like the "Lucky" upgrade might be working backwards... initially I noticed only x2 and x3 evolutions, but after a few upgrades of Lucky I'm getting mostly x1 with several failures thrown in. This is all within the same evolution period.
The Decision series are all good games, but the negligible differences between each incarnation make me wonder why I bother to continue playing them. I already played this game. It was called Decision 2.
I think the Transmute spell should be removed from the game, because it reduces that awesome feeling you get when you find artifacts. Why bother getting excited when everything can be an artifact?
I love the idea of a crafting system, but the hp/mp regen abilities are so powerful that they are game breaking. With over 20 MP regen, I commonly wipe out entire floors without losing any net health. This needs to be rebalanced.
This doesn't really work as an idler thanks to the short length, and doesn't really work as a real game thanks to the limited interactivity. I think it needs to pick a path and stick with it rather than walking an ambiguous middle.
So is there a strategy for level 20, or is it just grinding until your fingers fall off? I've got a full combat team including a healer and I'm only barely making it past the second 4-fox fight.
Like many games that grant you a random reward under certain conditions, the odds are skewed. For example in the arena, odds are very high that you will get lumber or C-Exp, rather than the blacksmithing runes that are deceptively presented such that you would think the odds are equal.
Yeah, i need to balance upgrade\damage curves. Need time to do it.