I like what I am seeing for your ideas for changes. The only other thing I dislike is how hp gained on level is permanent, I'm not a fan of 'non-retroactive' decisions because I feel like it enforces a meta of sorts. You could make each class have a base hp value per endurance point per level or something like that. However it's not the worst thing.
Should just make an option to disable the shooting animations, there seems to be some form of memory leak because the game is gradually eating up more resources. Also would be nice if ctrl+click used your remaining points if you are unable to max, and also probably put the shift+click and ctrl+click for the mastery points as well.
Definitely needs some kind of way to auto-quest, to get a hero to repeatedly go to the same place until they are below a certain % of hp or something like that. I do not see any real idle aspect to this game.
As you get deeper in the game, the timers increase (as battles get harder) and you unlock the ability to send heroes on multi-quests.
As far as full idle mode, that is not currently something the game offers, but I'm certainly considering it for browser.
So, I haven't even used it, but I can only imagine that Idle Mode is awful. Not being able to die when you want (Which I actually do not think is a good idea to add btw) combined with now being a higher lvl and having to walk back across the same levels (does the distance get added again? Still seems unworth), I think it needs to be changed. However I think that in addition that there needs to be more buffs to a more 'active' style of the game (Magic IMO). Maybe a 'Meditate' option that heals much less HP/SP but heals more MP to make being a mage in the early game viable? Maybe it sacrifices HP/SP for MP at very low flat ratios that make it only useful in the early game for this purpose? Just nerf the 'idle' style of killing? Make Idle mode give 30% less RP while it is on.. idk. But it would be -so- nice to have auto-rebirth..
I'm actually glad to see a pwipe now with all of the balances changes, hopefully when ascension comes out we can get another. However I will say that I do not like the new font.
My ideas for distance are to create different versions of the mobs (Green Slime, Blue Slime, Flora, Maneater, etc) and as you progress you get different versions (Gold Slime the final one). Then after every (100/200/300) levels they reset and become "Super Green Slime" or "Ancient Green Slime", stuff like that. Then at the end of every 100 levels there should be a guaranteed boss, with every 500 levels having a "Boss the Reborn", which will give every stat point and also a point of RP. Maybe every 100 levels gives an additional point on the boss or something, so 400th level boss would give 4 points.
It would be nice if Bless also concentrated most of it's level-up power into Effect and not Duration, I find having to wait so long for my Bless to refresh and get the enhanced stats from the Int I've gained is quite detrimental. Also making another post about ideas for distance.
Okay I lied... maybe all the attack skills could only auto-trigger when you are in combat fighting things (stomp, fire bolt, mana shield etc), then also perhaps Pierce could increase in spd a little based on your own speed? Lastly, Thorns should probably not trigger when the attack misses! Haha.
I've also noticed that Magic Hit seems to make the Str stat obsolete. My ideas to counter this would be: A) Of course remove or nerf Magic hit more, I don't really like this idea. B) Buff Str directly, I don't really like this idea. C) Indirectly buff Str by making a skill similar to MH that just buffs Phys damage (also don't like this idea.) D) Implement Magic Defense and make enemies that are resistant to each type and then a tank type mob that is resistant to each type so that later on there is a hard to kill mob of each defesne (good vs balanced builds.) Last idea for the day lol.
Also does Stealth calculate hits that would have missed based on your Agi anyways? It would probably be a lot better if it calculated after this, not sure if it does or not.
Since Heal seems to wait for the Regen buff from Heal to end, you should have it increase the power of the regen instead of the duration by leveling it up so it is more effective for usage.
yes will ajust that in my todo list