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I'm rather annoyed by the fact that some of these dungeons for the badge are so many floors. If i misclick at all and i change the screen i'm screwed. 16 floors have to be redone which is just a waste of my time. Either make them shorter or let us continue from a save point or something.
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Has anyone disenchanted a disenchanter? And how do those work? I accedentaly destroyed the best weapon I found but it only gave me one common mat.
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The damage system needs redone. When I can get more damage consistently from a normal attack than a heavy attack, having the heavy attack option becomes useless.
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The "Spelunker" award is not working for me. I've already reached level 90 of the unfinished dungeon and I still haven't been rewarded with it.
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It's a little irritating needing to do the tactical missions late-game when you haven't invested anything into it purely because you don't have money to purchase normal missions. Maybe a repeatable, low-level dungeon to make small amounts of higher level dungeon entrance gold?
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4d4 = 1-4 four times. The base damage of this attack is 4-16. Also, vs an attack such as 2d8, this attack is more likely to deal higher damage as the damage floor is much lower. Generally good weapons have a high first number, but the second number raises the max damage.
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I should be able to open my own shop with everything I have gained from the dungeons...I have WAY more stuff than the in game shop. >.>
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Um...having to constantly purchase something that breaks "furniture" in dungeons in order to access loot and dungeon objectives is rather irritating.
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Tactical combat... could have been worse, but it's pretty bad. The fact is that the numbers going in determine it more than tactics ever could, doubly since there doesn't seem to be an option to cast spells or use items. The ability to walk right through enemies as if they weren't there, coupled with the small size of the field, makes movement pretty much pointless; facing and flanking aren't an issue, so formations are meaningless. And while the stamina bar was a clever idea in theory, without units having a speed stat to determine how often they act what it ends up meaning in practice is that where a larger team already automatically gets more actions than a smaller one, the advantage is multiplied when the smaller team has to waste a third of its precious turns recovering stamina.
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Um, hi, RNG? Can you please give me a roll that's below 90...? No, see, that was 100. Again. For like the third time in a row. I need... okay look stop. STOP. RNG STOP IT.
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"Burn" status reduces and enemy's MAX HP rather than CURRENT HP. Is that an error, or is the status intended to be useless?
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This doesn't feel like a sequel to me, it feels like just exactly the same game but with bug fixes and requested features. I don't really feel like there's much of anything that's new, so it feels like I have to play the same game again just for more badges.
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Please make a level of only magical casters for us to level up Magical Defense. It's annoying when the normal soldiers can't touch you, but one mage will wipe 300 health in a battle.
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Got the Glorious Disenchantment award without disenchanting a singe item.
Got it after looting a chest. Think the discarded items count towards this.
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Campinator338--carrying at least one hammer and one pick is how I've gotten around this issue. Yeah, more stuff to balance in an already needlessly cramped inventory, I know.
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I like how the crafting resources are a lot more plentiful, and I also like that the challenge involved with raising skills to max is largely the same as previous AL games.
That said, I feel like the inventory is needlessly harsh; making us balance the necessity of things like potions and scrolls between valuable loot and powerful items. Maybe implement a sort of stacking mechanism with restoration and buff items?
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Two missions, Grand Library (4 skulls) and Old Dungeon(2 skulls), both have areas that I cannot reach. The Grand Library mission has 2 artifact chests and a pile of gold that I cannot get to... The way is blocked by funiture...
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Interesting bug: If your killing blow stuns the target, they come back as a ghost that you attack again. Nothing is gained from this except an extra attack animation but it's interesting none the less.
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The Unfinished Dungeon was a bit underwhelming. It's just a longer, more drawn out version of the old 25 floor dungeon. It really needs a super boss at the end, and more than 1 set of harder creatures. By the time I got there, I easily had a 20d12 weapon (could've had 40-50 d12). The dungeon really doesn't do what it should, which is challenge the new crafting system.