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10k points for ONE prestige upgrade, after 3 days i dont have even 1000.. You are mad dude. Games is way too slow, not even close to idle with all that management we need to do..
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i really hope KONG sees this REMOVING the chat rooms was the BIGGEST SCREW UP this site has EVER made due to the simple fact that many of us VALUED the interaction of other players on games like this very game as a means of putting heads together to make more VIABLE builds but now sadly that is now GONE due to sheer STUPIDITY and GREED
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I feel like its a little bit slow, other than that, I think its a great game once you get past having to understand how to make your party work. I know there is double-haste as a way to speed the game up, but i feel like if the game was somehow made faster, it wouldn't hurt those that made the purchase as they can take the "new" speed and be even faster.
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In addition, I think the Command system needs to have a separation of the condition and the target... Charge is another skill that is not viable in the current system because of the complexity of conditions needs to deploy it. For me to use it, the conditions would have to be that a enemy is alive (to properly tell it to use it on an enemy), that I currently do not have the buff, and that I have more than X% of mana since I need to have buffer room for other skills that use mana. This would be viable if the target of a effect wasn't tied to the condition, but it is so the skill is not viable for me.
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I enjoy it. Personally a big fan of the Commands system. It's nice being able to set conditions on behavior. The skills and the usage of mana has some draw backs that need better balancing. The previous system made certain skills far more viable since they weren't tied to a finite resource to deploy. Now that you need to allocate a turn to use them and spend mana to do so, some of the skills I see directly transferred from the first game become bottom tier picks. For example, on Paladin I cannot see myself ever using Smite because I need that mana for healing and buffing skills. Shields also have become far less viable since they require a turn to actually apply. That turn can be better spent using healing to sustain or damage skills to bring about the win condition faster. Just some of my initial thoughts to consider.
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Great game, played the alpha version on reddit quite a bit.
Only thing I'm not a fan of is the turn based system. It makes speed a lot less valuable than the last game, and I kinda don't understand how it works in this game either. Is there a max of 2 attacks per turn? or is pumping a lot of speed into a character going to be noticably strong?
still love the game though 5/5
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@Karasu The dev said on Reddit that he had the game in development with Kong prior to their announcement. Therefore, he was allowed to finish and publish the game.
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I don't understand how to make the maps automatically go into that spot and the go button to automatically go. I like this game though, but it's not making sense on how to idle it up.
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shouldn't the healing be based on res if the healing class boosts res stat naturally? i mean if the str skill classes can boost str normally, and the mage based classes with int skill boost int, it's sorta weird that the base stat the priest boosts isn't the stat used for their skills
i kinda get you might not want to have a skillset availabe for each stat (archers or rouges maybe using speed or whatever, all physical skills using a physical attack stat, and all magic stats using int for their scaling) but it does basically mean that it's good to use those other classes for their stat boost but they kinda suck at scaling up their own damage stat wise, even if they might have a passive for it as well % wise
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there is targeting via the Commands. mouse over the ? mark to get explained that the condition(s) used are what gets targeted. for example, i can do "enemy: hp < 100%" and it will do connected action on a random foe that is not at full hp. if people are complaining about specific foes, well make your requirements more specific. TIP the "or" connector is a great way of compacting your healing or attacks; you can have more specific/important in first/left condition and general unspecific one in the right... reason why is indicated in that ? mark in the conditions menu.
Good point! I've made it so that the Complete Maps quest doesn't begin generating until you've progressed a certain amount. In addition, any existing complete maps quests are converted into Deal Damage quests--this should help with any "bricked" quest logs in the short term.
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It doesn't seem like OR priorities are working correctly, my cleric is repeatedly shielding himself instead of an ally despite the ally having no shield with a command of "ally - no shield OR cleric - no shield, use barrier"
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For those complaining that you "can't farm" ... buy augment "TIMELOCKED", cost 500 gold, it will give you a dungeon with 50 floors, eacht 50 fights = 2500 fights in that 1 dungeon
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Unlike everyone else I prefer things mostly as they are, although I can't find the button to reorganize the formation no matter where I look.
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Interface for changing commands becoming disabled during combat but enabled between combats is pretty annoying - you can make some changes then the disabling kicks in and actively undoes all your changes. Seems like the save/cancel thing should make it so you can change those things during combat but only *save* the changes between levels, or just let me change settings at any time!
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If you have increase [damage] of [physical] [fire] skills by 5%(and all the things with multiple keywords - how does this work? 1) increase damage by 5% if the attack is BOTH physical and fire OR 2) increase damage by 5% for each keyword you have OR 3) Increase damage by 5% if you have one of the keywords.
Unless specified with an "or," all tags will need to be met. So in your example, it would be #1. But keep in mind that [attack] is also a tag, so if the item just says "Increases [damage] of [physical] [fire] skills" then if the other criteria are met, an [attack] or [spell] would also benefit.
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There is very little you can do to influence the game, but at the same time you can't leave it running overnight because there is no "retreat and restart" mechanic, nor is there the option to stay in place to farm easier levels. I'm honestly not sure what the game is designed around. Are these mechanics unlocked at later stages? Then why can I see a +1000 starting level map augment if I can't even farm a lvl 1 dungeon? Is the game just really incomplete? I feel like the devs have never played this game at the speed we have to play it at.
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I'm not sure how to progress at decent pace. I've focused on unlocking characters to cover all traits, but the 5th suddenly jumps from 500 to 5000g so I guess I'll be missing one for a while. Skill levelups do very little. Commands don't have prioritization so once two characters get low HP you can only pray the lowest gets sufficient heals. Equipment drops are rare and I seem to be getting almost exclusively Necklace items. The shop has two decent non-necklace items, but it only restocks once a day. I have two "complete 2 maps" quests but I can't finish the non-training maps yet and I can't buy those.
I know this is an idle game, but I really don't feel like I have much control over my progress.
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Not a fan of the game being much slower than the last one. Also the map system seems weird. Commands are fine i guess but was more of a fan of how last game's skills were implemented. Should have gone with last game's combat formula but changed up meta-progression and content outside of it
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is there any way to lower turn timer than Doublehaste? If not I think making SOMETHING, even MTX, to permantly lower turn timer would be good. Even if it requires a huge gold or rebirth investment to do so
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the micromanaging and command buying makes this game a 0, the characters are too stupid to use valid skills or to follow very basic command (only the first applies, and in case of debuffs, the character will spam the debuff over and ober again even if there are 2 attack commands.) Without the stupid command system it would be a 5. At least give the option to use manual skills, no one wants to code fights...