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Suggestion: When we get defeated, get a snapshot of the field so we can check the turn we died, what enemies were there, what stage, everything. On a 2000 floor grind I want to know how far did my team make it
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@xXorladinXx Sorting through items is easy -- just put the filters in on the top and it will highlight the things that match. If you hit the little ? on the page it will set the filters to your last used skill.
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Sorting through items is a total mess! It is such a pain to be reading though which skills are physical lightning healing etc...there HAS to be a better way to sort items according to class or something!!! This game has a TON of potential, just need to work some of the kinks out and add some more skills and passives and def rework the item system!
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I really like the game. And I appreciate the command system. Even though I prefer the one from Soda Dungeon 2. (The scripts/commands are not tied to a character slot you assign it to a class).
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@sirfred131 if in cat form and more than half mana turn switch a on and continue. If enemy alive and switch a is on then lacerate enemy.
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At any rate the game could use a few more augment slots. A good place to put how to get them would be in the rebirth points mechanic as you don't need them early on. Having the ability to set how many levels you drop per time would also be a useful perk as 1 level is meaningless at high levels and the most you can drop even with the growth augment is 6 per step (taking up two augment slots for 11 per step is a meaningless thought as you will never have 2 slots to spare for that). If you wonder why this is split, it went over 1000 characters.
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As you get further in it becomes harder to control where you are due to the lack of augment slots. Lets say your goal is to be hunting around level 4300. You actually can't do that. You can hunt at 4000 for only 10 floors and have to new map all the time. You can hunt at 3000 for 5000 floors and never even reach 4000 none the less 4300. You can hunt at 2000 taking levels 6 at a time and reducing it to 1, and taking a 1000 floor enhance. Here you will actually reach 4300 but at the cost of spending very little time there and most of your time wasted in the 2000s and 3000s.
The minute you cross 2100 you start to have trouble hunting around where you want to be for the moderate periods of time between rebirths, and the longer periods when you sleep or go to work or are out for an hour or three.
Thinking of how hard this will hit at say level 7000 makes my head swim.
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i am so confused on how to use paladin, i have her doing kings on everyone then lay on hands if hp < 100 then if enemy alive use smite however she does kings then says no actions, she doesnt heal if people are low on health and she doesnt smite i dont get it?
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Welp now 5/5 on strength ups on the rebirth table, with the lesser traits backfilling in -- Soon there won't be anything to spend them on.
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Just started making my tank use his abilities now he like instantly dies in fight.
Seems legit if you start using your kit you randomly have no more defense and shit.
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Imo just get rid of the 'completing' maps all together and convert it into floors. 1 map is 10 floors so 1 notch every 2 floors for whatever it is would probably be just fine. You do 5 dungeon tokens for 1 completed map so 1 token every 2 floors is basically the same rate.
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I really enjoy it. It just needs some user experience streamlining and a more efficient way to equip the best equipment.
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Game has a lot of potential but it feels like many parts are incomplete.
Skills, mostly in the upper classes are very meh, and lack originality. The buffs are very meh as they all just increase all stats.
Items very meh. I think each tier should come with an additional stat and maybe a bit stronger...
Dev should keep doing the good work because you've done good so far.
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How do "Raids" work, I already tried the bug raid by using the map, but it's just a normal boss type map. How do I get to the raid??
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i highly recommend on putting "current class" in inventory screen right under character name for better equipment use, and it would be nice if we could see the total of "increased" on skill tooltip
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game is pretty amazing. If you manage to earn enough money from it i would highly suggest you invest in professional UI/art assets, as that is definitely a weakness atm.
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I sort of agree with the person talking about prestige mp cost upgrades. Especially early on the mp jump is definitely not worth it, it would be nice if the cost increase was proportional to the potential damage boost from he level cap increase. So tier 1 skills would increase the cost by 40% (maybe 50%?) not 100%.
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Refreshing causes your heroes to remain the same health while bosses heal up to full. Maps with only one fight should save the health of enemies so that we don't loose the map entirely.
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maybe make it easier to see how class levels and tier affects rebirth points? I'm trying to figure out how to optimize a build for rbp and I can't tell what's affecting it
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which command do i need for rogue-hast ? something like this "Cast Haste only when buff is missing". currently he is buffing till his mana is empty
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@helihooker: Gotta use the multi-command, since Counter only works in the second slot of the multi-command. It's working fine for me :D
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2 suggestion, first remove the complete map quest, its redundant/similar to delver but worse and will just clog up the questlog at various stages of the game. Overall, its simply unfun, it piss off beginners, the reward is terrible, and punishes you for building big hard maps. Two, implement a quest skip system, maybe a token system or total daily skip. These type of override system is always popular as it smooths out design/balance oversights, which even well polish game suffer from.
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Is it just me... or is the arena impossible to win in? I'm using my squire that I turned into a knight, and I still keep losing.
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Last patch improved several "irks'. Added a star to my rating for the active dev feedback. Next up, I hope there's an improvement to Equipment mechanics. I feel like there are too many rarity tiers with too little gain between them, even on the same level. Combined with the effort of finding matching secondary stats on the items, managing equipment is a hassle. One easy step would be to change the icon of items depending on the stat type, e.g. change "int swords" to books, and mixed int/str swords to staves, so we can visually already filter out a lot of items to check.
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Using (enemy - not weaken AND self MP > 30) condition on gunmage weakening shot made it target both allies enemies and self.
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nice game, but don't really get commands, for example how to make a skill activate once every 2 turns? using switch? i tried but couldn't do it right
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I think the skill upgrade mana usage are unbalanced after upgrading my arachmage skills I lose all mana after 3 rooms, how I can kill 10x10 dungeon? 52 MP (MPx2) for skill after upgrade is too much.
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Despite purchasing all of the enemy count upgrades, I can't seem to figure out how to use them. The "counter" menu is blank always.
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Its a little annoying but i just noticed that after advancing floors, the floor starts the fight counter at 0/xx fights, this may not seem like a big deal at first, but it basically means that every floor past the start has a extra fight you have to do at 0. I sure that will get fixed eventually though. This doesn't happen on bosses/raids cause it properly start the first floor at 1/1 fight.
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@SirFred131 Use "If self is alive, turn A off and continue" followed by "If in Cat form and more than 50% mana, turn A on and continue", followed by "If enemy is alive and switch A is on (self), use skill lacerate". Uses extra command slots to get better logic.
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Also the menu auto closing on save in commands can be kind of irritating sometimes, perhaps a 'save and close' option next to it or a toggle in settings?
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So, after coming back after getting frustrated, the issue seems to be with the 'Shield < 30%' tag. I'm not sure exactly what it is but it just doesn't register properly and causes that to be skipped. If I use 'no shield' then it works, although not as efficiently as I would like.
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I have "If ally no shield, and self > MP 50%, use barrier.' 2 of my party members has no shields. It returns 'cleric has no valid commands.' This is pretty frustrating... game seems really interesting if the commands actually worked properly..
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Do i keep all the effects of the passives from any class I have? Like if I switch from healer to bard, do I still get healer passive bonuses?