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Yay. Another progress report. This forum is getting some life!
When you write your post there is this right most button with the question mark. It will open a Markdown Guide and you can read up how to make tables (and other things) in there.
Also if you take a look at the posts in this thread there is the *Quote post* "link" below the *Flag Post* one. This will copy the markdown code of that post into your own post. This way you can look up how people did something. You just need to remove the *>* at the start of the lines which is used for quoting.
In case you have more detailed questions just let me know. But you should be able to figure out the rest on your own. ;)
> *Originally posted by **[Zen0bia](/forums/35742/topics/697237?page=4#10974537)**:*
> The second-biggest log-jam in the game behind getting enough wild cards to evolve super rares, is the lack of hero crystals. We need more than twice as many crystals as runes to max any hero (1,484 vs. 632) but the drop ratio is not 2:1 but 1:1. I've been playing the game a year now and while I have no problem maxing traits, and have never sold any crystals, I am short about 6,000 of them towards maxing my heroes. If the fame/level cap were never going to change that would be one thing, but it goes up every so often and I'd like to be in the ballpark of maxed with a handful of crystals on-hand when that time comes. Some ideas for increasing the hero crystal acquisition rate (any one or few of these would be very welcome):
> * Add hero crystals to the Challenges, or some Challenge events grant crystals instead of boosters.
> * Allow for the possibility of dungeons dropping more than one hero crystal sometimes, the way they can drop multiple evo jars. It would make up for the huge odds of no crystal dropping from any one dungeon.
> * Add hero crystals as a drop in elite ATs in addition to the regular AT.
> * Add crystals to Gauntlet rewards.
> * For the Platinum and higher GW tiers, or maybe all tiers, replace boosters and/or gold on the wheel with crystals.
> I'd also love to see one more Amethyst Trials, with the rare and uncommon evo jars that are currenly not evailable in any Amethyst Trials (or re-work one of the existing AT to include them):
> * ectoplasm & vital fluid
> * frostbite & blue jam
> * swamp spirit & snap weed
> * stardust & zapperballs
> * infinity & marmyte
> Thanks for listening!
insightful as usual. The hero rune/crystal issue is heavily compounded because AT4e drops 2 or 3 hero runes at a time so you can farm runes for one hero and fill up on every other hero of that element. Crystals require > x2 the runes, but the farming efficiency is so much lower. With a few exceptions, you're doing it one at a time.
Are you seriously short on zapperballs? Those are the KWeX staple. Sold off thousands.
> *Originally posted by **[anonimus123](/forums/32630/topics/699979?page=1#10963387)**:*
> My version of Reaver nerf
> Sorry skid, I find your version too much weakened (though I know, lot of people will find my version still OP)
> lets explain:
> compare tier 0 to Frostmephit: FM costs 2, while this unit costs also 2 in a case of kill, and doesnt have the wonderful ability of freezing its killer, its only cost efficient to use in army
> compare tier +1 to Tiger+++ or RoyalGuard++: They cost 5, have a special ability (Tiger can attack a lot more than that in case of minions). If we estimate their ability cost 1 (better ~1,5), 4 value remains for their coverage, and this Reaver costs you 4 in case of kill with the same coverage, though it has limited movement, and is only cost efficient again
> tier +2: costs you 6 to use it, the same as current tier +1, but you need 1 more morale point to use it in an army, and its a higher tier, so more expensive ruby-wise (I never found current tier +1 so broken by the way)
> tier +3: first dont forget, that its a tier 3 epic, so few people can afford it, and those who can, will only use a Reaver with the same mobility as current tier+2 (the wonderful feeling of using true Reavers remains), but their coverage lacks the diagonal 2 range, and it also costs you 8 to use, even more than the current +2 tier, and its also 1 morale point more to use it in an army. The teleport ability can be a move only if its OP, though the blue color just doesnt look good :P
Nerf reaver can be good and i am ok with that but reaver 1 have no interest like that (frostmephit will make better job, it cost 1 more but with no kill penality and the famous freeze punishement) and your ++ is > to your +++ (cost +1 for few improvement and more kill penality so clarely if i need to choose one, choose ++)
So maybe just need add few blue move to basic reaver and give same kill penality to +++ than ++ keeping all that you propose...
Even like that reaver will be highly nerf... maybe not usefull making the opposite making them useless ^^ (why gravity mage was nerf like that -_-° ? ... idea was interesting and now this piece is just useless... -_-° )
> _Originally posted by **[Osidan](/forums/33541/topics/702462?page=1#10975075):**_
> Calm down, they're gonna fix it. There's even an ingame mail about it.
Yeah one day, in a week, or two.. Or never, who knows. Like Ai Logan never using his skill. Feels great to be a QA tester doesn't it?
My patience has grown thin... And I think it will evaporate once I find out GW lag is still a thing.
I'm all in for optimism... If it's warranted... Based on their previous performance, sadly, it's not.