Under rating threshold (hideshow)
I'm a little worried to activate the "start at floor-10" prestige: say I reach floor 30 and prestige, then my heroes will start at floor 20 and level 1, so the will be wiped off every time without ever gaining a xp
Under rating threshold (hideshow)
How do I know when I'm getting next prestige point? I let my heroes reach level 200 assuming I would get extra prestige and got nothing
Under rating threshold (hideshow)
(Ideas continued) Make enemies have versatile classes and stats once more things are put in. New floors won't be so crazy hard to scale into if they don't just have full hp/dmg stats.
More things for developing your guys for pushing floors each prestige. Skills and items come to mind. Skills would be things that get associated with things they go 'Combat mastery' 'Defense mastery' for tank class for example. Mobs could drop gold and you upgrade gear for your people or it would be cooler if they dropped materials and you used that to craft upgrades. Anyways just some ideas!
Under rating threshold (hideshow)
Ideas: 6(maybe 5) types of mages, single healing aoe healing tank buff dps buff and single dmg(maybe not) and aoe dmg. Make magic dps ignore armor but scale less.
Rows and formations, with people in the backrow taking half dps from melee dps. Make the base dps class melee so it needs to be in front row with the tank. When this change is in along with aoe healing and dps you can make it so targets are randomly assigned or different classes have different priority preferences for targeting. (Ranger and Assassin always likes to hit the backrow, Berserker always hits front row, etc)
Under rating threshold (hideshow)
add-ons for my previous comment: healing should also have a clause to check if the enemies will kill a member of the party before their next chance to heal, and if they will, will their heal change that. Another benefit to the RTA style instead of the current slow turn based is that if your damage is too low right now, it's much slower to do higher floors even with the increased reward (changing the scaling should also fix this though)
Under rating threshold (hideshow)
The increase in difficulty is way too fast: from floor 14 to floor 15 enemies have double the total health and deal double total damage. To double your stats you need to double your level, meaning if you needed level 100 to pass floor 14 you'll need level 200 to pass floor 15. So, basically, I was stuck on floor 15 before prestige and I'm still stuck on floor 15 after prestige and another couple of hours of playing
Under rating threshold (hideshow)
Healer attack 380, healer heal: 7800.
Tank hp: 3810/11550.
Healer: - let's attack with 380 instead of healing my tank for 8k.
Tank dies.
Healer dies.
The game really need a few options for AI behavior. Even an option that this is a healer that only heals would help a lot. I don't care if my healer doesn't use its 380 attack over an 8k heal.
Under rating threshold (hideshow)
Simple dark mode colour base: black text = #eeeeee, backgrounds = 2f2f2f
Other coloured text (like your red) just lower the colour values to be closer to 0, instead of #ff0000 for your red, make it #990000, etc. This won't be a perfect result but it's fast and easy. (you can get a hex colour converted on google if you are using a different method of selecting your colours)
Under rating threshold (hideshow)
The gap in monster damage depending on how many monsters spawn is way too high, makes it so random wether or not you are gonna beat a level. 6 mobs might result in no damage taken due to armor while 1 mob will kill me on the same stage.
Under rating threshold (hideshow)
Healing AI should be able to do basic maths to see the value of healing. a basic AI would be if(can kill enemy) kill enemy, else if (hero HP+heal power > hero max HP*1.1) heal, else attack. super simple, should work for most things.
The healing AI is actually a little more complex than this. Although I improved it a little further after your reaction. Of course it uses basic math. It uses the total team healing amount, the armor reduction from your first alive hero and scales the importance of healing based on how many other characters would attack. While sometimes it might seem as if it should heal but it doesn't, this should mostly be because it wouldn't help the first hero survive, and dieing is better for your progress in this case. In other cases it might attack when you'd think healing makes more sense. This should be because reducing enemy damage would make a better chance at survival later on. Anyway, it might still get better, but I hope this clarifies the logic a bit!
Under rating threshold (hideshow)
Increase the Double rate of power from 1 floor to a higher number, like 10. This slows down the harsh scaling, allowing players to take advantage of the higher exp for higher floors, making the start at floor - 10 bonus much more useful, and increases the utility of max HP and healing, as currently the best strategy is just max defense first hero and 2 max damage heros, any enemy that can get past your defense one shots you for the most part, with a slower scaling that wouldn't be the case.
Under rating threshold (hideshow)
change the game to be more RTA than turn based, so all characters on the screen charge their attacks at once, this greatly increases the game speed. you can also add a speed stat to determine how fast this charge goes if you wish. the game currently runs very slowly so some increase to the base speed would be greatly appreciated.
Under rating threshold (hideshow)
Sorry but one more healing AI request, can we get an overheal? like if 1-5% of the heal is wasted but the cleric can 'top off' a hero they should.
Under rating threshold (hideshow)
The new update looks like you're reading the comments carefully and responding to players' wishes and suggestions. Thanks for that!
Under rating threshold (hideshow)
@genocidegrand said, u get the 2nd prestige point @lvl 160. Got the 1st @lvl 100 and the 2nd @lvl 159... still waiting for the 3rd.... anyone?
Under rating threshold (hideshow)
Instead of "Respawn at (floor-10)" Maybe it would be better to write it as "Respawn at Highest Floor minus 10". I think most people are going to read floor-10 as "floor 10" and not as a math equation.
Under rating threshold (hideshow)
Might it be an idea to have 4x speed on low levels where you have already been one shotting mobs? Or when youre able to do double their health?
Under rating threshold (hideshow)
Would be nice to a counter as to when the next upgrade is, ala when I unlock more ability points, heroes, or prestige points.
Under rating threshold (hideshow)
I do not like the "ease-out" animation for units to take action. I would prefer linear one (or maybe "ease-in"). Imagine you are about to swing a weapon (let's say an axe while chopping down a tree). Would it be your movement slower the closer the axe is approaching the tree?
Under rating threshold (hideshow)
@superducky32
It's not a good idea, then there would be one op build with 100% armor and fast leveling up on lower levels
Under rating threshold (hideshow)
dear dev, regarding healing, give us the option to enable a focused healing button, gets a bit old to see my healer not heal my tank even tho he needs it
Under rating threshold (hideshow)
spent a Prestige point on respawn at floor 10 instead of 1. it doesnt seem to work, i still respawn at floor 1 after death.
Under rating threshold (hideshow)
another problem with the new ai is mutli-heros, when by itself not healing if the attack does more than it can heal makes sense, but when its with another hero then healing for 1000 is better than attacking for 90. its might be healing for less than the attack but with 2 heros you can heal and attack making the heal extend the life of the attacking/tanking hero, instead of doing pointless amount of damage instead.
Under rating threshold (hideshow)
I feel like a way to speed up the game would be to skip enemy turn if they don't do enough damage to hurt you and start the turn at some one who can.
Under rating threshold (hideshow)
It feels like there's a pretty huge speedbump around the time you hit level 40-50 or so, where there's not much to do except grind floors 1-13 until you hit level 100. I think the game would feel better paced if either floor progression didn't stall so hard, or the requirements for the first prestige were lowered to something closer to 50-60.
Under rating threshold (hideshow)
when reaching higher levels the game regularly stops working and I have to reload the page. in the console it says "too much recursion gniller-min.js:formatted:422"
Under rating threshold (hideshow)
You should add another stat, Magic or something, that is like Damage but hits all enemies on the screen. Maybe with a 4th hero?
Under rating threshold (hideshow)
you can go past floor 14 at level 75, have a healer with 100 in heal, and a dps/tank with 150 in health, should be able to survive indefinetly to the ennemy
Under rating threshold (hideshow)
I feel like the way the game is made, it feels too much like we would want 1 enemy spawn only when getting back up floors, but 6 enemies at all cost from there as each one have their power split, sadly there no way to control that. Its a little bit RNG if you make it to the very next floor or not, getting a single enemy that super powerful on your highest is pretty much doom the run instantly if you trying to push.