Recent posts by spyke252 on Kongregate

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Topic: Anti-Idle: The Game / Challenge #2 possible set up

at 326, you can do Secret Dungeon pretty consistently- do it straight until 400+. Probably 425ish would be good.

 
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Topic: Anti-Idle: The Game / Game Bugs

Edited by Tukkun: Thanks for reporting! (This is a bug related to Technical Lights.)

 
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Topic: Anti-Idle: The Game / Easy Suggestion

It looks like you’re not taking suggestions, but could you consider adding booleans for
.root.save.gardenTrees1 == 0
.root.save.gardenTrees26 == 0
to the garden technical lights program? It seems kinda silly to me that you can only track trees as they’re about to die, rather than being dead.

EDIT: I can’t figure out how to stop kong formatting the brackets… :(

 
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Topic: Anti-Idle: The Game / Challenge #2 possible set up

Originally posted by EtchenBa:

So I almost have enough CoUR to make a 500/500 G5/GS. Should I just do that and make CN armor without any crystals? I have plenty of other currency to buy all the armor and enhancers, and I already got the WM gem, so I think I’m pretty set.

Yeah, if you have enough pix to make 2 of each CN armor and do about half att/half crit with a speed at the end, you should be good.

 
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Topic: Anti-Idle: The Game / Challenge #2 possible set up

Originally posted by darkmarty:

can explain that almost identical part, after we got him in the running for the challenge, we saw your post and as he had enough resources to make your build, but just a bit better, pretty confident that’d be enough to finish it.
Obviously, that WM-gem (gotten from SCM-idle-mining) and CHAOS IA is so much better than a dominator gem and invisible X.

was same for me, was saving up for WM-gem and thought… why wouldn’t i try CGT, …result… a bit overkill.

in other words:

save your CoUR’s and SCM, you’ll need both for WM-gem and CN-armor. (well need, mining is just so tedious to get SCM)

Actually, I’m pretty confident that my build was worse- I could’ve finished so much faster had I ignored the CoUR and just done the CN armor when I could (remember- I was at about 350 CoUR when I really wanted to make the armor)
When I was making the armor, I actually was going for close to the stats that you had, Micah- since it looked like my crit was going to be less, I opted to put full crit on the shirt. I figured the pluses from the pyrabows would make up for the attack difference.
Also, it looks like you can get by without ANY CoUR on C2- The best build so far really looks like PB/ES+11ish and CN/CN with maybe 100/0 crystals (since regular crystals are so easy to come by). CM is overabundant, use it for passes to DP and such.
At some point, you want to put light/non-boss damage or attack or HP%/attack power on basically everything and spec rage/revenge and go get a really nice PB/ES though. You might be able to do this as soon as you get the CN armor if you have the SP.

 
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Topic: Anti-Idle: The Game / Challenge #2 possible set up

Originally posted by EtchenBa:

How did you guys go about crafting/enhancing/fusingyour Chuck Norris armor. I hope you didn’t craft them with 500/500…CoUR are hard to come by

Mine was 100/100 unfused. CoUR was probably one of the constraining factors of the run, don’t waste them!
As for enhancing, pretty sure 50/50 Crit level 9s and attack level 9s is good. That’s what I did, other than I had enough CM/Pix for a level ten or two on the pants (last one I did) and the shirt was pure crit.

 
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Topic: Anti-Idle: The Game / Challenge #2 possible set up

Here’s my build, even lower rank and level than MicahhC. I didn’t really expect to win, so you can probably do it at even lower with less points in Protection.

Stats

Player Name: spyke252
Lv. 4,946
Rank: 406
Robacon Rank: 347

Ring: Rage
Buff: Power (Effect: 122%)
Invisible Ally: [#432] CHAOS

ATT: 316,919 (90,000)
DEF: 143,260 (65,000)
ACC: 0% + 54,252 (18,000)
EVA: 1% + 73,152 (18,000)
MaxHP: 5,674,234 (900,000)
MaxMP: 1,024,335 (360,000)

Equip ATT: 3,444
Equip DEF: 1,600

Max Damage: 34,670,860 (at 0 Combo + 0% Rage)
Mastery: 94%
Ignore DEF: 95%
Damage Resist: 0% + 0
Magic Resist: 0%
Attack Speed: 25
Double Hit: 27% (This looks bad, but it was capped from Panic)
Crit. Chance: 76% (Generally capped from Combo Crit and CdG)
Crit. Damage: 268%
Reflect: 12%
Magic Reflect: 0%
Instant Kill: 0%
Non–Boss Damage: 125%
Boss Damage: 185%
Potion Efficiency: 50%
Negate Effect: 0%
Rage Depletion: 185%
Rage Power: 308%
Rage Speed: 198%

Autosteal: Lv. 0
EXP: 360%
Coin: 232%
Pixel: 464%
Drop: 320%
Spawn: 112%
Rare Rate: 100%
Epic Rate: 100%

Fire: 0%
Ice: 0%
Wind: 0%
Earth: 0%
Thunder: 0%
Water: 0%
Light: 0%
Dark: 0%


Resources

Pixel: 852,760,803
Crafting Material: 2,420,085,307
Superior Crafting Material: 8,118
Unobtainium: 2,437
Enhancer Fragment: 626,800
Chaotic Fragment of Chaos: 1,645
Proof of Training: 21,009
Proof of Mission: 291
Crystal of Rarity: 1,100
Crystal of Ultimate Rarity: 99


Equipment


Robacon’s Weapon
Pyrabow [+11] – FUSEDTEMP.

  • Rank: 246 | Unob. Enhancement: 11
  • Item Level: 11 / 11
  • ATT: 1,322 | SPD: 18 | DEF: 150 | CRIT: 78 | DEX: 84 | HP: 2
  • Bonuses: [EXP] – [Rage Attack] – [Attack Power]


Weapon
Pyrabow [+11] – FINALIZEDTEMP.

  • Rank: 246 | Unob. Enhancement: 11
  • ATT: 1,592 | SPD: 22 | DEF: 180 | CRIT: 94 | DEX: 101 | HP: 3
  • Bonuses: [EXP] – [Rage Attack] – [Attack Power]


Hat
Chuck Norris Hat [+10] – FINALIZEDTEMP.

  • Rank: 222 | Unob. Enhancement: 0
  • ATT: 314 | SPD: 3 | DEF: 278 | CRIT: 96 | DEX: 8 | HP: 78
  • Bonuses: [EXP] – [Attack] – [Attack Power]


Shirt
Chuck Norris Shirt [+10] – FINALIZEDTEMP.

  • Rank: 222 | Unob. Enhancement: 0
  • ATT: 206 | SPD: 3 | DEF: 237 | CRIT: 168 | DEX: 44 | HP: 42
  • Bonuses: [EXP] – [Ignore Defense] – [Attack Power]


Gloves
Chuck Norris Gloves [+10] – TEMP.

  • Rank: 222 | Unob. Enhancement: 0
  • Item Level: 3 / 3
  • ATT: 321 | SPD: 2 | DEF: 199 | CRIT: 125 | DEX: 6 | HP: 35
  • Bonuses: [EXP] – [Attack] – [Attack Power]


Pants
Chuck Norris Pants [+10] – FINALIZEDTEMP.

  • Rank: 222 | Unob. Enhancement: 0
  • ATT: 326 | SPD: 3 | DEF: 257 | CRIT: 114 | DEX: 44 | HP: 42
  • Bonuses: [EXP] – [Attack] – [Attack Power]


Shoes
Chuck Norris Shoes [+10] – FINALIZEDTEMP.

  • Rank: 222 | Unob. Enhancement: 0
  • ATT: 326 | SPD: 6 | DEF: 236 | CRIT: 96 | DEX: 98 | HP: 42
  • Bonuses: [EXP] – [Ignore Defense] – [Attack Power]


Skin
Blue Skin [+10] – FUSED

  • Rank: 50 | Unob. Enhancement: 0
  • ATT: 0 | SPD: 9 | DEF: 25 | CRIT: 0 | DEX: 0 | HP: 0
  • Bonuses: [Spawn Rate] – [Dodge Chance] – [Attack Power]


Pendant
Platinum Pendant [+10] – TEMP.

  • Rank: 350 | Unob. Enhancement: 0
  • Item Level: 4 / 50
  • ATT: 2 | SPD: 5 | DEF: 8 | CRIT: 0 | DEX: 1 | HP: 1
  • Bonuses: [EXP] – [Mastery] – [Attack Power]


Earring
Crappy Earrings [+10]

  • Rank: 30 | Unob. Enhancement: 1
  • Item Level: 15 / 15
  • ATT: 7 | SPD: 2 | DEF: 40 | CRIT: 3 | DEX: 5 | HP: 3
  • Bonuses: [Spawn Rate] – [Mastery] – [Attack Power]


Trinket
Worst Moon Gem [+0] – BONUS LOCKED

  • Rank: 400 | Unob. Enhancement: 10
  • Item Level: 2 / 500
  • ATT: 0 | SPD: 0 | DEF: 0 | CRIT: 0 | DEX: 0 | HP: 0
  • Bonuses: [Spawn Rate] – [] – []


Medal
Ultimate Fighter [+0] – BONUS LOCKED

  • Rank: 350 | Unob. Enhancement: 0
  • ATT: 140 | SPD: 0 | DEF: 140 | CRIT: 0 | DEX: 0 | HP: 0
  • Bonuses: [EXP] – [] – []

Skills

LOAD CODE:

0,2,30,0,0,0,1,1,0,50,0,0,21,0,0,50,9,0,10,5,50,0,9,0,30,17,1,30,0,19,0,0,50,36,0,0,0,0,50,6,0,6,40,6,6,50,0,0,0,0,0,0,0,0,0,8,0,0,0,0,0,9,22,50,9,50,0

SKILLS:

Lv.  2 / 30  Quick Attack
Lv. 30 / 30  Power Attack
Lv.  1 /  1  Quick Attack Improve
Lv.  1 /  1  Power Attack Improve
Lv. 50 / 50  Strength Enhancement
Lv. 21 / 40  Invisible Weapon
Lv. 50 / 50  Weapon Mastery
Lv.  9 / 40  Weapon Booster
Lv. 10 / 50  Critical Force
Lv.  5 / 30  Critical Chance
Lv. 50 / 50  Keen Eyes
Lv.  9 / 50  HP Boost
Lv. 30 / 30  MP Recovery
Lv. 17 / 50  MP Boost
Lv.  1 /  1  'potion [PROFANITY] 1/5'
Lv. 30 / 30  Combo Power
Lv. 19 / 40  Combo Critical
Lv. 50 / 50  Rage Power
Lv. 36 / 50  Panic
Lv. 50 / 50  Coup de Grace
Lv.  6 / 30  Poison Ability
Lv.  6 / 30  Weaken Ability
Lv. 40 / 40  Weaken Power
Lv.  6 / 30  Blind Ability
Lv.  6 / 40  Blind Power
Lv. 50 / 50  Explosive Attacks
Lv.  8 / 30  Double Hit
Lv.  9 / 50  Protection
Lv. 22 / 50  Buff Boost
Lv. 50 / 50  Crescendo
Lv.  9 / 50  Revive
Lv. 50 / 50  Revenge

Lv.  0 / 30  Super Knockback
Lv.  0 / 30  Combo Strike
Lv.  0 / 10  Heal
Lv.  0 /  1  Super Knockback Improve
Lv.  0 / 50  Dexterity Enhancement
Lv.  0 / 40  Invisible Armor
Lv.  0 / 50  Artful Dodger
Lv.  0 / 50  Accuracy Boost
Lv.  0 / 30  HP Recovery
Lv.  0 / 50  Overpowered Tanker
Lv.  0 / 30  Combo Protection
Lv.  0 / 50  Combo Reward
Lv.  0 / 30  Rage Mastery
Lv.  0 / 50  Learner
Lv.  0 / 50  Money UP
Lv.  0 / 50  Drain
Lv.  0 / 30  Mana Eater
Lv.  0 / 40  Poison Power
Lv.  0 /  1  Mana Power
Lv.  0 / 50  Five-Leaf Clover
Lv.  0 / 30  Reflect
Lv.  0 / 30  Magic Reflect
Lv.  0 / 50  Autosteal
Lv.  0 / 20  Basic Attack
Lv.  0 / 10  Elemental Bonus
Lv.  0 / 10  Master Hunter
Lv.  0 / 10  Spirit Shield
Lv.  0 / 10  Legendary Weapon
Lv.  0 / 10  Adrenaline
Lv.  0 / 50  Absorb

TOTAL SP: 6,091
REMAINING SP: 30

PS thanks a ton for Marty, laherm, Kira, and Parsee (and MicahhC) for helping a newb like me beat C2! :-D

 
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Topic: Zombie Pandemic / Recent Changes

So, there have been some definite changes recently on the kong server- and they’ve tended to suck.
Crafting has gone through some major revisions, and now crafting (and tech!) is essentially worthless except for medkits/bandages and the occasional food item. Ammo is cheaper to buy than to craft, not to mention the 5 hour waiting period before getting. Items are now unavailable in the game, with missions requiring them still open. I also hear that the number of skillpoints has gone down from leveling up. To top it off, there’s not even an admin message of what they’re doing or why they’re doing it.
Should we all stop spending money on this game?
Cheers,
spyke

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Skyshard Roadmap

Am I the only one that thinks that most of these are kinda bad ideas? Seems so :/

Originally posted by synapticon:

-World Map – Late January
We will be implementing a World Map which displays all players towns. This will include searching options to find other player’s towns. The World Map will serve as the basis for additional feature changes, including Raids and Conquest Season 4.


Sort of an okay idea, but this doesn’t really need to be fixed. However, games with this tend to have a negative impact on chat- the more active you are, the more people searching for your name in WM. And, I hope that you’re not planning on a BYM style world map- with tiles and upgradeable towns that take forever and get taken away too easily- I left there for a reason, y’know.
Originally posted by synapticon:

-Level Normalization – Late January
We will be moving “XP” to more of a vanity stat and changing the way levels are calculated. Levels will now be more representative of power level, calculated as the sum of Building, Hero, and Unit levels. This will provide a more fine-grained power level than the current Citadel-based system, which changes abruptly when going from (for example) Citadel 5 to Citadel 6.
The new intended level cap will be about Level 50. Many players will go up in level, and several will drop in level. However, this will not result in any functional difference except the range of players you can attack and be attacked by.

That’s a pretty huge functional difference, and again, not something that needs messing with- so, everyone playing now will basically be “about Level 50”, and everyone else will be newbs. OK. As long as I can still attack people with Cit7’s with my almost fully upgraded town (otherwise- be honest, what’s the point of upgrading if you’re only attacking people with same or better defenses than you?).

Originally posted by synapticon:

-Configurable Towers – February
To make defenses truly configurable and add another level of strategic depth, we are planning on allowing all towers to be changed to whatever the player wants – Mage, Archer, Flame, etc. This also gives us the ability to introduce new tower types (such as Lightning and Gatling) without increasing the total number of towers per town. All existing towers will persist (so nobody will lose any towers) but will be able to be switched.
This will require a significant rebalance as some towers are currently much more powerful than others. We will enlist significant player feedback on this, likely with a public test server.

This is a change that sounds great on the surface, but given the history of the game so far, will pretty obviously fall flat on its face. Two cases: either one, or a couple, towers will be overpowered, and so everybody just gets those, or they’ll all be balanced, and the only difference to what we have now will be changing out a couple archers/flame bunkers for lightning towers/gatlings. I mean, it’s kinda cool, but there are easier ways to do it (i.e. remove archers/bunkers and add lightnings/gatlings), and we haven’t quite been good at balancing stuff to begin with.

Originally posted by synapticon:

-Raids – Late February
With configurable towers adding another level of depth, we will refocus on collaborative PvE content that will offer exclusive rewards (such as new Tower blueprints and additional Contracts). Raids will be similar to the Guulak and Gunjack events, but will require collaboration amongst several players to defeat them. They will be limited time events but initiated by players rather than one-off global events. They will also be aimed primarily as end-game content (for high-level players) rather than as content for all player levels. However, we will also try to introduce a small amount of raid content for low-level players to give a taste of high-end gameplay.

Basically, we’ll have to attack Guulak 50 times within an hour in order to get the blueprints for a mage tower. No thanks; that’s been done in other games before (to death).

Originally posted by synapticon:

-Conquest 4 – around March
Conquest Season 4 will be focused heavily on integration with the World Map, and will also be playable by players without guilds. We will do away with the generic grid and will instead add more interesting strategic assets that can be taken over by anyone. Some strategic assets may offer sovereignty over regions on the World Map and give bonuses to allied players within a certain range. Other assets may provide additional resources or components for the Forge. Others still may give exclusive access to special raid content. This is still in preliminary design but more will be revealed soon.

So what’s the point of guilds, now? >.>
I assume we’ll be able to relocate our town, of course, to surround these important assets? Well, it will be a LONG while before we get more conquest cores, so hopefully we get enough to build some things in the meantime.

Final questions- how will what we’ve done so far be translated into these updates? And, what will be done in the meantime for all the other problems with the game?
All in all, these sound like ideas for a completely different game (an amalgamation of several other games, which have been mentioned above), to be released several months from now in all its buggy glory, and it sounds like there will be enough changes that anything we’ve already done (upgraded defensive towers will disappear maybe?) will be for naught. You guys already have a game, and it’s pretty good- rather than completely redesigning it in a few months, maybe make some changes to hero balance and upgrade the towers in conquest, along with maybe a couple more minor changes, that can be released in a few weeks.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Bring back the Gunjack event!

Originally posted by deathreapers:
its better to release gunjack events every 6 months so it give time to those who joined new and still had no chance to join it.

I would agree with this. However, Gunjack was released twice, within a month of each other, so my comment still stands.

Originally posted by tajtas:

The “older” players or hipsters already have rivet steel. Better yet they have cloudstone armor. Most of us who were lvl 20 during the event could of only farmed the 2nd mission which gave us 700 event points at most which was really insufficient. The hipsters were able to farm 15k points a pop.

I farmed RS from mission two the first time it came out, and Locke from it the second time. It was a grind, but I did it. Rereleasing the event every month (which is what you’re suggesting- it ended in december) only serves to cheapen the effort I put into it then.

I’m not against releasing the event again. I think opening it once every two months is sufficient. But it ended in the middle of December!

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Bring back the Gunjack event!

Originally posted by tajtas:

Since ori cores are really scarce right now and there hasn’t been no content released for awhile we should bring back the Gunjack event. It will really give us something to do while we wait for new content to come out.

Yeah, bring out gunjack for two weeks every month! </sarcasm>

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Hero Balances

Originally posted by Bolibompa:

Why lower Alaric and Keris? Noone is complaining about them beeing OP?
Colette is the destroyer of the game since she can stun a hero for pretty much an entire attack even if Hero is wearing goggles.

Keris IS OP. Sorry.

@Rud:
I like them so far, but the numbers may need to be tweaked. I still REALLY think Isunda could benefit from an anti-stealth buff on MS (and would be fine if you put it on the list and don’t get around to implementing it for awhile).

I’d probably suggest a week where you say these updates will occur, and test them out; reverting or modifying the following week (since it’s such a big change to balance).

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

A few more:
1) A lot of skills have, say, 5 seconds of effect, but they’re always rounded down, so they’re really, to go along with our example above, 4 seconds.
Not a big deal, just annoying when you’re trying to keep something in puncture or trying to keep keris in SW or keep something stunned or keep tarkus in roar or basically do anything that requires reapplication of a skill.
2) Building health is not accurately displayed after battle is over, while it’s repairing. It jumps up a bit, and then jumps back down when attacked.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Hero Balance Discussion

Idea in chat: Maybe Divine Light could be town-wide, small damage (100-200 minus armor to each building) and stun? That amount of mana certainly suggests something of the sort.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Hero Balance Discussion

Two things:
1) I’d much rather see several minor changes made relatively quickly, even if it’s only a test run for balancing, rather than one big major change made in a few weeks. That’s a personal preference, but I think others will agree with me.

2) Some heroes have kinda weird roles: Jorund is better as a defender than attacker, Tarkus is much better as an attacker than defender.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Hero Balance Discussion

Originally posted by helg2887:

Gasket needs a damage and/or armor buff.

Damage is great- he needs either an armor buff (seriously? only 10 more than maxed alaric?) or health (SERIOUSLY 1k LESS THAN ALARIC?)

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Hero Balance Discussion

Originally posted by iPee:

Keris is not OP at all just use Collete then GG

Uh… no. Keris can still take out level 8 forts in two-three attacks, easy.
Maybe you’re just not using him well.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Hero Balance Discussion

Originally posted by tajtas:

Keris passive Sticky fingers does not work properly. The damage boost that is promised is not working or applied. I suggest fixing this. Keris needs a buff and is one of the weaker heroes in the game.

lol, one of the weaker heroes? I think it should be fixed, but he’s not one of the most overused heroes for no reason…

Originally posted by forceofvolcanos:

okie dokie. Isunda, seripha, and locke are virually useless. If there was a way to give them some unique abilities to alter the basic format of battling (a.k.a. stun battle) that would be useful. Right now all i see is colette always defends to stun spam the attacker and it’s taken all strategy out of the battle system.

Isunda, I completely agree. I’ve heard that seripha is good at blocking keris, but I doubt that to be the case. However, she IS a goddess at killing airships.
Locke, I think really SHOULD be underpowered… Limited time only heroes should not give that much an advantage to those who were here at the time of the event. He already
gives +50 energy and extra tile cap and CR, I think that’s what he SHOULD give (for now).

ETA: There are two bugs with Keris. One is that rupture damage doesn’t count toward SF (which DEFINITELY should be fixed) and the other is that SF promises a damage boost that isn’t delivered.

Myself, I think keris’s damage is just fine. I’d take off the damage boost on the skill. If it were me, I’d like a few extra percent added to his res gain though _ (50% at level ten would probably be absolute maximum- thinking probably 40% would be great)

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Hero Balance Discussion

I believe giving Isunda’s Mechanized Sight a buff that hits invisible
heroes/units would fix a lot of the hero balancing.
Pros:
==Isunda is REALLY underpowered, would give her major use in defending.
==Keris is REALLY overpowered, his only real weakness is Permastun (and
even that is pretty bad sometimes, with goggles).
==This buff on this particular skill kind of makes sense.
==A lot more strategy is introduced- just like tarkus being anti-colette.
Now we’ll see some hero offense/defense cycles, and every hero save Locke
has some distinct purpose.

Cons:
==Keris might be weakened to the point of unusability. I believe this won’t
happen, as a Keris user. He still rocks campaign and AI for gathering res,
he rocks at getting a few quick hits in on a conquest cit, and he’s still
unbeatable if the defender is offline.
==Gives a little more weight to the whole “defense sucks, heroes have too much
impact” idea. However, I think that once the heroes are balanced AGAINST EACH
OTHER, then we can start figuring how to balance heroes in overall gameplay.
==People who already have a lot of heroes are more likely to already have isunda,
but I don’t think syn minds those who have been around longer to be stronger.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

Another bug- all my orbs are no longer accessible. No clue how it happened.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

Bug: Sticky Fingers does not actually add any damage anywhere to Keris.
Test:
Sticky Finger level 9, base attack is same as damage + equipment on status screen (so not added there).
Attacking someone with no reinforce gives damage to be same as total attack on status.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] To the Kind and Considerate Devs of Skyshard

seconded.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] [Dev] Suggestions/Bug reports

Bug: Damage over time skills (like Keris’s Rupture) do not contribute toward resources, event points, or (presumably) exp.

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Dev fail!

Originally posted by synapticon:

We will be adding additional core rewards for the top 10 guilds later today.

You do realize that many of the top guilds have already moved around, right? You’re going to be working off the guild that we were in when conquest ended, correct?

 
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Topic: Kongregate Multiplayer Games / [Skyshard Heroes] Dev fail!

If this is about conquest prizes, I agree.
I kinda expected Agency members to be able to get two vermillion lenses, but a top 5 guild not even being able to get ONE? And all the other prizes are outclassed by campaign equips? Cmon, devs, get your act together.

To be fair, the blight charm would be amazing if it enfeebled too, but I feel goggles are most important relic right now, and Orb of True Sight looks okay, but range should be 4 instead (2 range isn’t that much). Besides, orbs are useless except in conquest.

ETA: I hate auto-formatting characters in forums and wish they were removed :(