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I'm only in Tarsus now but I'm finding that the AI is getting to strong. I have the best armour I can get I'n the city (Witch is all mainly Blue green and 1 Yellow!) and some pretty good weapons ( witch also is blue and green) and my strategy is to focus on one person at a time and if he/she has 2 handed weapon go for the arm. But I keep seeing that I am losing all my matches. It would be awesome if you turned down the difficulty on the AI.
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one battle I cut off a guys head, peirce someones heart to make a blood fountain and chop a guys arm off... oh I for got to metion it was the first 3 person battle avalible when my guys were so strong enough to be in rome! lol
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good graphics but finall kill is off with axe you push it into their head if you could change that so you could stab them with it then that'd be cool
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Blocking is so over powered, Block + miss chance = battle last forever. This needs to be changed. You either get Block chance or dodge chance, you cannot have both.
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@Karma Cat
extra points adds more accuracy to the special attacks , and I guess it ups the damage . after playing a while.. you kinda notice .
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Love this game! Few things: In goals would be nice to know how close u are to them. Like "Win 5 contender battles (4/5 completed)". In combat the enemy sometimes one of my glads dies but the enemy keeps attacking it. Works out fine for me but it'd be more challenging if they hit one of my remaining living glads. Agreed battle speed option would be nice as per Oroborus. Ai is ok but enemies fall for counter much more than a real player would. I.E should use ranged more when I'm blocking. Great game though overall love it. Great work!
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Sadly this game does not function very well in the mid and late game, being that nearly one phase of attacks can bring down either an opponent's character or one of your own. It makes the game very unbalanced an annoying to play. I feel like the game should still be in Alpha stage, their are many problems with the equations and formulas within the game that make it plain out bad.
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Really enjoying the game, and I can see from the devs' notes at the beginning that an attempt was already made to decrease the number of misses, but I still seem to have more misses statistically than would make sense. I've got one character with Dex boost maxed, and I'm pouring almost all my points into Dex, but I still miss as often with that character as the one who's focusing entirely on Str.
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what is a "combat vattle", in Athena that's what it says, im guessing they mean combat battle but how do you win a combat battle? Are you allowed to use any of your techniques because thats what i've been doing and have yet do accomplish the goal even though i keep winning, even with 1 gladiator.
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Consistently missing with an 83% hit chance is just absurd. how do you miss more often than you hit when you "technically" have over a 4/5 chance of hitting? lame.
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The rng is total whack, the battles are slow and repetetive and I can't speed them up, and other than RL money and the few one-time-rewards is there a way to actually craft stuff? And then the skilltrees... why force people to put 30 points in a tree in useless crap just so they can get the good stuff? Some trees have nifty passives that are always helping, but others are just meh... So after some hours of playing it all seems very, VERY luck based (hit 3 special attacks in a row and you're good, miss 3 in a row and reload the tab) and needlessly grindy, while not offering much in terms of actual strategy or RPG.
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Get 3 guys. unequip them all. And make them fight the first guy. That's what you see in RL. 3 guys ganging up on one.
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The Numbers somehow seem to be very false, my Murmillo just hits 7/8 of the times with the shield bash and the enemy Murmillo never missed so far with the same attack, it seems also that every number under 80% Does not hit, is it just bad luck or bad programming? giving a 3/5 cause lots of bugs and unbalanced gameplay, otherwise great game.
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The last battle in Athena is ridiculous. 3 shielded defenders who all regenerate more health per round than they bleed out. Couple that with the apparent impossibility of them missing a block, I've been watching my shield guy trade counters with their shields for the last 20 minutes. Guess I have to refresh the page now, since it doesn't give me an option to leave the battle...
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honestly... what is wrong with my AI. One gladiator left, attacks the arm till it has 10 hp left then decides lets start on the fully armored foot.
I would like to see customizeable AI settings for my gladiators: Body part targeting, and possibly: attack in line, attack strongest/weakest etc.
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a good game but keeping track of armor, weapon, and skill values is a total pain. Need to have a way to easily optimize these, plus to not have the values fluctuate so much would help too. Make all swords equal 30 damage no matter what would make it a lot easier. Then when you find a special piece it is easier to keep track of. Net net, too many details to keep track of is a big turn-off.
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There should be one final battle against a well known gladiator, like Sparticus, after the last coliseum. And maybe a little end show like a gladiator with his foot on someones head or something. I just didn't feel like a beat it.
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one thing i would like: even if its a lowere level of that item, drop an item the other team had. i think it'd make it just that much more realistic (not that it matters) and it would be cool. yeah.
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When you reach level 30+, switch all your gladiators to murmillo + max shield bash, max defense boost and max counterattack, defense 60+ and watch your opponents kill themselves while you continously block / shield bash . The only danger is with the throwers that have to be your primary target.
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A progress bar for the goals would be great. I hate guessing how many more people I need to decapitate/dismember, especially when I stop playing and come back on the next day.
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I found a bug, when you delete your saved game, create a new character and look at the goals they are all ticked as completed and you can't get the reward if you actually do them. So i'm sure that everyone would appreciate it if you patched this. like this comment so the creator can see :)
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Shield block is only tough to beat if you don't know what to use against it...idiots. But seriously, fix a lot of the broken skills (negate bleeding effect, etc) and fix the enemies' dex, please...an enemy w/ 30 dex can hit my fighters in the back row 100% of the time, but my guys with 90-100+ dex miss their throws maybe 20% of the time?
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Gladiator: - But sir, I'm wounded! I'm bleeding! I've lost my leg! I want to surrender!!!
Gladiator Sergeant: - Don't you even think about giving up, maggot! Stand and fight! Or at least, stand on one foot and block the attacks with your shield! And don't forget to greet the public!!!
Gladiator: - Oh, crap. I wish I could die quickly...
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great game :D, i have been playing this in two days now xD cant stopxD And maybe have more range weapon, like crossbow and so on : ] just an option, so my companions can be ranged dps, and im melee dps :D that would be awsome, and i know that you can throw the spear. but cost mp :C like they could maybe have some ranged in normal attack ^^...
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When opponents just sit there, regenerating behind endless 'shield bashes' this game gets really long and boring. Is there a special skill for getting under or over shields? Or maybe they should lose their ability to shield bash and counter attack when they've lost a limb!