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I'd like a pet position which allows to collect automaticly coins and ingredients and boss gems. It will allow to speed up the game.
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Rather than using the obscure letter system (B,M,n,o,s,S,t, T etc.) for big numbers, use scientific notation (*10^3, 10^6, 10^9, etc.)
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I'd like an option to see typical enemy HP at a given level. Sometimes early on the enemies just die near-instantly, so I can't read their hp via mouseover before they're dead.
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couple suggestions:
I'd like an option to buy multiple chests at once with gems. right now I have to click for each individual gold chest. I tend to accumulate gems for awhile then get around to spending them; I'd have preferred not to have to click 10 individual times.
When opening multiple chests at once, I'd like to be able to go directly to the see all loot screen, rather than having to click o n the various cards just to be able to get the option to see that screen.
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One thing that would be really nice is the ability to assign what enemies heroes attack. Especially with how long it takes certain heroes to attack, your heaviest hitter can go after a weak enemy that just spawned while your team is getting wiped by an enemy right in front of them. Like they don't even have a defend self priority. They just keep attacking other people while they wait to die.
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Is it just me or does the enemies scale to the power of your party, for example if you keep your party at a lower level the enemies won't be to strong. But if you really boost their levels while on an early map, the difficulty jumps up really high.
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I don't like the skeleton boss from the event. More generally, I dislike bosses that have their own special mechanics for how they work, and that aren't explained anywhere (or at least not explaind clearly in the game itself)
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the bosses are too strong in comparison to the monsters in the area. I always fly through the area monsters & have to grind for ages to kill to boss.
The bosses are meant to be a challenge, especially when you're reaching your wall. If your Ultimates aren't helping, then you probably need to go back an area and build your BUD number back up.
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Every time I start a new campaign a bug occurs that stops Bruenor from being present. Switching to Turiel did not help, I even tried clicking until I had the gold to upgrade them and summon the cleric. none of that worked either. I've closed the browser, restarted, etc. No effect. Has anyone else encountered this? If so, how did you get around it?
So when you've started a new adventure, your slot 1 Champion doesn't start already in the formation and with 1 level purchased? Please put in a support ticket using the Support button in the game, and the team can investigate. As well, if you tried to change to Turiel and bought his first level while the monsters were covering all the formation spaces, then he wouldn't have been added to the formation space automatically.
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"! Finally, we are out of the woods, but we're not out of the woods yet"
Aside from that sentence i found it a bit laughty, it's a pretty good game, maybe it wouldn't hurt adding some grindy time, I still need to play a bit more to give a better opinion and give some suggestions, but at the moment, it's worth playing ;)
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It would be nice if there was an indicator that displayed enemies' hp in each area (without having to hover over individual enemies).
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After spending an hour farming out the tutorial everything reset so I quit. Worst feeling ever. Wasted time.. even though I am on here to waste time... I don't want my time wast'n to be wasted!
Every time you complete an adventure, the Champions start back at level 0 or level 1, as it's an incremental game. You do get the Favor, which will help you get back to where you were quicker, and any earned gear will still be equipped on Champions, which also helps progression.
The favor conversion is based on how much favor you have in both places, so you'd want to earn some more favor on that campaign before choosing to convert your event favor to it, if you can.
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Feels like this game requires too much manual clicking; in particular too much uninteresting manual clicking that you have to redo quite often, given how often you reset on quests.
You can toggle the amount of levels you buy on a Champion per click. Some players find the Upg amount handy. You can also press and hold the mouse down on a Champion to level them up quickly, instead of clicking to purchase, or you can use the F1 to F12 keys to level the Champion in the corresponding bench slot, by your currently selected level amount.
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Interesting concept for a game but just it takes way too long to grind. Been on this one level for 5 days. The clicking skill becomes pointless really quickly so actually paying attention feels pointless. Then I'm legitimately not sure if the math is right. I deal 54.3q/s and the boss I can't beat only says they have 38.2q hp total. So the battle should be over in one second but it's not. Could be a 1000x more, but even that should be possible with how long the battle goes.
The damage per second is just an average. The Champions themselves all have their own attack timers, and their own damage, which is why it can take more than a second for the enemies to die, if your super strong Champion hasn't hit it yet. The click damage is there so you can help the Champions get started, and boost them with Firebreath potions, if you notice they're in trouble.
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Can we get an option to hide the hero slots where we have no eligible heroes? the Bruenor/Wulfgar father/son quest has a lot of useless scrolling back and forth to see if I can level one of them. Also, how about an option to show the next usable hero slot that can be unlocked in a quest? If we can't use the next hero due to a quest restriction, the one after that doesn't show until we save enough gold, but if you have almost enough, it would be handy to know so you don't blow cash on levels that might not help as much as unlocking the next bruiser hero.
We don't plan on hiding slots on the bench, since that has potential for confusing players. I'll pass on the request to see more of the bench on variants with restrictions on the usable slots.
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This may have been mentioned before, but stages with item drop requirements could probably be made a smidge more interesting. For example, if I need 25, I know that the next 25 monsters will drop those, which means the requirement for the stage might as well be "Kill 25 monsters". What about making it like 5 or 10 items, trim the drop rate make the drop monster-specific or more monster appropriate. In one stage, I had to collect rabbits feet, but wolves were dropping them as the rabbits (wolves would rarely have a rabbit's foot even if we do an autopsy). Later, harpies and drow were both dropping harpy feathers.
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One difficulty with the developer response regarding the feats that would add a stat point. If the hero doesn't have the stat needed for the adventure, you cannot even get them their first level, let alone get them high enough level to get the feat that would add that last point of a stat that would allow them to be used for the adventure. (would have been a big help on iron stomach variant, so many 13 con heroes that I would have loved to bump up to the 14 needed to participate)
You only need to have reached the required level once to unlock the feat slot. Once it's unlocked, you can always access the feats, and change what's assigned.
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More ingame explanations of things would be nice; like I just got access to a +stat feat; but what would +1 cha actually do? I have no idea. Sometimes bosses or other enemies have these "shields" on their hp; I get that it slows down killing them, but sometimes the shields are removed faster than other times. I wish it were explained somewhere without having to go forum hunting to find it.
Thanks for the feedback. I"ll pass it along to the team. As to the feats that increase Stats, some variants to adventures restrict the Champions available based on a certain stat, or other Champions, like Hitch, have upgrades that buff other Champions based on their stat value (Hitch buffs high CHA Champions), etc.
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In the shop, for Turiel's chest is says I get a free item if I buy "a pack of 3 chests", but for Wulfgar it says I get one for buying "a bundle". Is that the same thing phrased differently, or does one chest count as a "bundle" of 1? I noticed that the feather requirements for Wulfgar's adventures are half of Turiel's, likely because he's last year's hero and therefore "outdated", so I could see them doing the same for his item. But by the same token, since they were released a year apart, I could see them phrasing the same thing differently and not updating last year's. I'd like to know before spending my extra feathers on a chest.
The free Golden item only comes from purchasing the event chests for real money. It doesn't come from spending event currency on chests. Thanks for pointing out the text between Turiel and Wulfgar is different. We'll get them matching up.
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When auto progress is off; it'd be good if the game didn't automatically advance after beating a boss. It causes me to miss part of the story sometimes. If autoprogress is off, the game simply shouldn't progress unless I tell it to.
If you're finding the story goes too quickly for you to read, you can toggle the speed of the pop-ups with the Cinematics Speed toggle in the in-game Settings.
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Are the bonuses from the blessings awarded just on the map/rounds where I receive the specific favors for them? Or are they added on every map of the game (independent from the type of favor I might earn on it)?
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I would very much ike to see a buttn to buy crusader upgrade levels by cst to equalize cst to next leve 9as close as pracical) to aid in finding the bese formation for cost t gain DPS. Like the button in Crusaders of the Lost Idols.
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Would be nice if the Character Cards would show how much damage that hero deals and how many % of the total DMG that is.
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Meet the Heroes, a group of individuals that can deal 5 billion damage in a single hit, but have 50 hp, which means they can't even look at their own weapon for fear of instant death. So obviously, the monsters have 5 billion hit points, but can only do 5 damage in a hit. I want to either recruit or charm one of the monsters to be my tank. or just strap one of them to the shield of the person in the front of my party, we would never lose.
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I'd like it if each hero had a condensed list of all the basic buffs they're providing. Alot of heroes have multiple instances of +X% damage to all champs from various level abilities and items; and I don't want to have to look them all up individually to find out how much a champ provides overall. There should be a straight total somewhere.
Also, the game could use more variation in what the best build is for a certain area; and for it to vary more frequently.