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For Vet items, maybe try a leveling formula based on their current level. Maybe (just pulled outa my ass without thinking about balancing) make the formula: vet item level * 0.25 = how many kills to next item vet level and round up the value to get rid of level 1 * .25 = 0. This way vet items level fast at the start but get slower and slower the higher they are. Is 25% a good number? I don't know. But I think the formula in general would work well. Love the game!
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Game is even easier with the update. Takes 40min to beat it on vet level 6, with maxing lvl for item. Not much excitement after this many vet levels.
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What affects the rate that your attacks are blocked? It seems after the most recent update that the majority of my attacks are being blocked.
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Great potential :), would be nice if attack speed became a statistic we could improve further, i think many would agree that attack speed is a stat which really gives the player a good sense of improvement, also something that would increase the chance of a stronger enemy appearing would be awesome (hate waste time on small etc :P). Keep up the good work!
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@ventooze my vet items are perma leveling too xD
kill level1 mob.. item level 17.. kill one 18 you go to 100
then 400 then 1000 its crazy
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Would be nice to have a sell all buttons for the gems. This game is very well done. Thank you making it and updating it!
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@PROUDLIKECOW and FYI to all others 1.25 attack speed does NOT upgrade to 1.10 1.11 seems to be the maximum attack speed
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Found a bug where my Ilevel keep leveling up since around 1000 , and now i'm 92 000, since 23k i've stopped the instant spawn just to watch the level up
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The vet items are leveling once more too fast IMO, Yesterday after ur last patch it was taking about 2 hours to get up to level 120, now in 10 sec i get up to 1500 and far beyond
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The vet item is defo better now not op like at first and not awful like recently i think youve hit the balance there and the 90% increase is far better than 200 :D
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I would like to make some suggestions to improve the game (cant say all I want due to character restraint.)
1) Simplify redundancies. The meaningfulness of having 9 gems types dissipates after a single day of play. Diamonds are noticeable because they do multiple things.
The other gems do the same thing and cost the same amount.
You could get away with cutting away 3 gems, people will actually start caring a little more about the different gems they have. This is one example.
2) Make clear distinctions. I did notice that there was medium, large, legendary monsters a bit. Is there a reason for this? Do I have any way of controlling this? Maybe allow me as a player to use other gems to control how monsters spawn.
3) Hurdles are your friend, its allows players look forward to something to get over. Hurdles can be as hard as remembering to be on in a certain amount of time to click a button. They give meaning to players who feel they care.
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Vet items enchanting does not work. Green gem appears over the "enchanted" item but there is no up in item stats or character stats.
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I think something else that would be nice is a number next to your stats on the upgrade menu-thing that shows how many times you've upgraded that, I think knowing that would help players keep their stats balanced and know where to buy upgrades and stuff.
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Could you make the upgrades actually useful after retirement? I've noticed that except for the damage upgrade, all other upgrades scale linearly. Health and energy, both max and regen are useless because retirement items give more than enough to recover over the amount I can use if I special constantly, and all monsters deal more damage than my health by a factor of thousands. Granted, I'm fighting monsters something like a million over my level, but it seems that because damage scales nonlinearly, I can actually get my damage upgrade to be significant compared to the amount that I get from vet items. I'd like to be able to upgrade health so I can actually survive getting hit by a mob that I can one shot. Right now, I'm fighting level 1000000 monsters, with 4204 vet gear, and the only reason I can is because I can kill them before they hit me. The only stat worth upgrading is damage.
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I think there should be two mute buttons, one for "Battle Sounds" and one for "Menu Sounds" so you could have the clicking-on-a-button-sounds while not having to hear the slice-n-dice-y noises from battle.
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Buying gems is still too slow, 15 digits is not enough, maybe 31 would do the trick. Loot item levels are random and sometimes they give minus values. currently smashing at level 69876543210, getting level 1157066476 items with poor stats :/
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It seems that vet items are now leveling up even faster than they were before the nerf update, im getting about 5 levels from killing level 1 monsters. Althgouth when I was at a lower level it wasn't going that fast.. Not sure what formula you have now. Im at level 22.000
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Upgrading the damage stat is much much cheaper than enchanting
500.000 damage is about:
10 x 25 bil upgrading
1 qt with gems, at the item level that i did it at.
So it is about 5000 times cheaper, and much more if you consider that you can click upgrade as many times as you want, whereas you cannot enchant again
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Vet 9, leveling vet items seems very out of whack now, killing lvl 1000 mobs my vet items leveled to 2759. On 3000 items stopped leveling at 6648. Basically items are leveling too fast and I have to adjust the monster level every few minutes.
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Is it just me or did this get suddenly get much more difficult? green difficulty monsters are killing me in like 2 hits, i might be only vet 4 but still elite and legendary are dealing like 15k damage to me now.
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noobiehere :[], so i was trying to decide on what level enchantment i should put on my gloves and noticed the big jump in cost from 99 to 100, it seems max health isnt affected by this jump (atleast not for 99->100) anyone else notice this?