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One of the best games I've ever played, bar none. How is this not more highly rated? Unfortunately, the children can't survive my lust to max out my character. Good thing I'm not a dad in real life :)
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Its an okay game, but its WAY WAY WAY WAY WAY WAY WAY too hard. I cant beat the 1st map on easy with warrior, mage, or priest, and the rogue I get stuck on the middle column of maps.
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I think those red and gold chests always drop an artifact(I'll call the items with yellow/golden glows artifacts in the tradition of hack-style rogue-likes, as artifacts have special names)
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I also just noticed that it doesn't give a level for elements that were given from a class level. I have one level in holy from my priest class, but the staff isn't giving me an extra.
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The yellow quality staff: Elemental Staff, does not appear to raise an element if it was an element granted as a racial stat from the start. I'm playing as a Garuda (or however you spell it) and I just found the staff. I have raised each element at least once except for wind, but I have 1 level in wind from the racial stat. The staff gives me 1 level in all but wind.
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As far as melee class/attacks/skills/etc go, they are really outmatched. Any focus on them will surely lead to an early death (IMO). Range (as long as you have one for each defense type) is king in this game. Most (if not all) monsters can melee, but only some can range. Having good effective range can save you from nearly all damage, especially when combined with a high hit rate of mesmerize and confusion/stun. Being able to Run from a monster you cannot hit is also a necessity. But most importantly, is that having to fight a monster up close should be a last resort. (in most cases)(IMHO) :)
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@reddd99 Even when you have a good attack for all three defense types (physical, mental, and spell) you still eventually get to a point where it costs too much to upgrade your hit bonuses and the game doesn't give you enough exp, and the rate at which monster's defenses increases slowly overcomes you bonuses even if you use all your exp on them. Hit bonuses seem to become the ultimate deciding factor of how far you can get in the tower, so they should be your prime focus. Most monsters have a weakness to one of the three, but there are some monsters that are strong against all three. UNLESS (and this is just hypothetical), unless you can work out a build that, at some point, focuses purely on evading most (if not all) fights and just running through the floors. But you would still eventually die from a surprise/unavoidable attack.
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I'm pretty convinced that it would help if monster+ had a lower hit bonus and/or defense value than they currently do. As it is, with melee builds at least, you hit a brick wall the moment you encounter the first monster+.
At higher level, pure build will fail. If you rely only on melee hit for all monsters, I guess you can go up to level 30 by taking all the buff & right class but if you really want to go high, you should have some additional tools at your disposal. Like Curse spell to reduce melee defenses for example, or taking level as enchanter for Peace of Mind as it should become cheaper than raising weapon skill
Some figures : polar bear are level 9-10, fallen paladin are level 13-14, wild cats are level 17-18. the higher you go in the tower, the wider the pick is. In addition monsters strength and vulnerabilities are increasing (fallen paladin can easily be killed in close/ranged combat but resist magic well and heal other monsters) so such jump is not unexpected
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Ok, I'm convinced there's a huge difficulty cliff at the level 14-15 transition, the hit bonus of enemies takes a 10 point jump, and their defenses seem to take a 20-30 point jump in some cases. https://www.dropbox.com/s/vklskb369tgorm7/level%2014.PNG?dl=0 <-afterwards
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In terms of difficulty, I think my primary criticism would be that the difference between the regular monsters and the 'monster+' ones is too great a change, Though I sorta want an sandbox mode, where you can choose the rate of difficulty increase, and experiment with different builds.
Monster stats are based on their level, and the level of monsters is linear. I haven't code to place 'monster+' at floor 15, it is just the floor where the system start to pick them because they have the right level. The difficulty increase because you've finished your main class and start to get less power per tower's floor than before (it should start a little before but around those levels)
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I know I harp on this a lot, but I think it's an issue that deserves to be harped on a lot. It is the issue of crowding. That time I got to floor 41 was only my second attempt at the tower, and I'm realizing now that I had got EXTREMELY lucky. Since then I have tried many times and have never even gotten to the 10th floor. And it's been because of the crowding in every single attempt. It almost always happens when I first enter a floor and so I'm thinking it has a lot to do with entrance placement. There was even one time where I had to fight off 15! monsters without ever taking a single step from the entrance. I was just lucky that it was a low level floor and I had close combat potions. I would have not had a chance on higher level floors, even with potions. In short; crowding sucks, and it puts me off from playing.
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I've noticed that entrances and exists are still visible when out of range, but not known traps. Why is that? It makes sense for monsters to not be visible out of range. I doesn't make much sense for items to not be visible out of range, though it doesn't effect anything. But making the KNOWN traps not visible out of range doesn't makes sense AND has an effect, of being possibly clicked. It makes long distance traveling unnecessarily perilous.
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If it's just once per level in the tower, then I think it should say so in the description. Something like "Allows you a second life on a single level. Or just once in the Chaos Tower." I personally think it should still be once per level in the tower, because just once is not worth it. And it would still just save you from mistakes, and not from ultimate unavoidable death. As for the crowding versus 1 un-killable monster... I think it would depend on what you mean by un-killable. I was already expecting (and accepted) to be eventually killed by a monster that I could not kill, but not because they would be un-killable per se, but because I would be unable to kill them before they killed me. That, I was willing to accept, more than the crowding. :)
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Does "Divine Intervention", the passive skill that "Allows you a second life on a single level" only work once per game int he Chaos Tower? It saved me a long time ago on floor 30something, but then didn't work when I died on floor 41.
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Finally died on 41, but it was because of crowding. ARGH! Started the floor at a dead end, and right around the corner was like 6 really close monsters. Nowhere to run, and could not mez/stun them fast enough. I wasn't going to last much longer, what with monster defenses going up and my hit bonuses needing 177k+ exp for next level. :( But it still sucks to succumb to crowding after all that work.
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why is there such a huge difference between enemy defense values on chaos tower levels 14 and 15? On floor 14, I was hitting 90ish% of strikes on enemies,(with my hit bonus for melee at 30) and suddenly this thief+ comes up to me with a ridiculous defense of 62 and laughs as I completely miss everything I try against him.
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There is a minor bug that I think only affects the mage hand. Some times when I load my game, when I use mage hand, the pickup button is located over top of the auto-explore button. The bug is corrected whenever I step on an item, and the button then gets placed where it should be from then on.
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WooHoo! It was a Minotaur++ with like a bazillion HPs lol. But luckily he had weak mental defense. Almost killed me with a single hit, but it was all mez&stuns after that. :D
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Much to my surprise, I have made it to floor 36. I am still just barely getting hits on some monsters when I'm lucky, and now I need over 100,000 exp for more hit bonus. The floor has been cleared and I'm standing near a closed door, about to open it from afar. I fear it may be the last thing I do. :) .....
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Seems that I will finally be dying today at floor 33 or soon after. :) I've already got to the point where my spells can only hit when I'm lucky, and now it's going to take a whopping 67650 exp (and growing exponentially) to get me more hit bonus. Those top scores have got to be cheaters or exploiters. :P
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I was wrong. I was fooled into thinking I got a +12 because the battle log always says plus even when it's a minus. A minus to a bonus will look like this: "36 +-12 and misses against 47" This is misleading if you're not paying attention. :) I was able to hit him with a plus of 11 for a 47 hit. So I'll kill him eventually. lol :)
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The way I have to fight Vengeful Ghosts++ is ridiculous lol. But I'm feeling cheated by the one I'm currently fighting (of which I will have to abandon). I'm lucky to have Mind of Steel so that it cannot shaken me,and all I have to do is keep running back and forth. But it has a defense of 61|47|47. My highest hit bonus is 36 on Mind Burn, so in theory I have to get very lucky to get a +12 on my attack. BUT I've had this happen and it still misses. =/ 36+12=48 and last I checked that is 1 higher than 47.
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I don't like how curse can become useless. Its hit should not be based on mental resist, as mental resist is one of the defenses it's being used to lower. At the very least it should have a much higher hit bonus than the average enchantment to counteract this. Its effect should also scale with spell bonuses. A puny -3 to defenses become almost inconsequential at higher dungeon levels.
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Okay. So when I move 1 square and a monster comes into view and then takes action on that very same turn, what exactly is happening. The reason I'm interested in this particular mechanic is because I think there is an inherent unfairness to the player here. When the player moves into view of a monster that is fast enough, that monster can act on that same turn. But when a monster moves into view of the player, the player does not appear to get this opportunity no matter how fast they are. It would seem that the players move/action is always calculated first, thereby always giving the monster the possible element of first strike when the player and monster first meet.
No, when a monster enter the player's line of sight, it is usually (unless the monster was really quick) the player's turn. There is only one set of rules for everyone in the dungeon. The hero is a just a standard monster, that happens to be controlled by a player :)
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I just entered the 24th floor, taking another break... My best obstacle (second only to the increase monster defenses) is that of monsters that can get a turn as they come into view. How does that work exactly? If turns are taken at the same time, then how come they get to wait for me to come into view before they take their turn and attack? On the turn where we come into view, shouldn't they have no knowledge of me until the next turn?
Every actions and moves take a little time, usually 100 time units. The one with the lower time count can act, it is not simultaneous. Using a single dagger can make you attack twice in a row against a standard monster, as it is a fast weapon.
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I propose a skill/spell: Scan - Takes no time to cast and shows the monster's current physical/mental/spell defenses. I suggest it taking no time because if it takes a turn then it will only be saving a possible 1-2 turns of testing their defense, which is close to being not worth casting. Without taking time it will save a possible 2-3 turns.
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Also, change the 'win the campaign','win campaign alive', and 'win campaign perfect' to integers from booleans so we can see how many times we've beaten it?
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Somewhat of a 'in retrospect' suggestion, but can it be enabled so that you can see combat log and all your info windows after you get killed but before going back to main menu?
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The exponential growth of needed exp for magic skills is insane. 6100 for level 14, and then 9870 for level 15, and then 15970 for level 16!? I can understand that I am meant to eventually die, but I will feel cheated if said death comes so suddenly. :(
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I'm currently on floor 18, and it's got to the point where I must keep upgrading my hit bonuses or I'll never hit the monsters. Which means that my resistances will get worse and worse. I know that soon I will be killed by a vamp+ or a gorgon+ :(
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I thought I had the chaos tower figured out, then I get to floor 15, and EVERYTHING seems to have a defense/resist of 50 to 60. When enemies go from their normal versions to their 'enemy_name+' versions, players just don't stand much of any chance at all. (Also, with lightsaber artifact sword equipped, ranged attacks performed by the player will hide the armor damage reduction math from you)
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What is the difference between the spells "Mesmerize" and "Mind Freeze"? Mesmerize says that it paralyzes until attacked and that's what I've been normally using. Whereas Mind Freeze says that it mesmerizes for a few turns, with no mention of attacking. I recently started testing Mind Freeze because I can cause damage without breaking the mesmerize, but it seems to be unreliable. Some times they still walk around, and some times the mesmerize still gets broken when I damage them. A little clarity would be appreciated. :)
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I forgot the important part... It is his dodge that makes him OP. A hulking troll with regen should not be able to dodge 90% of my attacks. :(
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I'm on floor 12 and I've encountered a Great Troll that I will never be able to kill, even though he can never kill me. I can mezz, confuse, curse, ground, summon unlimited elements, poison, cause physical or mental damage. I've tried everything I've got on him, but his defense + regen is just so high that I can never kill him before I need to rest myself. Trolls are OP, dammit. :-P
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Ooooooh. The site's setting. Yeah, I never use that. :) I just test 150% zoom and it shows just as much as the cinematic mode, and it fits nicely on my screen.
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What is this "cinematic mode" that you speak of? Does it fullscreen? My monitor is 1920x1080 and I zoom my browser by 133% when I play this game.
Hum ... maybe with a settings. I don't want it to be too hard to read. Anyway, you shouldn't have difficulties to see monsters in cinematic mode (that's the resolution the game should be played)
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I played the Chaos Tower for the first time today, and found that the crowding issue is much much worse in there. Finding 3-5 monsters at a time was pretty common. I was able to do Okay because I had mez and confuse. But when I got to floor 6 I was immediately surrounded by literally a dozen or more monsters. :(
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I was able to use Summon Elemental with 1 less Conjuration point. I was looking in my spell book when I noticed that the spell was available. I thought that it must not have been automatically added to me skill bar for some reason, so I added it myself. Then I later leveled up my Conjuration to 8 and the spell was automatically added to by skill bar again.
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When there are items, that the auto-explore has already gone to, on the door to the next dungeon in the Chaos Tower, it will not go to that door when all is explored. I was thinking that I had been trapped in a dungeon with no door. I could not find the door until I saw it in the distance because of the items not showing from a distance.
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Okay, I think I'm wrong about the auto-explore going to unknown traps. Just found one that the auto-explore did not go to. That single block must not have been registered as explored even though I could clearly see inside it.
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I'm starting to think that the new auto-explore is going to unknown traps. At first I thought it just an unfortunate coincidence, but now I'm not sure. I was at a dead end room, and there was a single block attached to the room at the end that was clearly lit up because I could see inside, but when I clicked the auto-explore it moved straight to that empty lit block and I got hit by the unknown trap.