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Friends!
Do you have any ideas or suggestions for the game? Describe it here.
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#1) Can you add an autoprogress button for raids? My squad can easily clear the 1st 40 raid maps between artifacts and placement, i'm searching for common cards to upgrade squad. I don't want to portal as I want the rewards from lower levels and save portals for when squad is stronger. I'd like to be able to click a 'progress until losing raid' button. Can this be added please?
#2) Add more heroes! Like 30-50 more heroes would be great so squads have a lot more variety. At current you 'field what you have unlocked' to fill 9 slots. It's very exciting to find 'new' heroes. I'd love to see a minotaur, golem, vampire, ghost, warlorck, necromancer, alchemists, witch doctor, etc etc ; so you could generate 'teams' with a theme (i.e. all melee / all ranged / all magic)
#3) Healers charging into combat get slaughtered. I've set my healers to 0 speed so they don't move to prevent them from charging past my tanks and getting ripped. Around raid map 80 the enemies knockback my tanks and eventually get a hold of the healers and kill until only my tanks remain and then it's a question of time limit if I win the round or not. Could AI be improved on the healers to have an 'evade attack' mode or something that prevent them from being set to 0 speed to function?
#4) Can you add more artifacts to the game / perhaps random loot artifacts / shop to buy them? It seems the artifacts you get from characters/progression are very good but I feel like adding in some crummier ones would be great. Example, artifact that reduces knockback / stun / adds poison to attack / adds weapon range etc that add other features to develop more strategy with squad would be worth losing the raw stat bonus to attack or defense or heal.
#5) Add ability to go back and repeat maps please. I can beat map 87 but not 88. I don't want to restart raid as I"m generating gold by buildings for static upgrades. Instead of needing to go idle for an hour or two while building to generate money or gems to advance I'd like be able to replay some the prior maps instead of losing the same fight over and over and getting 1/10th the reward the prior map.
So far this game utterly rocks. Nice combo of idle clicker style upgrades, card collecting, and there's some strategy to winning fights both through positioning and speed adjustments. Feels like an RPG with developing skills and i'm enjoying the heck out of it.
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1) I think it will be better to save the level of the building
2) A Boss batle when you use all your heroes to battle a world boss dragon
3) "Defend your country"when you use all your heroes to defend from the develish portal that will spavn stronger and stronger oponents.
4) Different PVP modes? like 3|3 units 5|5 9|9 13|13, Battle royal when we in the battle participate more then 2 players
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Would be nice if the heals were staggered. As it stands, both the Fairy and the Green Witcher have the same heal cooldown, so they always heal at the same time, which very often turns out to be a waste.
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So several fixes are needed. right now we are all able to just start a new raid without makeing even one attack, and thus we can finish a quest. so you might want to work on making those quests where we have to do at least Five attacks before we can start a new quest.
There are other issues of the same else where.
One big server question I have, is why do we have disconection issues if we do too much to fast. IE upgrading our heros 15 times real fast. whcih would cause a server crash. you might want to look into that. and/or notify players that you have this issue, where doing to many things real fast causes this issue.
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i understand the reasoning behind resetting buildings, but anything would be helpful, even if its like 10% of levels are retained...
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One idea would be to make our buildings expandable so we can store more gold in them as well as making the income bigger.
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I agree with the whole heals need to be staggered bit, or make them heal faster, plus have them run away from combat.
Also can we get ninjas a dodge ability or something? They aren't tanks in the least bit and are way faster. Maybe have speed add in an evasion chance for them.
Also. I have zero reason to ever reset the raid due to the fact that I want more gold.
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For Clans, please add a feature that hides any full clans. Since each clan is only able to hold 20 players, if a clan reaches that point, there's no reason to list it as one you can apply to. You should only have clans listed to apply to that can actually accept you.
It might also be a good idea to include more 'generic' clans for people to join that are just part of the game, and to auto-eject players from clans if they're inactive for one or two weeks, so new spaces open up regularly and clans don't end up clogged with one time players who never return to the game.
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> *Originally posted by **[PaulMiller5000](/forums/1068710/topics/1903066?page=1#13367997)**:*
> I agree with the whole heals need to be staggered bit, or make them heal faster, plus have them run away from combat.
>
> Also can we get ninjas a dodge ability or something? They aren't tanks in the least bit and are way faster. Maybe have speed add in an evasion chance for them.
>
> Also. I have zero reason to ever reset the raid due to the fact that I want more gold.
Gold, that's what you want. : Barrett Strong : 1959: Paula 45
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So one major Issue I see is that you do not explain to upgrade the right a men/women in you defense as well as attack team. For a few days I was unsure why my HP and army kept failing till I looked at my Def. team, they are completely different than the atack team..
you may want to look into makeing a tutorial if you do not want to change that.
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I made a mention of this in the comments, but I think it was misunderstood. The speed of the characters is how quickly they move... but not how quickly they attack. What I keep seeing is my character, no matter the speed they move, walking up to stand near an enemy, then just standing there instead of attacking. This *always* results in them getting hit first, and since many monsters have knockback, stun or other abilities that prevent your character from attacking, they often get overwhelmed and put into a state of being nearly constantly stunned. I've seen characters with their attack bars full do this; walk up, touch an enemy, then stand there not attacking until the enemy does and only then, if not stunned or knocked back so they can't hit, doing their attack. I'm not sure what the pause is for, but it puts melee characters at a huge disadvantage.
My suggestion for this was to add an 'attack speed' stat that could be increased. It would most likely cost a lot, or not be for a huge amount of increase, but could make melee fighters more viable simply by letting them attack quicker than the enemy.
The other idea, specifically in the early game, would be to remove knockback and stun from the enemies, so as to allow the single knight and fairy to function better. The beginning of the game in particular is VERY rough to play through with just the two of them, before getting enough cards to build a decent army, or even being able to earn enough gold to level your heroes. This is probably discouraging more people than you'd think from even putting in the effort and getting more into the game.
The other option I suggest is what I'll call 'melee combat tactics'.
For a tank type hero, such as the Knight, standing toe to toe with an enemy makes sense. They take less damage due to armor, and aren't damage based melee, so they're not really the ones to do much else besudes get close and absorb as many hits as possible.
For a DPS type hero like the Ninja though, doing this is basically suicide, as they dont have good armor, just damage. Their purpose is to do a lot of DPS, not try to tank for the team, so their standing and getting hit seems silly.
The third type is the median type heroes like Sub Zero or Viking, who have a more balanced amount of armor and attack.
Each type should have an ability to make them a bit more effective in melee combat.
Tank type melee should have an ability called 'Steadfast' or 'Endurance' which gives them a chance to ignore stuns or knockbacks... those things that push them back to the other heroes they're supposed to be defending. They would still take damage as normal, just not get pushed back or stunned every time such an attack was used against them.
DPS melee types should have a skill called 'Avoidance' or 'Sidestep' that lets them sometimes fall back after they attack, giving their attack meter time to recharge before getting close for another hit. Similar to how archers avoid combat by falling back, this skill would let the DPS type step back a short distance; just out of attack reach by the attacking enemy. Then they would move back in to attack again. Any time they were within range they could be attacked as normal.
Median type melee (neither tanks or DPS but average in both stats) would gain a skill called 'Dodge', 'Block' or 'Parry', which would let them sometimes avoid taking damage by defending themselves, or 'Counter', 'Riposte' or 'Eye for an Eye', which would let them sometimes return damage for damage taken, making them more effective overall. For example, the Viking would be perfect for 'Eye for an Eye', since this seems like a very Viking thing to do in combat; smash your enemy even while taking damage yourself.
All of these moves would be only *sometimes*, not every single chance; the ninja wouldn't be just out of reach while double hitting all the time, and the Knight wouldn't just ignore all knockbacks and stuns. It would be a chance for each type to do more than charge blindly forward and stand there waiting to hit and be hit.
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Add some spells to help your heroes in battle manually. otherwise the game is too boring because you don't do anything while they are fighting.
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Please add team save/load functionality so we can more easily switch depending on the type of fight or event we are currently wanting to run. Thanks
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As I am starting to get 15 cards of each trap I can't help but notice that ranking them up does absolutely nothing. Normally ranking up a card gives them an artifact slot but traps don't have artifact slots so when you rank them up they get literally nothing, wasting the stars you spent on them.
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I second the new raid option. There isn't a reason why I would reset it more, because I will always lose the gold and start again. I do it only for the daily gems, that is all.
All the other things everybody said is good too, the game gets really boring really fast as all the characters are pretty much the same. You have tank that stands there stunned and archer/mage who stands back and deals damage, then healer. What's the point of different characters if they function the same? Ninja dies in second, so better to have a tank instead.
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> *Originally posted by **[DracosBlackwing](/forums/1068710/topics/1903066?page=1#13368697)**:*
> I made a mention of this in the comments, but I think it was misunderstood. The speed of the characters is how quickly they move... but not how quickly they attack. What I keep seeing is my character, no matter the speed they move, walking up to stand near an enemy, then just standing there instead of attacking. This *always* results in them getting hit first, and since many monsters have knockback, stun or other abilities that prevent your character from attacking, they often get overwhelmed and put into a state of being nearly constantly stunned. I've seen characters with their attack bars full do this; walk up, touch an enemy, then stand there not attacking until the enemy does and only then, if not stunned or knocked back so they can't hit, doing their attack. I'm not sure what the pause is for, but it puts melee characters at a huge disadvantage.
>
> My suggestion for this was to add an 'attack speed' stat that could be increased. It would most likely cost a lot, or not be for a huge amount of increase, but could make melee fighters more viable simply by letting them attack quicker than the enemy.
>
> The other idea, specifically in the early game, would be to remove knockback and stun from the enemies, so as to allow the single knight and fairy to function better. The beginning of the game in particular is VERY rough to play through with just the two of them, before getting enough cards to build a decent army, or even being able to earn enough gold to level your heroes. This is probably discouraging more people than you'd think from even putting in the effort and getting more into the game.
>
> The other option I suggest is what I'll call 'melee combat tactics'.
> For a tank type hero, such as the Knight, standing toe to toe with an enemy makes sense. They take less damage due to armor, and aren't damage based melee, so they're not really the ones to do much else besudes get close and absorb as many hits as possible.
>
> For a DPS type hero like the Ninja though, doing this is basically suicide, as they dont have good armor, just damage. Their purpose is to do a lot of DPS, not try to tank for the team, so their standing and getting hit seems silly.
>
> The third type is the median type heroes like Sub Zero or Viking, who have a more balanced amount of armor and attack.
>
> Each type should have an ability to make them a bit more effective in melee combat.
>
> Tank type melee should have an ability called 'Steadfast' or 'Endurance' which gives them a chance to ignore stuns or knockbacks... those things that push them back to the other heroes they're supposed to be defending. They would still take damage as normal, just not get pushed back or stunned every time such an attack was used against them.
>
> DPS melee types should have a skill called 'Avoidance' or 'Sidestep' that lets them sometimes fall back after they attack, giving their attack meter time to recharge before getting close for another hit. Similar to how archers avoid combat by falling back, this skill would let the DPS type step back a short distance; just out of attack reach by the attacking enemy. Then they would move back in to attack again. Any time they were within range they could be attacked as normal.
>
> Median type melee (neither tanks or DPS but average in both stats) would gain a skill called 'Dodge', 'Block' or 'Parry', which would let them sometimes avoid taking damage by defending themselves, or 'Counter', 'Riposte' or 'Eye for an Eye', which would let them sometimes return damage for damage taken, making them more effective overall. For example, the Viking would be perfect for 'Eye for an Eye', since this seems like a very Viking thing to do in combat; smash your enemy even while taking damage yourself.
>
> All of these moves would be only *sometimes*, not every single chance; the ninja wouldn't be just out of reach while double hitting all the time, and the Knight wouldn't just ignore all knockbacks and stuns. It would be a chance for each type to do more than charge blindly forward and stand there waiting to hit and be hit.
Totally agree with this. I'd also add:
1. **Lure** / **Taunt** ability for tanks which will lure the enemies off other heroes and attack the tanks. I've seen enemy archers shooting our archers, although our tanks are ahead (but one or two tiles up or down) of our archers.
2. The two healers - **Fairy** & **Green Witcher** have the same CD - 4. I'd suggest to lower one of the healers' CD to 3. This will not only reduce the healing average duration to 3.5, but also gets an improved healing process. (i.e. healing at an interval of every 3, 4, 6, 8, 9, 12, ... seconds instead of every 4, 8, 12, 16, ... I understand that we gets double healing rate in the latter case, but consider a scenario where two heroes lost 1k HP each & our healers are capable of healing 1k HP each. With the current implementation, both healers will heal the same hero, wasting one of the healers' effect)
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So I think we all would agree that it would be nice to see mor einfo on who is active in our clans. all we see is if they did anything to help us all get a chest. but how do we know if they were upgrading their camp, but active. some players from my understanding are active near twenty Four Seven, or Every Five Hours. just to collect their Chests and build their camps.
We all have no Idea as to who is doing as such. and who may not be active.
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A timer or indication of when the Trader will arrive would be nice.
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> *Originally posted by **[neal5227](/forums/1068710/topics/1903066?page=1#13374735)**:*
> Please add team save/load functionality so we can more easily switch depending on the type of fight or event we are currently wanting to run. Thanks
+1 it would so usefull. Interface for changing team composition is awful.
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Pink Gems/Shards for Princess could be an Idea...
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the game needs to place the arena before we attack out our clan members in a "are you sure you want to fight your own clan member" pop up" so we know and can change to a non clan memeber some how.;
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New team member Idea, a Violinest.. known as the one to put the one you are trying to win asleep! I am sure the classical music will be justified!
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Something that I think would be very helpful would be if you made the healers check and heal targets sequentially rather than simultaneously. As of right now each of my healers can heal my fighters' (assassin/warrior) max health in a single go, but they both end up healing the same target anyway and the other dies. TY in advance,
Minecraftmage113
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how about hotkeys for setting speed? "0" for 0, "1" for 1 speed, "2" for 2. And quickly "1" then "2" is 1.2. Quick "00" all speed to max.
And how about having presets for battle positions. So player can save positions and have them on hotkeys to switch faster for fighting castles, raids, arena
ty
**edit**
and since people are doing it anyway and to avoid unnecessary load on server, just get an option or building (baracks or smth) that would lvl all heroes starting from cheapest spells **when player resets raid**
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