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Hey All,
I'm always bouncing around the chatrooms (but mostly in room 1 if you want to talk) asking for feedback and suggestions, but I often lose track of people's comments when a lot of people are talking, or I forget to respond or write it down quickly enough. So, I'm creating this thread for that reason.
Please post all your feedback, suggestions, likes and dislikes, bug reports, UI issues, and any other comments you have to help me improve the game. It will be much easier for me to read and respond to everyone's comments in this single location, rather than in the chatrooms.
I'll try to keep the following lists updated to keep you guys in the loop with what I'm working on and so we don't have too many repeated suggestions.
**Currently Working On:**
1. Upgrades to Exotic monster's passive skills.
2. New "Time Warp" spell that increases game speed by +5% per level for 15 seconds.
3. Buy x10, x25, xMax, etc of monster card unlocks.
3. Increase max boss rush wave.
3. An overall stats page to view your total bonuses applied from all the different combined upgrades.
4. New maps.
5. Fix bug where drones occasionally are unkillable and get stuck on the map forever.
**Future To-Do List:**
1. New upgades to reduce Cargo and Tech Ship HP.
2. Save monster placement loadouts for each map.
3. More achievements.
Thanks,
TBiz
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1.
make an upgade to improve the multi-card bonus as at high lvls its very low
thanks
2.
make double bonus shields on mobs much less
thanks
3.
make more and longer maps with up to 12 spots for heroes
thanks
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i like the idea that lower Elemental Tower give Bonus to higher Towers. But why destroy this mechanic with Elemental Shields? I don´t get it
The Currently Working feature: Reduce elemental shield chance by +5% (max 10). is nice. But with only a 50% Chance max (think thats you´re plan)
it´s still needed to build up a second Element. With so much RNG it´s flip a coin to clear a level or not. Sounds not so great, right?
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In the monster detail page, put the monster skills right on top of the Target Priority, or below skill priority. Skills are much more relevant to tower focus than the attributes gained by training, so it makes it easier to look it up.
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Don't know if it's intentional, but bosses give a flat +5/+10 exp bonus, unlike the x5/x10 gold bonus. So at higher levels, the exp bonus from bosses becomes much more negligible.
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Adding a way to filter the possessed tower by hiding those we don't have and by element.
Adding a menu to see the level of all our tower in play at one instead of having to click them all one by one.
Edit: also a way to hide already built monsters for ease of search in the list.
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http://prntscr.com/rr769a I dont see any benifit to increase max boss wave, i dont even use it as i find going 1 lvl at a time brings in more cash/essence especialy in tournaments ..... BUT if you made say each 100 lvls increase your gold or essence from mobs you kill etc it would be worth it.
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A way to gamble each new run after prestige to give map a global bonus/malus and maybe add some locked slot on maps that could be unlocked with gambling, those slot could have bonus also for the tower it is put in. (would have to pay with essence maybe ?)
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Instead of piercing elemental/less spawn chance (or maybe alongside less spawnchance) maybe make it so each elemental shield has a weakness. like Fire>Earth>Wind>Water>Fire. Something like 25% or 30% increased dmg or whatever seems balanced.
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Being able to move towers (instead of having to remove them and select them again from the list) would be amazing! I hope it's something that's added eventually!
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on level up crit hit dammage only increase by 2% seem to low considering all other upgrade.
Like i say in another post its really fine if you make other permanent purchase buyable also with gems but still you should cut the price in kred or/and make a pack with the all 4 purchase at 50%. 40dollars for the upgrade in this type of game will make people flee away specially with pvp tournament
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Would be nice if I could set some towers as my favorite ones, so I could pick them faster in a more filtered page
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Cargo Carrier level should revert by 1 or 2 each day, potentially only up to the number of Carriers killed each day. As it is, if you kill 3 for the daily quests, the progression becomes impossible to complete after only about 10-12 days. Damage progression generally slows later in the game, but the Carrier continues to go up exponentially. Regressing it by 2 each day would still mean killing 3/day would continuously get harder. Limiting the regression would prevent it from getting too easy, especially if people didn't kill 3/day.
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"Reroll Artifacts for 100 gems." This should be rerolled by Green essence Gems are way to hard to get and worth way more then to waste rerolling an artifact that could give you nothing in return.
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> *Originally posted by **[Aegis3d](/forums/1068865/topics/1903985?page=1#13366058)**:*
> Cargo Carrier level should revert by 1 or 2 each day, potentially only up to the number of Carriers killed each day. As it is, if you kill 3 for the daily quests, the progression becomes impossible to complete after only about 10-12 days. Damage progression generally slows later in the game, but the Carrier continues to go up exponentially. Regressing it by 2 each day would still mean killing 3/day would continuously get harder. Limiting the regression would prevent it from getting too easy, especially if people didn't kill 3/day.
+1
Can you reset Cargo carrier hp after 3 kills, increase its gold drop , i got more from drone swarm than Carrier where i have to wait 4 hours ,a slight increase of essence and gem will be fine .
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I am stuck. I need billions of this burning green jem. I spend hour and get 0 of this thing. How to get it?
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To reduce the reliance on alchemy, which forces the strategy of getting as many kills with one tower as possible, which means you really only ever care about 1 tower... maybe you could distribute the bonus around.
I'd recommend: 1/2 alchemy from the tower that deals the killing blow + average of all towers on the field alchemy. It would still be fairly close to the current bonus, ranging from 60% if all your alchemy was on one tower and 0 on the others, to 150% if all towers had the exact same level of alchemy, and would eventually tend towards 100% of what it is currently because of the way training levels scale.
But, importantly, it would allow us to really focus more on multi-tower combos that should make the game a lot more interesting.
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> *Originally posted by **[gunyoken](/forums/1068865/topics/1903985?page=1#13366402)**:*
> I am stuck. I need billions of this burning green jem. I spend hour and get 0 of this thing. How to get it?
It drops from each boss and from each wave you clear the first time before prestiging. If you don't prestige you'll get it very slowly by killing a boss every 5 waves, and if you do you'll get a lot from reclearing the waves.
Someone already mentioned it but critical hit damage is disproportionately low on level up at only 2%. Was it meant to be 20%? There is one for base damage of 10%, so that would make sense.
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Pierce Shot I/II/III needs to be able to crit. Even the x7 doesn't mean much when you're doing x50-x100 crits 75% of the time.
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> *Originally posted by **[Aegis3d](/forums/1068865/topics/1903985?page=1#13366755)**:*
> Pierce Shot I/II/III needs to be able to crit. Even the x7 doesn't mean much when you're doing x50-x100 crits 75% of the time.
Good suggestion. I am adding crit chance/dmg to all the skills and the rain of fire spell. As is, they all become obsolete in the end-game due to crit dmg.
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lots of idle games have some kind of mob or crate or somthing that flys by on the screen on rare occasions and if you click it before it dissapears you get some kind of loot bonus.
I think this would be a good addition to the game
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A new tower idea used in some other TD style games, An aura tower with small range almost the size of say fluffiers range that didnt shoot projectiles but had an eminating aura that deals constant %damage but a small amount to passing mobs. i think this would fit very well into this game and into the maps we have available.
I know this might be hard to balance but i think its worth looking into as other TD games with these kind of towers make the flow of the game nice.
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We need selling tower (regress to lv 1)option to get 50%-75% gold back so we can invest to a new tower or existing ones on the map.
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What do you mean by having 11% chance to get the rarest card at each deck?
Like i bought for 31 decks from the record of daily mission today and i still did not get 1 rarest card at the deck.
Not single one.
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You should probably change the **Cargo Carrier Kills** Daily Mission to: **Cargo Carrier Spawns**.
Since the Difficulty keeps increasing, killing it 3 times with a 4h cooldown in 1 day seems almost impossible.
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