|
metadata
Hello,
at first: Thank you for the last update, it’s a good game and gets better with every update.
My suggestions for the next update:
- Information about amount of gold needed if you buy with x10 or x100 option.
(Maybe if you press shift or control the price in the buy buttons change?)
- Changing the ability of the “Reload” skill from “last” to “next” skill you use. This would make the skill able to work for more than just the +5% DPS Skill.
(For example to use the “Energize” skill two times)
- A “Gold per second” info, to see if it’s more worth to kill that big enemy slow or that lower enemy very fast.
- Two more Achievements:
1. Skills used – Grants even more cooldown reduction or! incresing run time of skills.
2. Treasure chests killed – Grants even more gold drop or! something really special like a secret hero, or secret enemie or secret skills since killing treasure chests is based on luck → means time you play that game, so it may be a way to reward the loyal players.
That’s it.
Thanks and best regards!
|
|
|
metadata
I think they should add a “Total time played:” statistic in the stats tab.
|
|
|
metadata
i have 1 update suggestion : give people the ability to choose what they use their hero souls on.
like , you have 7 hero souls and you ascend , you can put 2 souls into gold bonus , 3 in DPS bonus and 2 in the skill cooldown.
this way you won’t reach the caps so easily.
and maybe add some more hero soul bonusses like crit chance / crit damage
|
|
|
metadata
@Neider; you want a gold per second. First of all, there is a gold in the last 60s statistic which you can use for this purpose. Secondly, the enemies dont have a defence or something, just an amount of health. In that case, if we neglect the amount of time it takes for an enemy to spawn, the gold gained can be expressed in heatth per gold, or hp/gp. Since at some point the higher levels are more profitable, and since the hp/gp never changes, teh highest level is always the most profitable.
|
|
|
metadata
> *Originally posted by **[EatMyPossum](/forums/2737/topics/428207?page=1#posts-8386608):***
>
> @Neider; you want a gold per second. First of all, there is a gold in the last 60s statistic which you can use for this purpose. Secondly, the enemies dont have a defence or something, just an amount of health. In that case, if we neglect the amount of time it takes for an enemy to spawn, the gold gained can be expressed in heatth per gold, or hp/gp. Since at some point the higher levels are more profitable, and since the hp/gp never changes, teh highest level is always the most profitable.
+1
|
|
|
metadata
An option to turn off the “shiny” effect on clicks. Even with Energized Clickstorm my computer just won’t handle that many clicks per second, I can’t get the 35 clicks in a second achievement at all.
|
|
|
metadata
If you ascend enough times, you should get a new hero to hire….perhaps a hero that exists outside the frame of reality and comes to you after you have conquered enough. This hero should be REALLY hard to hire :)
|
|
|
metadata
I think we should be able to assign our own hotkeys for the abilities.
Maybe even have control of the order in which they appear on the screen.
|
|
|
metadata
I’d like to suggest that upgrades become more multiplicative, at least with Cid. It seems a bit silly to me that I can have +5000 a click, but that when I upgrade click damage by 100% it only increases his damage. By changing this, I think it could make the end game a little more fun to progress to.
this could translate as being too OP though. I leave that to you.
|
|
|
metadata
This is SCANDALOUS there are three heroes using cold and only one using fire. Please add at least two heroes using fire.
|
|
|
metadata
How about a gold bonus on critical hit skill?
|
|
|
metadata
I’d love a “Hire Cheapest” button, so that we can beef up our hero levels when we’re getting ready to ascend without having to scroll up and down forever.
|
|
|
metadata
add a water mage :O and maybe an earth mage to :D and a dragon rider and maybe a golem or an alien :3 for next update
|
|
|
metadata
@EatMyPossum:
Yes, so to compare 2 stages we have to play 2 minutes (1 per stage) to get that stat and compare the results, yeah, much handier than having a “you earn X gold per second”.
Also it’s actually often more profitable to beat the “fast to kill” monster (after a boss) than the “slow one that drops more gold” (just before a boss), but when you kill the last monsters pretty fast than it’s better to kill them instead. In fact the strong monsters have much more HP than the weak ones, but their gold is not so much higher.
So I think it’s better having the G/S just telling us what to kill.
I’m saying this because I was the one suggesting this (the gold per second) yesterday: I said to remove the useless level after the monster name and replace it with the gold per second, but likely no one read it.
@Neider: I was just about to create a topic about this, but you beated me to it. With so many comments it should be hard for the developers to find the useful ones with the suggestions, so good job creating it.
Anyway, about the topic, I agree with the “switch to turn off the slash effect when clicking” by gatherer818, it’s pretty useless and I think my old PC doesn’t like it very much.
|
|
|
metadata
To balance the game better you should make hero damage scale by level. Monster hp scales by level but hero damage is a constant value. So eventually you get to a point where frostleaf is nearly 100 percent of your damage and his damage still can’t keep up to the enemy health. If you make it scale you can keep things indefinitely balanced.
Also there are some achievements that are flat out impossible. “Level heroes 100k times” for instance, does not carry over across ascensions which means you need to get every hero to about level 4000 in one run to get that achievement. Or the 35 clicks in one second achievement. If you energize the autoclick you can get 20 which leaves you with 15 manual clicks per second to get that because you can’t stack energize or use the reloaded autoclick during the energized autoclick. Both failures are due to a lack of stacking effects.
Gold per second needs to be out on the fight pane, not “in the last 60 seconds” just a constant running G/S.
|
|
|
metadata
> *Originally posted by **[BonneyJ](/forums/2737/topics/428207?page=1#posts-8388049):***
>
> Also it’s actually often more profitable to beat the “fast to kill” monster (after a boss) than the “slow one that drops more gold” (just before a boss), but when you kill the last monsters pretty fast than it’s better to kill them instead. In fact the strong monsters have much more HP than the weak ones, but their gold is not so much higher.
actually, there’s a flat HP:gold ratio, so a monster with 200HP drops 2x the amount of gold as one with 100HP, the only difference is how much that 1 second spawn time affects you so you **always** get more gold from which ever level takes you the longest.
|
|
|
metadata
I’d LOVE to see another champion added. My suggestion is this:
Noctus:
Desc: The very dark itself has awoken to help you in your quest. Noctus is a mere legend according to most, a bedtime story to frighten children, or a whispered tale told by moonlight in darkened alleys. But Noctus is real, his very presence causes enemies to suffer nightmares beyond their wildest dreams. Power like this does not come cheap, Noctus will work for you if you bestow some (most) of your riches upon him.
Cost: 1,500 O
DPS: 1,500 S
Abilities:
Level 10: Night-Terrors: Noctus’s Nightmares evolve into Night Terrors causing him to deal 125% more damage.
Level 25: Nightmare Chains: Noctus’s Nightmares now reach past your current opponent and cause the next enemy you fight to lose 5% (+.1% per hero level, up to 20%) of their maximum health even before you fight them!
Level 50: I Dream of Gold…: Noctus’s Nightmares now become a reality causing enemies to drop extra gold in fear (somehow this works). 25% increased gold.
Level 75: Fear the Dark: Noctus gains the ability to manipulate the dark itself, increasing his DPS by 150%
Level 100: The Nocturne: Noctus gains his long lost artifact, reducing the cooldown on all activated abilities by 15%
|
|
|
metadata
What if at level 1,000, Cid could “Rebirth” or something (Buy as a skill or something) . Goes back to level 1, name change, costs like a bajillion times more, and some real damage. . Alternatively you could have a click damage hero every 10 heros. I know theres the % thing but that’s boring.
|
|
|
metadata
> *Originally posted by **[bobejoe](/forums/2737/topics/428207?page=1#posts-8388302):***
>
> Level 50: I Dream of Gold…: Noctus’s Nightmares now become a reality causing enemies to drop extra gold in fear (somehow this works). 25% increased gold.
An ability like this is only useful provided there’s more heroes after him. 25% increased gold is in terms of G/s the same thing as 25% increased dps. If your hero proposal were treated like Frostleaf who accounts for 99.9999 percent of dps, a 25% gold increase would be horribly underpowered compared to the standard dps increase abilities. But as long as there’s other heroes beyond him it would be more beneficial. For the same reason the 25% dps increase on Frostleaf is currently terrible.
|
|
|
metadata
There can be daily challenges like monster that you have to kill each day that gives you special items.
|
|
|
metadata
> An ability like this is only useful provided there’s more heroes after him. 25% increased gold is in terms of G/s the same thing as 25% increased dps. If your hero proposal were treated like Frostleaf who accounts for 99.9999 percent of dps, a 25% gold increase would be horribly underpowered compared to the standard dps increase abilities. But as long as there’s other heroes beyond him it would be more beneficial. For the same reason the 25% dps increase on Frostleaf is currently terrible.
Seriously. Frostleaf is the last hero, has 4 upgrades, and two of them are piles of junk. So my only request is that any future “last” heroes not have so many stinking black holes in them. The previous one had the horrendous +10%, but at least she also had 3 +100%s and a skill.
|
|
|
metadata
Can we have an option for scientific notation? It would be easier to tell the orders of magnitude, specially the higher ones. I imagined you have already coded a routine for standardizing the numbers, adding that shouldn’t be difficult, I guess. Who’s with me?
|
|
|
metadata
Also, for the gold per second thing: it can’t be instantaneous, or during a fat monster stage it would stay at zero and spike at kills. It should calculate the gold per second only after the first kill in a stage, using gold dropped/time to kill. That would be something!
|
|
|
metadata
Level 25: Nightmare Chains: Noctus’s Nightmares now reach past your current opponent and cause the next enemy you fight to lose 5% (+.1% per hero level, up to 20%) of their maximum health even before you fight them!
I love the idea of an ability based on hero level for the last hero. I think all of these suggestion for @bobejoe Noctus could be based on hero level. That should scale pretty well for a last hero.
Just some suggestions from a fellow programmer…
|