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Awesome game! Was always looking for this type of game finally found one, Thank You! Looking forward to future updates
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Sorry one little thing that you have not mentioned that would also be nice is a menu button to take you back to the selection screen (unless it is already there and I have missed it).
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Prices! Inventory Slot: 5 and 50 are quite reasonable, but then it says 500! That's gonna be a bit of idling...And Travel...100, then 1k! But still my traveling's quite fast right now that I got 1...but say I got the Inventory / Travel again. Would it be 5k and 10k? But still, a good idle game.5/5
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@Squishy32: A staff is of equal power to a wand and tome of the same level and quality. And, just for the record, Superior quality means it's as good as an uncommon item +5 levels higher, and epic is +10 levels.
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Has anyone compared a similar level staff to a wand and tome? I have an epic lvl 61 tome with a superior lvl 61 wand and it is still worse than just an epic lvl 61 staff...tomes really need to be buffed.
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omfg when i first looked at this game i went OMFG THIS GUY STOLE THE INTRO SCREEN FROM WOW (level 70 gnome deathknight in WoW) and then once i started playing it i went omg this guy stole all of this. then i saw the comment and went oh i see and now that i think about it murloc rpg stole the stuff so why not this
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very much dislike that you dropped off all point gain outside of items. 15 strength for a rogue at level 50? Ridiculous.
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The increase in the chance of pulling additional enemies accidentally has made the game extremely frustrating. I know it's meant to make the rogue's subtlety talent useful, but it just ends up making it pointless to try to level up in an area around your level, as pulling a second mob has a huge chance of outright killing you, at least as a mage - it almost always happens right after my character uses frost nova, so I have 12 seconds of taking damage before I do it again, which always kills me.
Rogues have many ways to control damage, from sap (for extra mobs), cheap shot, subtlety (less chance of extra mobs), and vanish (get out of death free card, once a minute). By contrast, mages have frost nova. The warrior has even less control, but much more health (1.5x before talents), as well as having multiple target damage that is almost as good as the mages.
Give mages a shield for crying out loud.
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Yes it is a bug that the tome says it is main hand. I have yet to find a combo of wand and tome to see if there is a point, but for the most part, I think tomes need to be buffed as it is harder to find two superiors or epics of a good level than it is to find one. Also, what mages really need is either a way to increase attack speed (which doesn't really follow the game), a better increase of base damage from int (which could be feasible as wands in WoW actually do a lot of damage in comparison to other weapons), let wands be equipped in a "ranged" slot (which also follows Wow), or give mages a mana shield/frost shield/magma shield (any shield works, but it is a major part of a mage to have one.)
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Puc, I just read the FAQ (completely didn't notice it down there in the game info part) and it's a problem with flash. So if you lose focus on the game, it slows. Good idea in principle, but messes up idle games unfortunately :(
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with the experience bar, when it gives the percent, it is a constant 3 digits long, so it can be 6.41% or 43.7%, If you can make it so there is a constant 2 digits after the decimal place, that would be great, especially for monsters that give you less than .1% xp!
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The game has recently started either slowing down to a crawl (I just experimented with this by tabbing out to facebook while leaving it running and it was only running at perhaps 10% of the normal speed) or stops entirely (this usually occurs if you tab out while resting). This didn't happen in the Alpha version of the game.
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great start of a game. i have only played a few lvls but so far i love it. i would however like to see a few things: tooltips for empty inventory slots, maybe one or two more inventory slots (like head, legs and feet), a tooltip for the main attack so you can see what kinda dmg you do, and maybe a slightly larger variety of equipment. keep up the good work!
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lol, i guess this is the trouble with idle games, people usually aren't playing the latest version. The issues mentioned by the last 6 posters should be fixed in the latest version. Also, ugicy, some of your concerns are addressed, shatter and power both have been buffed to 2.5% and equip talents now incrementally effect the bonus. As far as pyroblast and teleport, those are good points. Teleport will be dropped next patch for a new talent all together...not sure how to fix pyroblast. I've improved the AI to only use it when mobs have a good bit of life left, other than that the overkill may just have be the downside of the talent, making it best used when trying to clear dungeons.
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There's another bug! I restarted the program and when i logged on I had the shield equipped, and my entire inventory had the bugged staff, so I think it got duplicated somehow.
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I'm very reluctant about Pyroblast too, it looks good on paper with a base value of 0,011(6)DPS/int/point, but dealing chunks of damage this big (especially considering it has maxed power as a prereq) means you'll go into massive overkill, effectively wasting most of that damage - it'd still be something to consider as a useful talent to keep on lvl 3-4, if not for the fact it requires maxed power, which is a talent sink.
I understand that the redeeming factors here are supposed to be very quick resting, Frost Nova and AoE capacity, but with the fairly low power of AoE talents, I'm not sure if mage can AoE grind effectively (might give it a go sometime soon) and in general those benefits, while interesting, seem to fall short of redeeming the entire class.
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Teleport is a prime example as it's only available at levels 49+, where you'll easily have the basic mount and should be well underway to getting the first mount upgrade and therefore travel times aren't that much of a problem anymore
Power/Shatter on average both add 15% damage to your talents when maxed (although shatter is less reliable and more prone to overkill), however you can only have 4 maxed damage talents (41 points) at any given time due to talent point limitations. This means, that in optimal conditions they provide, at most, DPS equal to 61,5% of your average damage talent DPS.
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Bug: equipping a weapon with a talent req (shiv, axe) and then resetting the talents does not unequip the weapon. Also, I think mages are way underpowered and rogues - a bit too strong.
The main reason why I consider mages gimp is their low base damage - even with decent damage talents, they're left way behind warriors not to mention the rogues. Also, they're loaded with pretty useless talents:
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Im currently a lvl 63 Rogue and have completed all the maps and dungeons and achievements besides the lvl 70 + all the three Top lvls, which i have currently no access to.
Is this game still in beta, and those arent able to be accessed or what is the problem?
Cheers btw 4 a fantastic game!
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About poison - Yesterday i've seen HPs from mobs reducing on low quontaty (as expected by Poison description) once in a second. Now i don't see those reduces during fights.
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Sap prevents other monsters from damaging you untill you are ready to fight them (they move into that first slot). It seems to be working as intended, double check and let me know if you are seeing a bug. Poison seems fine to me too shyss, let me know what you are seeing exactly.
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It seems to me that when my character actually uses Sap (only when there are 2 mobs instead of when I'm about to die and I could use a recharge of my cheap shot) it STUNS ME instead of the OTHER MONSTER! :-O So right now it is worse than worthless, it actually kills me...