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At area 160+ i am noticing nothing when boost kicks in....what are you even talking about when you say "you probably not far enough in to notice the great increase it gives", it's crap for those that are level 200+ and at area 100+, it does nothing of noticeable value, you will not advance faster through areas with boost active, you won't notice gold income increase, you won't notice a exp increase, it's too weak and useless, not to mention that the game does not run unless you have the window focused, at least in Firefox, which is a freakin joke.
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the pen to block ratio is very unbalanced after awhile its almost impossible to keep up so you're stuck at 10% damage
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For those complaining you can't run the game while in tab, you can run the game just fine in another window just fine, it'll run. Also boost is far from useless, you probably not far enough in to notice the great increase it gives, you can always get a good amount of boost, play in another window and make use of it that way.
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Item selling. It would be nice if the auto sell all but "bonus' would sell all but items with that bonus if they are set to yellow. it is really hard to find a weapon with good stats when inventory is filling up with gear i already have with best stats for map i am farming
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The game doesn't progress when i am offline, the game aslo doesn't progress when i am in different tab.. Being forced to watch the game non-stop is not very idle.
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This would be hard to code but i saw you say you needed trait suggestions.
1) 10mil cost for double hero maybe. need both heroes to have this trait can do triple and quad too if this works. 2) auto skill and stat distribution. (set up a ratio thing maybe for it to put in new points) 3) harder bosses. makes bosses harder but reward more. 4) gear ranks. and a legendary item tier and maybe more using traits. higher tiers have better bonus and or more. so 2 bonus per item.
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for the talents it would be nice to see more than a +1. since you lose 50% when selling maybe add new buttons that gray out when you cant afford.
+1 +10 +25 +50 +100 +500 +1000 dont need all just a thought
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Really hoping for an update to allow the stats menu to reflect your stats based on the wave you are on. Not enjoying having to guess that wave 11-1 means I need 600-700% pen and accuracy.
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And also, the game is not an "idle" game since you actually do not gain anything while you are away, you actually HAVE to have this window in focus for the game to do anything, otherwise you only gain boost time, which is essentially useless, not sure why you have the talent "AutoAdvance" when you actually CAN'T autoadvance except for when you have the window in focus = Can't do anything else.
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Could you introduce another gear affix? +Gold per kill? the talent max out at lvl 100, and the only other way to get gold is through drops, which doesnt seem all that great, been testing it with +400% drop rate at lvl 120, and i did not see the gold gain increase all that much, sure was a miniscule increase, but then it would be much better to just sit at lvl 150 and farm without 400% drop rate since gold is gained faster that way.
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Auto Advance should not cost 1000 talents, but 100.. It is not "idle" game otherwise.. I played for like 1 hour, collected 200 talent points and i have to advance a level every few minutes - its boring. There is a big difficulty jump between area 4 and 5. Bosses should appear more often. I even picked up a talent for 100 talent points to increase their spawn, resulting in one boss in 10 minutes. There should be offline gain. It would be also nice to have all characters farming, while i play one of them. Then switching to another, while the one i played would keep farming without me watching him.. You know, making this game more idle =)
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Really wish there was a way of toggling Auto Advance without pressing space/Clicking the pause button -> clicking the tiny circle.
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Yeah, after a reset it be nice to go to areas already unlocked based on a talent. Also since some of us can go to area 100+ and beyond, a button to advance a single area or 10 at a time would be nice if not too much trouble, thx for listening.
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When you adding the next talents, can it be one that allows skipping areas (but only up to what you have already cleared before reset) ? That would be really nice and makes the reset less grindy, otherwise maxing the talents if that is our goal would take a really REALLY long time.
You mean after a reset you already can go up to XX area? Thank you for this, i really needed suggestion for Talents. if you have more suggestion on talents please do say so.
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Rouge (i know its miss spelled) is so much fun, i just going to stick with it. Knowing what good to get, the first reset was all I need to get strong, 2nd reset on up just so I can get something I haven't gotten yet. No exp talent but lv244 when near area 75, might see how much exp talent matters when I get a chance but there is absolutely no way to reach lv500 the normal way atm.
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I'm really unsure why the enemy scaling increased when it seem completely fine to me before then. Might want to take it back or least make it so the game only gets this difficult at area 11 and beyond of what you have it at now. Cause the first reset was all i need to get incredibly powerful for beyond area 11+.
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Man the stats scaling was too high ! I can't standing against area 5 stage 10 with my ranger lvl 125 with: STR: 1K, DEX: 600, AGI: 500, POW: 900, WIS: 525, CON: 700 ! 15% all stats from equips ! Dude now is so unbalanced that will be hard for me do some progress.
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My ideas (random ideas, i admit), to help this game to be balanced :
- Have an intangible statistical threshold at each stage. Example: 110% chance to touch to be sure to wear it off to the course number 1. Who then, will greatly quickly.
If there already is one, drastically increase the power of scale.
- Referring to my point above: increase the drop objects. It picks up literally nothing, and yet it is several tens of minutes I play, I think it's frustrating.
In general, increasing the scaling enemy without touching one of the player, forcing him to "farm" floors.
In the same logic, provide a "floor next auto" button, allowing the player to pass to the following levels each time he has "largely" the required statistics. It will avoid to have to be fixed on the 24/7 screen to not miss any floor.
(sorry for the English "google trad" I am not myself English)
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could you maybe highligt which masteries we've obtained? just as a peace of mind kind of thing to know that it's actually working :P
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my weapon combining on my rogue seems bugged, it won't let me combine weapons, it just allows me to put the weapon in the first slot of the combine part, but not in the second slot...
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The attack speed for multiplier first 100th secondary skill should give me 40% at level 400 but but i look at the infos in stats the bonus is at 4% (+0.0208/pts) instead of (+0.0280/pts).
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Excuse me on that last comment, meant to say speed mastery(s) when being specific. Also Should probably at least maybe tilt the graphic icon of the claws, maybe toward the right for weapon and toward the left for sub? Right now you have to look closely to tell them apart from each other.
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Really liking how Rouge class is working, but the description for speed skill should be a bit more specific, it should say increase max "attack speed" instead of just "attack" as that is a bit confusing.
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I'm very confused. What's the point of multiple classes if nothing transfers from one playthrough to the next class? No incentive whatsoever to switch. Really wishing I could start Rouge ("red" in french, as opposed to Rogue?) with my talent point in tact (at least, given weapon loss)
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Add a variety of monsters, I beat all of area 1 and there was only 1 monster and Area 2 the same monster just recolored.
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I think the best way to solve the fact that xp talent wasn't useful wasn't to rework the xp gain system , but make xp talent reduce the xp needed for a level's calling , making it then useful and keeping a high progress rate xp gain ^^
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Doru , only lvl 106 ? I'm lvl 84 on arena 4 with a warrior and no xp buff whatsoever . And i didn't farm that much more than what's needed to get to the next zones . Seems like lvl100+ xp farm isn't properly balanced
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did another archer run with the new exp scaling, reaching area 12 soon as possible, the results this time is I reached lv108. Also at least you trying to improve the game any way you can, we appreciate that.
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My ranger had a hard reset, lost all progress. Now I playing all over again and the Exp is too low ! Just when I reach 1000% in Exp bonus from talent the Exp will be better but too low yet. In a game with 500 levels I think would be better increase the Exp more or just low status from monster something like that. Or maybe increase the points for atributes and skills.
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It's a bit sad that you want to stop developing this game , but i'll look forward to see what the next one will be (hopefully a bit more balanced and less buggy :D)
Sorry about that, but i can assure you that the next game will be better. and the problem about this is really the tool i'm using. mainly because it does't allow games to run while tabbed.
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seems to be a lot of bugs with inventory. items randomly disappearing. items equipped reverting to lvl 0. not sure what is happening. orange items vanishing and being replaced with non-orange versions of them. this is kind of annoying. and the first slot in inventory has gone whacky. refreshes don't seem to fix it. started getting really bad when the inventory filled.
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Just unlocked AutoAdvance, and uh..why does it take double the amount of kills to autoadvance a level than to manually do it? seems rather dumb to me, it is already an idle game that takes longer to advance through than most idle games, autoadvance makes it even slower.
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Earth Spike's 200 matery lags my PC, and i have a gaming PC that can run most games at 60+ fps, cealrly needs to be changed or else that mstery will only make runs take longer due to creating lag.
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exp test again, 700% exp talent, reseted, reached area 12 soon as possible, not quite lv106 but close. Also is there any way to actually increase how much of our % damage we do? I looked and fiddled around with the stats and there nothing I can do to prevent the damage i do from eventually reaching 10% as the minimal damage done with current attack, they still die as quickly as usual but it just odd.
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Btw all these dots skills looks like not effective , you kind of want to farm at a good pace to get more effective with #bosses and #exp #talent per hour. So mostly you will have to kill them under 1 sec to be effective and the tick rate isn't impactful with theses skill (Exemple : Archer 5th skill lv 100 ... 2% per arrow (approx 1 tick per sec isn't scaling with ASPD| or wiz 2nd skill lv 200 2% burning per fire spell (this is the only fire spell) and it can only proc once per 2 hit (10 aspd = 5 per sec ) 10% of ur dmg per sec like when u can do 5x 100% + the other skill .... ) Its kind of pointless skill advance for early and late game. And i would like to know how the dmg is done with these dots , are they affected by def ? or ignore def ? etc ....
They Tick per Frame/60 tick per seconds, and they stack too. they share the same Calculation.
(Your attack - Enemy Def)Damage modifier. something like that. PM me if i din't explain that too well.
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There's somes inventory emplacement where the loot isn't going to , kind of weird, it appears to be mostly at top of inv . might be a bug with sell / dismantle all that just do leave a "signature" that the item is still there.
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Well IMO the new change with out block reduction is a pain , you should have both stats instead ... just tweak out the number of the block reduct to be #balanced it was just outrageous on the warrior with the 2nd skill leveled at 200 but was kind of sweet on other classes , helping ya to dont put too many points in con