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way too many flaws and bugs yet. but the game has great potential. e.g. lvl up a skill doesn't reduce recast, though it is written in the description
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If you're crafting when you die, you die twice?
Sometimes the character just stops moving around. Broken pathfinding?
You don't heal outside of combat? Even when the Heal skill is cooled down? You don't regen health ever?
Equipment management is a huge hassle.
This could be a good game, but it's not there yet.
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í wonder how to beat a dragon.. no matter what lvl i am and how many skillpoints i distribute, my damage output and damage ingoing always stays the same
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somehow the game has not saved my earlier progress.. This is of course something that would not bring me back to play it again.. using FF..
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Being unable to ascend during a fight is really annoying as now (floor 20) fights can be incredibly long with tons of dodge. So if I want to ascend I need to sit in front of the fight for a couple of minutes and click really quick before another one starts. I don't see the point.
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Equpment management is definitely my biggest issue right now. (1) Two clicks to equip something is too much work. (2) You're very quickly overloaded with equipment that are downgrades or side-grades
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Maybe a good addition to the game would be the ability to affect the pathfinding algorithem, or the ability to refuse to go through a portal to explore each map completely. I have had a couple maps where he found the portal immediately even if I could see treasure right there
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Need an "Auto equip" and destroy. Easy enough: players can "weigh" each attribute (say, 0 through 5). The item's value is each attribute times the weight. More valuable items stay, less valuable get destroyed. If you want on attribute more than another, set the weight higher.
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90 percent of my attentions are on the equipment page where I constantly craft and upgrade gears. Suggestion: make the Character tab flashing or change color if there are unallocated stat points
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A little more stat variation with enemies would be nice. After a certain level every fight is 90% dodge for both the player and enemy. With the slow combat speed it becomes a pain to progress. Maybe a combat speed perk or hit chance stat?
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Btw, the cooldown reduction on higher skill levels does not seem to work. Active skills still have the base cooldown.
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Yeah, dodge is kinda in a weird spot, with it only being level dependent and Opponents 3 levels higher than zone appearing around lvl20, which can lead to really long fights, even if you win in the end. Since you don't have a designated "hit" stat to counter agi, maybe compare against strength or int depending on damage type?
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Intellect might be better if it reduced CD of skills by a %. That would also make mages or skill based characters more viable
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After having played a while, i hate to say it but something needs to be done with agility, it just a bit too much crit chance, crit dmg and dodge chance going on. Basically if you too went agility, you'll be seeing 80-90% dodge on both side's head, with the rare super big damage cause its almost always a critical hit. I just feel like that should be address now before the game is all about that agility stat.
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I am playing on a windows laptop and I can't seem to get anything to equip -- shift/click, alt/click, ctrl/click - nada.
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Is there a way to delete your save so you can try a different build? I tried deleting cookies from kongregate and it seems that it didn't work. Hard reset is like the basics of basics in an idle game. >.
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Does the +movement prestige also increase skills' cooldown rate? If not it's quite the trade-off, at least at lower levels. Also, is there a "reset skill levels" button somewhere? I wanted to spend enough points on Vampiric Attack to make it decent but it seems like that's not going to happen any time soon and now I'd like to try other stuff.
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@cb1985 I'm not entirely sure if you're trolling? I guess you could just be saying "no cloud save" in a really roundabout way.
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I stopped playing because item management is clunky and inefficient. Items with two slots are only compared against one of them, and I can't tell which. I think the typical convention with stats is to make the improvements green and the reductions red, which would make it far easier to tell at a glance. It'd also be nice to be able to see how the various stats are affecting the character+ calculations, so we can weight if it's worth it.
Also, the fact that you have to click an arrow back and forth since you can only show 4 tabs at a time is a source of frustration as well.
Thanks for the game, though. I appreciate the work you've put into it.
Thanks for the feedback! Colors are unfortunately not supported by the game engine and changing these would require a lot of reworking tooltips. The tabs pretty much depend on your resolution I guess, for me it's all 5 on one screen. Glad you enjoyed it(you did, yeah?) but I don't plan on working on it anymore because it was my first try at a game and at this point it's just unmanagable spaghetti code.
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The one point of max mana looks to be the mana bomb skill. If you aren't using it no point, just focus on wisdom instead of intellect.
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1: Increasing max mana is strictly a hinderance since spells cost a percent and mana regen isn't. If you're going to keep percent based spells at least have their power be proportional to mana used. Otherwise making int as low as possible is a better strategy than raising int.
2: For Sword and ring have two stat comparisons ex. Str: 5 (-2) (+3) since there are two slots for those.
3: Hero stats being just a percent boost seems really terrible for early-mid progression. Several ascends poured into a single stat could give the same amount of points as getting a slightly better piece of equipment. Perhaps make it give +1x stat and +2x% instead of just +2x%, That would make them much better for early portions of runs when a single stat is worth much more and a percent much less, and still be good later in runs when the reverse is true.
4. Hero upgrade for xp gain doesn't seem to affect the xp bonus on character+ sheet.
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Dodge chance scaling seems reversed. The more Agility you have, the less additional dodge % you should get. Look at it this way: I'm currently capped at 90% dodge, and if I lose 11 agi by using a new piece of gear, my dodge chance drops to 84.89%, which means I get hit 51.1% more often.
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Strength+ Cost: 201 When I see this, I decide to close da ASCEND game yep. 5/5 Crazy long game not for everyone. Long just enough.
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Also hero point should add base stats because we cant really see what we win with hero point in character+... if u dont lower dodge of enemies you should add accuracy stat
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mana regen should be when moving square not every 5 seconds because with more speed you will never regen enough mana between fiight
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reduce dodge chance of enemies thats just annoying... they have more than 20% for sure often i miss 5 times in a row or more on same lvl enemies not normal
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Good game. Probably need a couple more tiers of equipment with super low drop rate and ultra super low drop rate (given the boost to drop quality in ascending). Also, AUTOSELL for low quality gear is essential to make this game play more idle. Thanks!
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It would be a lot better if you merged character and character+ tabs. There is a lot of free space next to attributes.
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@Everyone Note that if you equip a sword or a ring in the 2nd slot, the comparison tooltip will then switch to that slot. That means you can do a quick double-equip to slot 2 and you'll get the comparison you're looking for. Of course, that doesn't mean it shouldn't be made easier/more obvious.
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I notice in the item stat comparison that it's only comparing it to one item. It's only comparing it to the items in slot 1 and not the item in slot 2. In order for me to determine if the ring or sword in slot 2 is better or worse than the item I'm checking against, I still have to go back and forth. If you could do what you did for the item in slot one with an overlay, but have it check both 1 and 2, and have them read out side by side, that would be very helpful. Thank you.