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Good start to a game, but there is so much unbalanced it ruins any possible idling. 2 suggestions that would give the game some progression. 1) change the runesmiths equipment improvement research to just require gold. You'd be killing 99% of the grind required to gain further progress in the game. 2) consider lvl 50 a softcap not a hardcap. Have lvl 51+ cost more, but not the impossible lvls they are now. This would again allow some progress/achievement to be made without sitting there grinding.
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Nerf to lucky sniper charm pretty much ruined this game... Damage is all sorts of screwed up now, waaaaay too slow. I can't even out damage boss regen, fantastic...
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@palumatzu This game isn't intended as a "clicker", preventing auto-clickers, too. It is a great game, got but some issues (my opinion). But the devs work constantly on it and give lots of feedback. Check the forums if you like :)
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Hum, maybe the healer are working fine and im the one not knowing how the system work properly. Ive equiped one of my healer with flash heal (3x)with prayer and let me tell you, just 1 priest like that give me the edge over my raid issue. so i guess Healer dont do a thing because spells cooldown are 10 sec on most spell.
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I'm a little bit put off by the lack of a method to increase click attack damage. The amount of enemy health regeneration, vs the rate of attack power/speed growth upon level-up, is waaaay too unbalanced
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Can you please make it so that Priests move towards people that need heals? At the moment they just stand there and heal only the people they can, and my tank will be too far away, and the priest will literally just watch him die with full mana.
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Im starting to wonder if it is the nerfed that make my game unplayable or just the stupid healer not healing. Would be nice if Dev would look at healing so i could really know how the nerfed was bad.
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A lot of my progress over the last half-day has just seemingly been wiped out. I had a black screen and reloaded. I have the same experience I had, but all items, gold and purchases are gone.
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When placing my last armor Smith it let me place another one for a total of 11. So once you place the 10th just click again and you will place an 11th. Definite bug. Note u need like 40k gold to place the 11th.
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Please make it so we get gold back by removing buildings. The only reasons to remove buildings are: 1) to get gold back :P, or 2) to rearange the buildings for aesthetic or convenience reasons. Is there any reason not to allow us to do so freely?
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Having mages go back to base for mana regen while farming could be an improvement to make them somewhat usefull. (would require the red priestesses in base to seek out characters in need of aid though)
Or give them a basic attack that doesn't require mana.
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Critical hit damage bonus doesn't make sense to me. If we equip only crit chance on a character, his critical hits will do base damage. The 100% Crit damage shown as basic, is not added as extra damage on a crit but is the actual multiplier for the crit. (unless this is not shown in the damage numbers we get to see)
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To echo Sekant, here's a followup suggestion. Once raids are unlocked they should stay unlocked with an option on how they get auto'd. First run only (only attempt if first run artifacts haven't been earned) Always (do it every raid reset) and Never.
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Can you please change the auto-raid to include raids that were just unlocked? In the simplest piece of code you can make so many people happier about the idle/active aspect. If I reset and just set it to raid to get the AA, I'll only farm lvl 1. If I want progress/items/lvls, I still have to actively farm to map I want and then set my auto raid. Should help create some balance between the multiple hour idles farming gold, and the intensely annoying spurts of active 3-5 raid resets for AA. Also seems more appropriate that as I'm auto-farming I might as well be attempting (and probably failing) the hardest raid available.
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Oh well, that charm nerfed just killed all my joy on the game. I dont know if ill continue playing because now im 2 level behind what i was able to do at Lv50. And i really dont get the idea to have "tactic" in an idle game. Since the only way to go further is to idle boss, but you have to use specific tactic to beat some, that game is just a fu..ing paradox. So please dev, get your things together: be tactical and remove all those idle thing or make it idle and remove all those tactical shit. and please stop noobiing nerf your game. One thing is sure is that you make me 100% sure i wont spend a dime on your game because 1. it is all luck based. 2. Game doesnt give me joy as i would like it to do (lots of potential, just wrongly exploited, n nerfed) 3. Slow progress and i guess its because of low containt. Btw, the starting is so slow, takes ages first reset. You gonna lose so many ppl just because of that.
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Game progress has slowed to a mind numbing crawl since lucky snipers charm was nerfed. Regen on mobs should be nerfed considerably.
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Does anyone else feel like arcane frenzy and cold focus abilities should be swapped? With arcane barrage it makes cast speed such a moot point against mp drain/damage, and cold focus increases dmg but he can't cast fast enough to properly stack the damage without a huge amount of luck (essentially negating its usefulness). Swap the two and problem solved. Missile barrage actually has quick equitable damage stacking, and cold focus actually enhances chill aura chance (since crit has no impact like fireball)
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Just a little thing that would make the skill enchanting more user friendly: Show (maybe in green to the right) the modified stat. Aka, 1000% damage mighty blow enchanted 10% should show "1100% damage"
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I have 2 essence of rage and all it lists when I scroll over it is the name and that it is equipment but does not list stat modifiers or char type. Though I knew it was for warrior. Is this on purpose or did it just not populate when collected the item. I have since restarted the game and it still did not list anything about it.
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I have a lvl 2 cold focus with 6% dmg increase but when I hover over active buff on screen it says 3%. Not sure which one is right, but they should match at 6%.
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I'd be nice to be able to move the buildings or demolish them for the price you paid for them so you could remodel the village
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I'd like to see Blood Lust reset its duration each time that Primal Rage triggers. It doesn't seem to make sense. If triggering the initial skill resets its duration, why wouldn't it reset the other duration?
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Arcane Bombardment says cost to execute is 18 mana. But the text on it says that the skill increases cost of magic missile by 20.
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So my first thought when my mage charged in with the tanks (warriors) was, "Why do you do this to me?" Then I found out apparently the mage tanks better than my actual tanks.
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I think mages need a bit more base mana regen, or cheaper spells/good regen items ... they're completely useless while farming, and while raiding they just do nothing by the time you reach the end
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These raiders doesn't listen when you tell them to go back to base and heal, they go and stand in corners or get stuck between stuff and get killed instead.
Could you send it to us via email? We can probably fix it pretty quickly. Just in case Patch 14 didn't fix it. Email address is social __at__ pitforest.de
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Instead of having 1 dmg click that's useless after farm lvl 3, how about upgrading it in the ancient shop with 10 click dmg per upgrade?
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Anyone else have the problem when setting it to auto raid and they get stuck at the door of the raid and you can see one of the raiders kinda twitching in place but they never start the raid?
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is it just me or do raiders start and stay resting when you don't get into game for a while? if so that's kind of annoying
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I'd like to see the red priestesses search out chars that are low on hp, and even more so, mp. It seems too randomized when you go back to rest whether a priestess is close enough to top off the mages mp with Energy Heal
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I have both my hail of arrow skillbooks enchanted with reduced cooldown 10%. For some reason, 1 of them is always about 4-5 sec slower on being ready for use again.