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Im sure many of us would LOVE a good deal or two, maybe add weekly special deals in your deals section? Would Love to support ya cuz this game rocks but would like some nice deals in the process if possible ya feel? Maybe some master deals or atleast some sales? Anyways thanks for the great game!
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When you have to consume a monster for a skill, it should only suggest monster of the rarity it needs, not greater ones, out of simplicity.
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sorry for commenting so much but what I meant to "save" a team is to memorize 5 monsters in a team then just click 1 button to replace all those monsters immediately because it is pretty confusing going trough my bags all the time searching for example the monsters needed for my offline masteries! :)
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I had to close the game because of a IRL interruption. I wanted to reset the game since I missed part of the tutorial. Is there even a reset button?
Not sure if you've unlocked the second team yet, but it's a similar concept :) You can keep your A-team in slot 1 and play around with different things in your second team, and you're allowed to swap them out in the field.
This is inevitable right now as it's an issue with the game engine. Your best bet is to refresh every few hours or however often it happens for you. Sorry for the inconvenience!
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What's the deal with the purple lesser dummy (non-usable monster) in bubble gum machine for 150 gems? Not funny - dropped the game a few stars over that one.
Dummies have now been removed from gacha prior to ascension. They're useful in the late game but this isn't the first I've heard from players hoping for an equippable monster.
It can appear that you lost your save after patches sometimes, just an unfortunate anomaly of the game engine. If you refresh the page you can usually get it back, otherwise the game has cloud backup which we encourage all players to use, and it's now enabled by default and will backup your save to the cloud every 15 mins.
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I loooove this game! Lots of fun! :D But i have a question, when you capture a minion, you get a chance to reroll, if you succeed, you get 1 more higher level minion. But win or loose, there is a dice image added below the reroll button, what is it for?
Also, my best progress was lvl 61, while i was %100 speed boosted, (around lvl 45) a blue mage one shotted all my minions one-by-one, including a legendary tank :p i didn't see it happen again. seemed like an error :p
The dice are your failed rolls, if you get 5 then your next roll is 100% guaranteed to give you the next higher rarity. The blue mage probably probably just had a really good trait build by chance :p
There are a few more in later zones, but most heals are learnable, so you can use Toad for a while and then find another mage to use for a mid-late game healer.
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hello there, does s.o. know if there is a hard reset in the game? i want to start from the beginning, but i can´t find anyhing like this
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The fact that when you use potions they get rearranged is really annoying. I'm new to the game, but at least at the point of the game I am (Because it makes using potions a lot faster, i see how can that be usefull in the future), It just makes it harder to not missclick when using several specific potions at the same time. If they didn't move, it'd be easier to use them. If you still want the rearrangement to be a feature, at least make it possible to arrange them in a sequence as we like, instead of being in the dropped order, please.
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Adding rare monsters early seems to be really really bad... The cost scales so much harder than the stats/lvl at least early on.
Gonna go on for now and assume something like levelcaps will make sense of this later but for now it just feels weird because rare monsters are actually worse.
Rare monsters are twice as good as common monsters in general. You'll use your rares to capture an epic soon :) Leveling is important early on but traits take precedence in the later game.
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I've played it for about a week, and I really want to like it, but that brutally limited inventory makes it feel like tons of stuff is wasted and I can't be bothered to manage skill levelling like that. I feel like I'm bouncing off it before I had a chance to really settle in, but I'd love to come back to it down the line.
Inventory management is an integral part of the game, but it's not supposed to be /that/ bad! We've got some inventory expansions in the works, and a bank for storing monsters outside of your inventory. Keep an eye out!
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What do vitality, strength, intellingence and speed actually do? I'm asking because I have a mage (Red Wyvern) who has very little strength but does a lot of damage even without any damaging ability directly scaling from intellingence. Does intelligence replace strength in mages? If that's teh case is there any ability that scales directly from strength like abilities like heal do from inteligence? Also mages always do magic damage and warriors always physical damage unless any ability states otherwise, right? Thank you in advance.
INT determines damage for mages. STR determines damage for warriors. They each also contribute a small amount of blocking of damage of those types, but I don't talk about that much (it's not the same as "resistance," which comes from traits.) Monsters /can/ do damage of both types by using certain traits, like Ancient Power adding magic damage for warriors, but otherwise they'll always deal the type of damage specified by their class. The healing traits are the only traits that scale with a stat.
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regarding daily quest timers, that is how I thought it was designed. reset in the afternoon Saturday don't know when they reset yesterday as I was working til after 10 at night got them when I got home they wont reset til 11 tonight. doesn't really matter to me just more of a curiosity. I wouldn't recommend changing anything unless it seems to become a problem for other players. I use edge and we all know edge sucks ;)
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For skills such as Killing Streak, it would be nice to see a counter for stacks. Not sure where it would (or could) fit. Otherwise I have no qualms. Very nice, relaxing, fun game.
Thanks for playing! Yeah I've tried putting a small number on the Killing Streak icon a few times (basically the only place it could fit,) and it's never great...I'll keep trying though. I'm also working on a stats screen. That screen might end up being a better place for detailed information like that. Even if you couldn't see the status of KS in the stats screen directly, you could watch your damage multiplier go up on a per character basis.
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You know the multi-hitter ability applies "on-hit" abilities like slime, blind and rend on the whole enemy team and heals for vampire and holy spirit
up to five times (once per enemy hit). How does it behave with an ability like growl? 20% chance repeated by the amount of enemies? Also do abilities like Fire Bath and Inferno have similar combos?
Growl procs on attack, and multi-hitter does cause 5 attacks atm, so it should combo :) Fire Bath and Inferno aren't AoE attacks per se (such as multi-hitter or double trouble or constrictor), they're DoT's, the damage is inflicted by a short term status effect on the enemy, so the damage they cause doesn't really combo with other traits right now.
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Ive been getting the daily quests every morning. Didn't get the chance to before work yesterday so completed them after work. get up this morning to find that it is going to be 6 hrs. before they reset, when they have been resetting every morning. Intentional that completing them restarts the timer or bug?
I think everybody's 24 hour timer starts the first time they ever log in, so the refresh time is indeed different for everyone. It can also be offset by time warps. It doesn't look to me like it should change just because you completed them at a different time, but I will double check that. The purpose is so that everyone can do it around their natural gameplay schedule. I could change it to reset at the same time for everyone, but you're the first person to ever mention this ;)
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why aren't ALL traits in the auto-seller? Also I think it'd be nice to be able to pick core traits (by which I mean specific monsters) in the auto-seller.
The core+unlearnable traits are the only ones that aren't there ;) It's because there's almost 100 traits, and to put 40 more icons in that box would be unpleasant in more ways than one (and not useful 99% of the time,) but maybe I can add a toggle to show core traits one day.
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This game is so much fun but it is for people who love make brain juice and farm. Good mechanics, good progression and good design.
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Initially rated a 3 because of minor issues with gameplay. However after watching patches and updates as well as having come across a bug that was responded to and fixed within 12 hrs. I have upgraded my rating to a four.
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Your active party should not be included in inventory. Inventory is for what is IN it, not whats OUTSIDE of it. Even for a game this is basic physics.
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It would be nice to have a method of seeing my exact stats, like dodge chance and such, so I could more easily evaluate buffs that increase dodge chance and stuff like that.
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I't would be easier to assemble a balanced group that said "tank" instead of "warior", itens shoud affect bolth (to keep the same item worth)
Also, maybe dayly reward for those who log in frequently? not talking about gems (maybe) but like 1M gold or 1 formation? 1 common monster but then it becomes rare, epic and so on with more and more days in a streak?
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I't would be easier to assemble a balanced group that said "tank" instead of "warior", itens shoud affect bolth (to keep the same item worth)
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I'm getting some weird lag on my cursor. It seems like it's locked at an fps that is not high enough. Other than that, great game!
I get that sometimes too, but a refresh usually resolves it for me. I've looked into it a few times and found that it's impossible to do a lagless software cursor with Unity WebGL, but I'll take another look. Thanks for playing!