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on map groovy grove X, the scare spider skill deadly web does the same amount of damage no matter if the enemy is at full health or not, despite the description of the skill state otherwise.
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Bank is completely useless. You wouldn't even notice the extra space, without micro managing like crazy or during off hours.
Bank should allow automatic transfer of crafted items in the new available spaces, when inventory is full. But it does not.
Automatic fusion would also be extrememly appreciated, given the stingy inventory space.
Game doesn't save at time. I've wasted entire days, with the game getting stuck on one fusion, never completing it.
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My strategy for Goblin King was Beorn, Neve, Zoe, Alok. Everyone was in full Lv 9 Epics, +7 Enhancement for Beorn and +6 for everyone else, on every piece. Every char was fully upgraded and the skills were Revenge, Rain Fire, Blizzard and Song of Strength.
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For Monkey Knife Fight, the team posted previously (Beorn, Grim, Titus, Alok) didn't work for me.
My successful team was Beorn, Lambug, Troy, and Revere, all set to Playbook 1.
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@ciaemon - You can craft from unmastered recipes, and after each new item produced, price will drop (from 1300 eventually to 10% of that price, to 130). It will use up some resources, but will drop price by little more than what is consumed.
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I beat every boss by brute force. I'm sure you can find clever strategies, but if you are struggling and can't think of a way forward just keep upgrading everything.
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Monster Trophies need an explanation. Not understanding them I wasted 2 experimenting. Now I am hoping there's a reset.
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Also it'd be nice if you made use of kong's update notes space I'm not sure how to do that from the developers perspective but it can't be to hard since many other games make use of it
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Why the failure of quests is so big even with 80+% to succeed?I failed so many quests and twice in a row with 95% success the titu's quest for spellbook
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Also, the reward for those more complicated guild orders is just not enough compared to just idling five common ones.
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I would prefer a guild system with refreshing orders. Some of the orders require micromanagement that does not fit an idle play style. It is frustrating being tied to low-level orders and having to pull back adventurers to go "mine" low-level resources for the forge while you would like to progress. The active play is not intensive enough. You adjust for the orders but then have to wait for minutes. The time is not long enough to anything else (eat, play other games, study) so you cannot really idle either. The guild part is thus just plain bad.
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Instead of THROWING AWAY RARES when crafting past inventory cap, would you change this to throw away the LESS valuable thing?
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This game makes very poor use of the screen. the layout and whitespace compell lots of scrolling and generally hunting around when there's no need for it. The information could be displayed far more compactly without hindering aesthetics.
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End game crafting is plain boring. Too slow, inadequate results.
You just let the game running for 3 days, and check once in a while.
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After the last change on kong (removal of chat rooms etc) i started to get problems with online saves in multiple games - so i started using export instead of saving. It hasn't failed me since
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for a brief moment, eliminating the material cap was a welcomed change, but now that it's back to being the paltry 1K, it's a headache all over again.
Sorry! This was actually caused by the titus bug (which also killed offline gains...). After boss 10 is done we're revisiting guild orders, mastery, and material caps so if it's too much to bear keep us bookmarked and check in later when we get there!
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"Thanks to your feedback, Museum rewards will be awarded every 11 turn-ins" - Thanks, i think museum is more fun and more balanced now.
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I didn't understand how museum works after change, but then i re-read the post from dev and did some time (yeah) in museum. Even at low levels (item lvl 1 and 2) it takes a loong time to reach some decent adventure levels, therefore production. I guess best is to focus on 3 items simultaneously (3 different materials). Spoiler ahead - You need to finish whole column (for example donate mask lvl 1 - basic, +1, +2... +10, all of it) and then you get 4% reduction in time for all masks. Do the same for green masks and you got 20% more chance to get green masks. It obviously takes time and clicking effort, and i guess it might work for first like 3 levels (maybe even more for more masochistic people) but rewards aren't all that great. I'm no sure though if you get bonus for finishing all 4 columns (white, green, blue and purple), as i only finished 3 for one item at most. I think i won't be visiting that place often.
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You should really consider lowering the mats required to upgrade items through the Forge. Right now it takes 850 Mats (25+50+75+100+150+200+250) to upgrade just one item to +7 and it will take another 300+400+500=1200 mats to upgrade one item to +10. That's 2050 mats total. More than two full inventories.
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I have not received a single crafted item in the last 30+ hours, and the amount of materials I am farming now goes above and beyond 1K
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How do we see the effect from donating to museum (other than change in displayed time on recipe in contrast to actual time). In the previous patch (5.0.9) we could see exact chances for each drop quality - now everything is displayed as 100%. Also how does the speed change, being at say 10% means that speed changes like 4% (since in previous patch when maxed, speed reduction was 40%)
Hello! Museum reward structure was changed with this patch - completing a "set" of rarity contributions for an item (so all ten forges + base item) will give a fixed reward based on the rarity contributed (craft speed for commons, proc chance for higher rarities) that apply to the item type.
So turning in a full set of forged common knives will give 4% craft speed boost to all knives (even the t10 knife, bloopinator!)
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@sirspikey, abandon the dungeon, select it again and on the left side (during character selection) you can select between all the available dungeons. Which means, every dungeon you have unlocked so far.