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Great game! Im the third person to beat the whole thing spoiler alert for last fight. I used Beorn Titus Alok Revere. I've got max gear and upgrades on Beorn, and tier +5 gear zero upgrades on everyone else. I just barely squeeked by with one hit left on Revere. I also swapped out for a powerful trinket on Beorn and changed his armor to attack power. Good luck everyone!!
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@rwtrwtrwt are you paying attention to formation its a big part of the game I found that out the hard way (same as you)
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@Ankhboy:
I'm not saying that the museum is too hard or should be nerfed. I'm saying that the mechanic is overly complicated and made a suggestion to the developers for streamlining it.
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The Museum's major flaw is that at one point it will become too time- and resources consuming to upgrade what it's supposed to do: Ironically, to reduce the amount of time and resources to craft gear. Also, once all of your chars are decked out in Lv 10 Epics (excluding Trinkets), the Museum becomes practically useless and you might as well set AutoSelling to All, since all there's left to do is to Forge your epics to +10 (not all of them, just 4-6 Sets), also an extremely time- and resources consuming process. BTW for the players who are already at Lv 10, the Boxing Gloves will give you the best idle bang for your idle time, 228.729 Gold per Second to be exact. So if you want to maximize your idle gold earnings, put up 4 Boxing Gloves and 1 Bloopinator, then Auto-Sell: All.
Museum is intended to be a longer term goal, and when we implement our plans for an ascension system it's progress will carry over forever. It's NOT intended to be a system you complete before you beat the t10 boss.
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The museum is overly complicated and granular. Not sure what the actual figures are, but instead of each set of donations applying an X% within each item category, the earned bonus should be a smaller percentage applied to all crafting. As an example using made up numbers if I submit common Metal Armor, +0 through +10, it should grant a +.5% bonus to crafting time for all item types instead of a 2% bonus to just armor crafting times.
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Loving the game so far. Can't wait for new content. Don't listen to people begging you to make the game easier, ha ha.
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@woodhavenagent for octopus I used Beorn (pb1), Zoe (pb2), Troy (pb2), Grim (pb1). Mostly purple gear with forging where I could. Beorn tanking (hp trinket) and everyone else as damage (power trinkets).
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A "are you sure you want to sell?" for qualities great and above would be nice...
because i just accidently sold my great rarity sword
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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.