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also, by the way maxcrouch, the inability to sell units causes you to need to think more strategically making the game more of what it's supposed to be, about strategy
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Lol I thought I would just start again for something to do (finished this and the original one without the updates) and on my new profile my first kill got me the pot of gold! (something that I only ever got near the end of my first go on this version of the game)
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Maxcrouch, after you progress a little bit into the story, you'll be awarded the "scout" talent which gives you information about each wave. When you mouse over each wave icon on the battle map, it should show their health, armor, and a few other things in addition to how many enemies (under AMT). I'm not completely sure, but I believe it is the "scout the area" mission from the Legion of Tyria that awards it. I would definitely like to be able to sell units though, maybe for 50% initial cost. You could even have a talent that increases the cash back from selling.
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Sorry for spamming, but this surely is important to semi-experinged players:
Don't buy or upgrade units more than needed, gold that you use on this won't be counted to your payment. (If you want to level up hero, or do a talent, invest in adequate anmount of units, but only after you get enough to win a level. also don't mind losing some lives, there is no reward for keeping them all)
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So, some tweaking could be nice:
1)Some typing errors could be fixed, this could make the game less wonky-looking
2)Sorting of quests, as said before
3)Some way to compare items equipped to items in inventory
4)Streamlined shopping
5)way to see total influence of the stats (i.e: Tactics improves gold saving from quests, but for how much? I want to know this
6)Maybe make mission gold calculated this way: (Total gold looted/tactics+bonuses) +payment + extra gold + bonus based on relationship, experince racked up and faction relationship.
I know that's a long one, but these minior changes could make the game much smoother
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Whenever I place a unit on a map, the first unit always has an outrageous amount of damage output. When compared to the second unit the damage difference is noticeably different. I'll give you an example: I'm using two fire mages - the first unit deals 192 dmg with every hit (non critical) whereas the second unit deals only a measly 42 dmg, where the # of kills are the same (give or take 1-3 mobs) and the upgrades are the same. Not sure if this is known or not, but just wanted to point it out.
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I strongly encourage you to rethink the interface for future iterations or games. The amount of clicking necessary to accomplish the simplest task is absolutely ridiculous, and turns what would be a good TD game into an annoying, carpal tunnel-inducing snoozefest.
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The infinity symbol during the loading screen is in my opinion a bad choice. You don't want people thinking that the game will take an infinite amount of time too load. Good graphic though, very stylized
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For the hard badge, do the blue flag quests (middle bottom on map). Hopefully this comment saves people hours of pain = =
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If your want more money or exp., than do the last round, The Root Of All Evil, at least once in a row. Also, to "renew" the quest rewards, exit out to the main menu, than start it up again, and also the explorer items are worth more on the market.
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The units should show some visual growth when you upgrade them, and also you should be able to upgrade them all the way.
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@ deadlybeamer20 I think we're all aware of that, including the dev. you should probably read the description on protectorworld first before posting senseless dribble.
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i just remembered this is the music for a really old ninja game anyone remember it you could buy potions and stuff and you could fight at arenas and there was special portals for undead and monster and human and theres one spot were you could fight a trainer and just farm it
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Could use...
Hotkeys to make upgrading a dozen different units less of a chore
Inventory and map screen streamlining, faster fast forward
Clear explanation of all the different abilities, buffs and stats and if they apply only to the hero who has them
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I'd really love an "Iron Man" mode where your heroes, if you lose a board, are deleted. I think winning the game with that would be much more of a harrowing experience, but possible.
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Absorbing units dont add to the health of the monster, they just dont do anything. So look ahead and if you see a monster with absorb, plan for it. dont spam weak units when it comes.
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also, this needs a selling function during battle. it gets annoying when you put a unit in the wrong place and then cant remove it.
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Correction. I meant ArchWizard, not ArchMage. ArchWizard has both poison and teleport, which is very useful in this set up.
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A tip to get experience very fast. Pick a map with an absorbing, regenaring monster as end boss. Change your heroes to have this elemental nature that will be absorbed. Have a unit reduce the max hitpoints of this boss by bleeding (cutpurse for example). Use ArchMages to keep the boss from reaching the exit by teleportation and poison it to gain experience (poison/s should stay below 10). As soon as its max hitpoints have been reduced to 1, the experience gain per second will become the poison rate times the experience the boss is worth. Experience for the hero and for the player will come flowing in. I also recommend adding a gentleman to get some extra cash source.
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@ genocidegrand
For the time you put in to get the experience, I think you can't do much better than toothy issues. Hydra may be a little quicker......
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great game but i think needs a x3 speed button i would give game a rating of 3/5 as graphics could be improved a little bit but other than that a great game =)
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i got 500k gold. and like 380 item in inv. trying to max one of my char. and my skill.... can anyone tell me which quest give you lots of exp and fast. im doing toothy issue for the 85th time now