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everyone, my guys and the foes, have basically no str/int while the mobs have same high defenses scaling as me but my characters have like insane hp (17k vs 2k). mobs are supposed to be dealing 200 ish damage while my guys deal twice that in AoE, or 2.5 times that in single target. yeah the update made buffs kind of useless... but there's no progress unless all this offline exp is going straight to low rebirth gains.
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Looks like there's some bug with weaking shoot. When I use command (enemy not weaken) or (enemy damage dealer) he just shoot my teammates (and himself) instead of shooting the enemy. But when i use (with) command, the skill never spawn (look like there's some true & false bug). Hope the dev could fix this.
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an auto class changer would be a good idea. So they can switch classes automatic and keep them all on the same level. I don't like it when one class is at lvl 900 while others are still on lvl 80.
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How do I get my rogue to cast haste on himself, or to make my cleric attack while still allowing to heal when it makes sense? This game is confusing
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The rebirth cost is unbelievably high.
I enjoyed the game, resetting all of my level 130 heroes for 2% damage/healing/shield gain isn't worth it.
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I'm around level 700. Why does the Shop has lvl 50-lvl 55 gear for sale ? a random lvl 800 item has x1000 better stats
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The last update broke the balance completely and made the game unplayable.
-1 SPD on lvl 6 hamstring?
+ 0 (ZERO) dmg on lvl 10 scorch??
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All skills have 1% level amp now. Tier 3 classes had higher level amp for higher base mana cost before, now most skills from tier 3 classes are not worth using at all.
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I honestly think that physical is best from early to mid/late-game, as the boss on the 2nd buyable map (Orc War Core) only drops physical based equipment [Weapon+Accessory], so it's easy to farm and it also has skills for single, 2, 3 (only range) and all target skills. Other elements are more of a pain to farm and are also limited with targeting. (The best shielding skills are also physical based !)
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I am still confused with the command tab, especially for my rogue (the hell he's just spawning buff instead attacking) T_T
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Bleh, the new update makes buffs completely worthless, it cost an entire character to buff the other by 10% how does that make sense, so you get back 50% a character worth of stats? It might make a bit of sense if the duration at least is greatly extended so the buffer can cast all the buff, and do something else but buff right now is way to weak.
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Yes dragonlancers are good back row fighters, but I wouldn't want 6 of them. Even if they were the best front liner (which they aren't -- I use heretic AOE abilities for damage on the front line) you would be stuck using the same equipment for all your players. You want some differences because if you are waiting for 6 copies of the same good item, you are going to slow yourself down a lot. There are lots of physical items. At any rate going beyond two, and especially three of any class makes a big difference in the quality of items you end up with.
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I personally don't like this game. Graphic is poor, gameplay not exciting and the game results not attractive. Just my opinion.
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i believe i am doing something wrong as my party is out of mp halfway through any dungeon wich makes the crawl to the end of the dungeon awful
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If you are overwhelmed by the party setup possibilities: Try a party consistent of 6 Dragonlancers and only use their three abilities (multitarget, singletarget, selfheal/shield). Have one of them always as a bard to pick up all sidequests.
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Maybe add a choice to turn the graphics explosions effects off -- this would reduce the amount of load on the computer.
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@RerollMuch
that's right, you set Self in first condition (AND) Enemy in second, so it checks for enemy and target's you, read the question mark carefuly
i killed my party with whirlwind like that, you're not alone xD
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who's got the lead on teams - seems like you might need two healers in the back? rogue's in front, healers in back with a mage
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My class is using Flameblast against the player party. The command is (Self MP >30% AND Enemy HP > 50%) - Sucks to eat my own damage.
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THere should be a "Repeat" Core Map mechanic.... if you do like +50 FLoors + 50 Rooms you're sitting at hundred bosscrolls which are tedious as fck to do one by one if you can even onehit them :D or repeat least MapCore/Augment combo till either Cores7Augments are done or Inventory is full (see Boss Maps)
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Hmm in the 13,000s one seems to reach a point where you lose based on pure speed -- the monsters go first, and even with defensive equipment up front and 5/5 def res, they kill people, and no way to get more speed to go first really other than waiting for the characters to gross level up.
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@nihilxaos: Commands always target units that fit the first category. This means that if you have an attack skill with the command "Self: MP greater/less than #" you will hit yourself because the word self forces it to be you. The way to get around this is by using a multi-command. Setting it to "Enemy - Is alive" for the first tag and "Self: MP greater/less than #," for the second (with and in between), you will target any alive enemies with that skill if you have the correct amount of MP. I hope this helps!
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So if I want to set a skill to execute if I have enough MP to cast it, it will attack myself? That seems rather counterintuitive.
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Rather disappointing to learn that Ally switch A on can only be used as a true/false check, not to get pointers to the specific allies who have A set to on. Was hoping to use it as a way of not wasting time and mana casting buffs on allies who won't benefit from them.
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wow "consuming vortex" AoE skill in archmage is weaker than its former required class's AoE's... 50% effectiveness vs 100%, 175 dmg vs 210. only thing good is it could "eventually" outscale via level (8% per lv vs 6.5%)...
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In general, AND conditions should be used for enemy x ally conditions. WITH conditions should be used for enemy x enemy conditions or ally x ally conditions. OR conditions should be used for mutually exclusive conditions or shortening the amount of commands a character has.