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Another issue with mana problem: You should set your commands correcting and not just "if enemy is alive". You can see commands on no. of targets alive. You dont need to cast your aoe spells even with 1 - 3 mobs still alive. If you do your commands correctly, you will have 0 mana issue after the 2-3 rebirths. AND YES YOU SHOULD REBIRTH ASAP AT THE BEGINNING FOR ALL T1 BONUS AND QUICKLY GO ONTO T2 FOR STR/INT AND SPEED
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There is no mana problem: My spells cost +100mp but you will soon get amulets and items with +60+ mp regen per turn. Also you need to rebirth with +1 mana per lvl. Always rebirth and get all the Tier 1 rebirth bonus asap, then go onto str/int, sped, mana bonus. Res/def isnt important yet since you should have at least a healer and a shielder in your team. After the first 2-3 rebirths u will have 0 problem with mana
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I made a test between been AFK with the game on and AFK with off. I was expecting to get some drop while AFK, but the result is: 1 Night AFK with the game off = 28Mi gold and about 80 lvls (+/-), and 1 Night with the game on = 3Mi and about 10 lvls (+/-). All this because mana runs out in the first 1/5 of Dungeon and the progress becomes really slow, I'm lvl 300 with Boss items with mana regen but it's not enough. The problem is not the mana pool, is the regen, when the mana runs out there's no reason to keep in the Dungeon, some dungeons like the 250 the mana burn way faster, in 1~3 fights and it's empty. Add a Class that gives a buff of mana Regen or more items with it, it's a frustrating system.
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an interesting idea would be to add a class that damages mana of foes instead of or in addition to health. A lot of enemies seem to just sustain as long as they have mana but it hardly makes them a challange just take forever to go down. Perhaps not even a direct damage but a debuff that makes a foes skills all cost an amount of mana more.
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Um, is it just me or is the cleric not really healing the party? Like I watch throughout each fight and even when health is low there seems to be no heals going out any I have invested in those skill. Am I doing something wrong?
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for those thinking you need a way to stack maps: not really
use the items in the shop to augment maps: 10 floors and 10 fights is 100 fights per map
spending 12500 to buy +10 floors and +10 fights is now 20\20 - 400 fights
later you should easily be able to buy the +50 fights thing that DRASTICALLY amps up your map grind - 10 floors and 210 fights per floor equals over 2000 fights (at this point wouldn't suggest amping floors that way the level doesn't increase as fast - better to buy a base map around what you can do and maybe use a map augment slot to level it a bit more)
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after playing for a while, I can say the arena is the main problem, there is just no point doing it as you dont get an increase in arena points and lvl 1 fighting in arena is a 100% win. Second thing that needs changing is the class system, half of the classes are basically useless and you will find no use in it. I agree with a comment from below there should be more of an individuality between classes. In later stages, its just auto change for each class, which can cause the game to die out very fast as there is no goal or nothing to look forward to.
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I personally think the item stats and augments on it are fine. You arent supposed to get an item that fits your team everytime (think of games like diablo etc...) The more tags on the item, the stronger the % gives, so it balances it out. You will encounter many items with just (damage), (skill) (healing) but they dont give that much bonus comparing to items with (damage) (fire) (spell) together.
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Definitely should have went with a simpler item system. So many tags make a lot of combinations useless. Or at the least you dont know if they are working do to how confusing the 3-4 tags per item system is. Should be simple, like +healing, +shielding, +lightning dmg.
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Arena needs a rework, the reward doesn't increase with difficulty, so at high levels, I can barely kill 1 enemy and get 5 points, but right after rebirth, I can kill everything in one shot. You need to keep active to do it and what you can buy is less interesting than what you can buy AFK in the shop.
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I wish for more individuality between characters, in the end, all characters will have the same passives and the same skills, the only difference will be the passive of class. Maybe if limit each character with something like: Only 4 T1 class, 2 T2 class, and 1 T3 class, I think will be more interesting.
Of course, some maybe want to be allround and get all passives and everything, but I think this way the game will be more fun, challenging, and huge diversity.
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really wish you would add the option to purchase echo augments. i have several 100's og boss cores and no patience to manually start them all. also an auto fuction for arena would be lovely but all in all great game <3
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Running a Dungeon lvl 50 is easier and more rewarding than running a dungeon with augments to lvl 50. More gold and exp per min than low dungeon with augments.
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I think tokens should be dropped at a higher rate at higher difficulties; it seems frustrating if i'm fighting at map lvl 1 or map lvl 200 (or a 10 floor map vs a 200 floor etc) i'm getting the same number of tokens. I understand this is partly a balancing measure, as these boots won't be available forever/to everyone but when I'm still getting the same number incoming but having slower map completion (because of playing at a higher challange level). This incentives running lower lvl maps, or boss runs, back to back, which doesn't really give hero gains just tokens
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@Paulohf18: try using bloodmage as your buff/debuff character, have inspire and dirge funeral on him. He should use mana every turn. Even though he doesnt require bard as a pre req, you should lvl up him in bard as well since bloodmage is a front line buff tank
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@manowar99 : u can do the following , use multi command: if not marked (or marked) AND target count > x or < x or =1. This applies to all skills
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Bloodmage passive should be: "At the start of combat, if Mana <90%, sacrifice 10% of HP to recharge 10% of Mana". If the battle ends too fast he keeps losing HP even if not using Mana.
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Would really appreciate FOR ALL and FOR ALL OTHER conditions that would ensure a condition is true for all possible entities (or all entities except those returned by the first condition).
For example, say I want to use hunter's mark if no enemies have hunters mark, right now this is very difficult to do since the NO HUNTERS MARK condition only needs to be met for a single enemy...
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I just noticed in a Boss fight, "Ally - HP < X%" don't prioritize the lowest HP, start to searching from bottom to top and heal the first condition met.
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The concept of this game is good, however unlike most idles, you wont see any changes for a while or even think this game is durable. I do recommend changing the arena system, its slow and time wasting.
Hint for beginners: only do boss runs on friday and saturdays as this helps with the dragon tokens (boss run = 1 floor/map complete). Only do arena at lvl 1 after rebirth it is 10000x easier. Once your exp starts gaining, lvl up ALL classes! There is cross exp gains
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@ Paulohf18: Mana is only a problem at the beginning of the game, soon you will find +Mp per/turn items, also for rebirths you will gain additional mana. As mentioned by me before, the game doesnt really get going the first week. Im on my 4th-5th day and now basically I will lvl up when my mana reaches 0 and things are begnning to speed up. Also you dont need mana to progress, the basic skills should be inputted into your commands as last line "enemy alive - (slash/magic missile/double slash/lesser heal, archer shot)
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Mana is a big problem in this game, in long dungeons, You take too much time to kill the enemies without mana (even with good skill management). At this point, you have 2 options, retreat and start again and retreat and you run out of mana, or close the game and come back later, your team will be full mana and with some exp.
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I think the switch on ally and ally hp < x% is broken. It seems to return a random ally instead of the ally who's hp is
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Great game so far. Don't give up on rebirthing, hard at first but quickly catches up, eventually reaches near-automation.
Good gear comes from farming boss maps with as many level augments as you can handle (before rebirthing).
The arena feature and its rewards feel underwhelming and require too much action for now.
There could be more in the way of events.
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This is one of those idle games that doesnt really start going until the end of the first week. And for all those who say rebirth isnt worth it, it definitely is worth it, since u can level up your heroes so fast anyways as u progress and upgrade. The +1 mp, +.5 str per lvl is insanely high if u can lvl your heroes to 100+. As for items, dont expect to find any thing decent for what you want till maybe the 2-3 rd run
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Really appreciate the recent convenience updates, looking good.
Consider automating arena for a more idle experience.
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r training manuals bugged? i didnt get any exp but all my skills require an insane amount of exp increased to lvl up!
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Active skills for tier 2 classes are very disappointing. I don't think I found more than one with an improved damage/MP ratio.
Free use of skills between classes removes their individuality and mostly defeats the fun of diverse specialization.
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I didn't like to buy "Gambits/Conditions" in FFXII and didn't here. Sorry, in Pillars of Eternity is all free from the beginning and is great!
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Might not look like it but this game is good and I'm seeing more features come out frequently. Game has a lot of potential and I think the dev should be proud of what they're doing. You're doing good work my dude.
(please go over abilities down the road though and tweak them <3)
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Fun game, but the equipment modifiers are SUPER confusing. They need to be simplified a LOT in my opinion - There are WAY too many modifiers.