had the same thoughts... back in the days i would read all statistics in the baldur's gate rulebook to get the perfect race/class/skill combination i really hope to get some more detailed description on how the game works exactly... f.e. the bard: does his healing song get better when he levels up? i have no idea
A few mechanics clarifications: Monsters don't have armor - if you see 105 on your character sheet, that means you do 105 damage per strike. The only exception to this is the barbarian - he does half damage with each normal melee swing, but due to dual-wielding attacks roughly twice as fast as another damage dealer. In general, gaining a level gives you +1 to both your power and armor. The bard's buff essentially adds his power to both the power and armor of his target... but not exactly. The thing is, it doesn't get multiplied by certain powers, like a rogue's sneak attack. It's just extra damage (or healing) added on to each thing you do... again, this is halved for the barbarian since he generally attacks twice as fast. So in short, you can pretty much consider a bard with 30 power as granting his target 30 levels worth of power/armor, except when it comes to certain cooldowns. At the moment this has the slightly strange effect of benefiting some powers more than others - a bard buff of 30 will add a less-than-exciting 30 damage to an ambush, but will add 90 damage to each victim of a warrior's cleave because it hits 3 times. Currently, most powers can't crit. We thought an ambush dealing 700% damage might be a bit too insane, but I think I may revert that limitation, we'll see.
I think the crit token is balanced as though powers can crit. If they cant crit, then the speed tokens just add more damage. If powers cant crit, the crit token should go to 15%
I found a minor bug...I had all three save game slots filled, and deleted the middle one. For awhile it kept showing up again when I would go back to the home screen. After 3 or so attempts, it finally stayed empty.
No cap, but it takes progressively longer to level. Epox claims to have found some sort of exploit allowing him to get a level 73 shephard but wont tell anyone what it is. I got my team to level 35 by running the first level on the 3 world multiple times. The boss level is a lot more exp, but its also harder and I still fail it when not paying enough attention. Looks like it could be 20 minutes to 36 without eggs.
I cannot stress how much I love the music for this game. I could sit and listen to the peaceful guitar music on the menu screen forever. So far, with all of the other purchases I've made over the last two weeks (Fragger DS, Disc Drivin, Claire Garden, Dirt, Wispin, Thief Lupin, CrazyControl2, Stenches, 3KTD, Cross Fingers, Dead Space, Devil My Cry 4, Lara Croft and the Guardian of Light, Etolis Arina, Sacred Odyssey, The Pantheon Cycle, League of Evil and Zombie Isle) I've been playing this the most. There's just something, enchanting about this game. And I love the black knight. I hear he's survived having all of his limbs chopped off.
This game reminds me of WoW instancing done right, you know, where everyone does their job... My thoughts on the game engine thus far One thing I've noticed is that the Cleric's splash heal passive doesn't work well when your melee dps is a tank and rogue. The rogue gets behind the target, as per the AI's logic of spreading units out. However this puts him out of the range of the splash heal, thus benefiting nobody. Can the splash heal be given a conditional to also heal the melee unit thats forced on the other side of the focused target? Theres no way to get the Rogue near the tank for this to work when focusing :\ Also, as a request, can items be given a rating in their description so we know if we got an epic loot or not? +10% chance to crit can go either way depending on the loot tables currently in the game. Is it epic, rare or common? Lastly, please let special moves crit. Rogues critting for 700+ may sound odd to your Mika, but it comes at a price, i.e. he's now a glass cannon because he's wasted gear slots on +crit.
I find it odd that OMG pirate ninja doesn't make an appearance. You already have all the sprites and special animations =P Would be the most badass rouge of the game =)
I've been lurking this forum for over a year and haven't felt the urge to post until today. This is a great great game. Kudos to everyone at Mika Games for a great product. A quick review: Love: Graphics and animation. Great spell effects Deep strategic combat and group organization Lengthy. Great value for $3 Basically everything! Not so much love: Selecting characters can be frustrating, especially in later levels Armory/Merchant screens needs to be reworked somehow Other characters don't level unless you use them which means a whole lot of grinding if you want to switch your party up later in the game. Requests: A 'character info' screen to see a chars stats/story/equipment without needing to add them to the group? Alternate method of selecting members that are out of view behind other characters Something to minimize 'flipping' between merchant and armory inventories Again, great game. It's sucking up lots of my time lately. My setup: Knight(Defensive) Knight(Offensive) Sorcerer Priest I like having the extra tank around. I think, overall, they are the best melee classes. So why have one when you can have two? It's especially helpful later in the game when enemies start to hit really hard. I'd recommend this setup to anyone having trouble with the game
I agree. However, I would like to see icon-based selection as a toggleable option. (but I would use it!) And small icons! I really like the otherwise uncluttered battle UI.
Weird bug (but awesome for me): my witch died early in a battle (for what it's worth, she kind of flickered and disappeared as in the arena as opposed to falling down like normal), but then later in the battle, I noticed her dark bursts hitting a skeleton archer, as if coming from offscreen right. Then, after I won, she walked back onscreen and received exp like normal. Black magic!
Yup, because the bard's buff just adds X damage on top of each hit, and cleave is a multi-hit ability, so each strike benefits individually. I think the monk's 1000 palms can be the most absurd abuse of how the bard buff actually works. I think I'll change it down the line, but at the moment it was the simplest implementation. Hmmm, interesting... I thought I had ensured that couldn't happen, but when more than 10,000+ people play the game they're likely to find stuff your testers didn't .
I've been having a blast with this game. I'd been accumulating games since before Christmas, but this is the first one that I've actually played since classes resumed. So for starters, serious props MikaMobile - you've really outdone yourselves here! I love the the battle system, the animations and art design, the music, and the classes, but what's really drawing me in is a bit more complex. This game really makes me nostalgic for Final Fantasy Tactics. I love game mechanics that allow emergent strategy, so to speak. With the assortment of classes, and the varied skills and accessories, it opens up all these cool builds to try out. If I had to ask for anything more, I'd like the ability to recruit additional party members. It'd be cool to be able to name them as well, but randomly generated names work fine for me. This would serve two important functions: First, it would let us really push the limits, and try out weird things like four wizards, or having two bards or clerics. Second, it would let us level characters from scratch with all of the map available. As it is, if I've already leveled my bard to 30, I'm forced to start a new game if I want to level another group up alongside him. I can see some of the downsides - it would certainly need to balanced, there'd need to be a way to add/remove party members, and it would put the original characters in a weird sort of limbo. I suppose I should really consider booting up Tactics, or wait until it's released for iPhone/iPod touch. Anyway, thanks for all your hard work, the quick responses, and this incredible gem of a game!
It just happened to me again, this time with the monk, but since he's a melee he came back on screen, but the game wouldn't let me select or move him. He only attacked in response to attacks from monsters.