Im stuck on Chapter 3 as well but 18. void tower... treasure room... out of money as well.. Please add moi a287c2
There are some strategies that will make the big chapter bosses much easier but may require using cards with the right skill type or finding friend helpers with those cards. There are over hundred players that have passed this stage and a couple might be active on this forum. Perhaps they can give you some hints.
Fighting the latter bosses will require buffs and debuffs Here are helpful cards you should have or look for in an ally He'll marionette - increases attack timer for all enemies by 5 Holy priestess - heals you every turn Archangel has a 30k attack dmg to all dark Flesh lotus moderately poisons all enemies
I don't have energy, but I think I found a way to beat treasure room. Golem as leader w/ ability death guard and priestess as partner with solid healing might work. You have to take out the two cats so the bosses dont start attacking on the same turn Also do arena tickets carry over each week?
Maybe a better way to do the arena would be to follow the same mechanic we have with the quest where you spin to attack. What if we spin or pull the lever and depending on the order of our cards, will dictate which of our cards attack whom (the enemy) This at least still supports the slots theme of the game where everything is a gamble Also allow for an auto spin feature And also where can I download the main menu music? It's beautiful
Thanks for your suggestions. I will forward these to the dev team for possible consideration in the future. We hired and 3rd party studio to produce the game music. We paid them for exclusive rights to use the music tracks in our games, but cannot offer them as separate download. Btw, we have considered auto-spin before but it's very bit tricky, specially around stopping early or choosing presets and accounting free spins. Are there any other player who are for this feature or against it?
I guess I'll have to find another way to get the theme music. And regarding auto spin-I simply want to be able to go somewhere without having to bring my iPhone with me It's a risk and reward scenario. The reward is you don't have to be there to play (pressing spin). The risk is that if you're away and you die then you die (because you weren't there to manually revive yourself with a skill). If you run out of spins it'll stop with the message saying if you wish to continue then drop this amount of coins-same message we have now. The auto spin stops at this point until you quit or continue And you simply don't use any coins while free spins are in play
+1 to autospin. It would make the game much easier to play and would prob be worth the effort. Also does anyone know if arena tickets carry over every reset?? Btw I'm fine with the current way arena works. It is fast and fun. I'm stuck on the first level of chapter 4, enemies that hit on the same turn destroy me. Maybe I need to hp stack with golems or something to survive. I need the priestess as a partner for healing else I get obliterated.
Arena tickets stack. I have close to 300 now it wouldn't make sense for them to not rollover since people who have reached beyond lvl 51 cannot participate in the arena for the time being since it's locked And the arena is indeed fast and easy and all it takes to win is to have your card more powerful than the enemy Believe me this will get old quick. It's not healthy for the game if you're looking at it in the long run as the arena itself will become stale and boring. You gotta keep the arena, guild battles and events interesting to keep your players coming back Just my 2 cents More suggestions... Prestiges: after reaching the lvl cap you may choose to prestige and start at lvl 1 again however you will also be awarded with a unique card obtainable only through prestiging. This will act as an incentive for players to reach max lvl and a reason for lvl cap players to keep playing after technically beating the game. Make each card type or star lvl look different. A simple way to do this would be to have different card borders or edges for each type or star lvl Aside from guilds and guild battles, events are also much needed to provide activity for players Trading cards You are able to trade cards of equal value within the game (not w/ other players as that can be easily exploited) Make 2 designs for 6* cards and beyond. You can unlock the 2nd design/look of the card by reaching its highest lvl and then prestiging. The card will then return back to lvl 1 and you will have to lvl it up once more Customizing your background using either pal points or coins. It's small things like these that go along way and keeps the game looking fresh and new Finally hit lvl 60 (add me aayf48) new 6* cards
+1 to auto spin. Just for grins, I started timing some of my battles. Running through a normal 5-stage battle with 5 lines takes me about 10 minutes. A 7 stage battle could take nearly 20 minutes. I'll often find myself in a bind to go do something else before I can finish a battle and then have to hope that closing my iPad won't kill the game before I can come back. If we don't get auto-spin, maybe a pause/save feature so we can restart the battle later? +1 for something to make the arena a bit more variable. Alternate ideas - make the card evolution/strengthen values variable within ranges, so our players start looking a bit more unique.
Autospins +1 for auto spins, it would be a convenient feature to have when grinding for that last gold chest that just wont drop, but obviously wouldn't work well when in stages that require skill use to stay alive. I would also support Arena revamp, at some point. It is okay the way it is right now, but I agree, it will get stale fast and lose its allure. So maybe just make the lvl 50+ arena more interactive? incentive to get to a higher lvl and keep playing. just a thought. also, what are the arena points for?...
Arena points are used for evaluating the top ranks in the arena every week nothing more. You get them by participating night arena
Week Top 100 in Arena will have rewards. Rank 1 is a super rare card for tier 1, as it says in Rules. Rank 2: 50 gems. Rank 3-5: 40 gems.
Another in for auto spin +1 for the auto spin.... I think I'm getting carpal tunnel syndrome in my wrist/thumb from spinning lol... You were saying that you had considered it before was that one of your issue was running into free spins? Not a programmer by any means but would it be easier to make the free spins disabled when auto spin is on? I'm pretty sure if you have it on auto spin that free spins aren't very important Also I like the format of the arena so far The coin reward wheel could use some additions tho such as arena tickets, pal points and maybe even one gem spot
Thanks for the feedback everyone! We increased chest drop rates twice so far. The first one we increased frequency of drops during spin in shorter stages which would affect both type of chest. More recently during the second time, we just increased golden (rare) chest drop rates only for the first 4 chapters and part of chapter 5.
Help add! Could someone help by adding me? Just recently started and could use some help getting those rare cards XP Name: Majeh Game ID: aec819 Thank you!
+1 for autospin. I think it would do much for the game, since mashing one button, with the exception being the activation of abilities, for 20min in the later part of the game can be quite tiresome in the long run. I think it would be good however, to cancel any active autospin between each wave of enemies to ascertain that the player can come up with a strategy on how to tackle the wave and doesn't just spin into his death. By the way have anyone else encountered a problem where evolved cards doesn't show up in the monster list? Anyways I'd be glad if you'd add me: aaae9c 6* cards I own:
Are those from gems or were they from evolutions Also finally got the main menu theme music. Will try to aim for lvl 70 this weekend Recruiting lvl 40+. Search ELITE on the guild search