How badly do I wish the drops were reversed? I've spent 120 energy trying to close out a chapter 1 area. I gave up, just figuring it was some kind of bug.
use my invite code please. I only need one invite code. it's adb0mx Pleaseeee thank you so much my 6* card is holy priestess
Was trying not to turn this into a topic where every second or third post was from me. Had a full tank of energy and was almost leveled when I came home, so I gave the 25-energy "difficult" a try. That went about as well as I expected, especially because I didn't have any good assists available - I defeated three of the four enemies in the first area before they got a turn, the fourth hit me for slightly under 6,000 damage in a single attack. Didn't get much further than that. So difficult is definitely out of my league for the time being, and would definitely take a specialized party to be able to pass. The 10-energy "normal" stages, at least the Earth area, are probably TOO easy. The "light maidens" hit for around 1K, one of the dark "ooze things" in Encounter 3 hit for around 1,600, but the attacks are staggered in a way that you'll never take more than 2,500 in a turn. And the boss (at least in the Earth area) is an absolute joke, with only about 10,000 health to his name and striking for a feeble 320 damage. [EDIT] The Normal Water Zone might be a bit more challenging - the skeleton archers in the third zone were hitting me for 900 damage THROUGH the Cyclops' "considerably reduce damage when at full health" effect. Not sure exactly how much protection that provides, but I assume the natural damage was at least 1,800, with light maidens and ooze things hitting for damage levels as above. (But all staggered damage, never more than two foes hitting at once, so no real risk involved. And an equally easy end-boss as in the Earth area.) Nowhere near the challenge level of Wednesday, though.
can anyone give me some hints to getting materials for evolution? looks like the only way is to complete the quests and pick up all the random treasure... and on occasions, complete the bonus maps as well? that's ... a lot of grinding. someone with miserable luck could spend eternity trying to get a heart or something. Thanks in advance. Sharing id: a2a2xa
Yeah. Weekday bonus maps are useful almost entirely because the drop materials. Speaking of bonus maps, can anyone confirm that the normal ocean treasure area maxes out at 4 chests (including boss chest)? I'm trying to get that 4*. I'm right at the start of chapter 4. The difficulty jumped up a bit. I need to spend a little time strengthening and, if I'm lucky, evolving.
Agreed. You'll find that the rare "gold" treasure chests drop a LOT more frequently on many of the weekday bonus maps. I've got a decent nest egg of evolution materials already ... most of which will probably just gather dust until much later on when I actually have two copies of a card WORTH evolving! It was mentioned earlier that many of the dragon-types can eventually evolve to 7* or 8*. But even if there's ever a place that reliably drops 2* dragons, you'd need 64 of them to evolve to 32 3* to evolve to 16 4* to evolve to 8 5* to ... you get the idea. Don't toss your dragons, kids! Whereas weekend bonus maps are useful ... to catch up on the NORMAL maps. "Gold only" bonus missions seem largely like a waste of time, especially when you've got the rotating "1.5x Gold" mission on Chapter 2 that you can farm for money on. I've got a quarter-million gold and not much immediate need for it, as hunting for evolution components slowed down my normal card acquisition for this week. I've only done the normal ocean treasure map twice, and I don't believe I got past 3 (+1) chests either time.
I'd agree that the weekend 'gold only' maps have not served much use for me as well. Currently, resources have been put into strengthening and leveling up what doesn't evolve to level 25-ish. A few questions: 1) Is there such a thing as a 1 star card? It seems that everything just starts out with 2 and moves up from there. Subconscious design decision? 2) Did the number of claims to activate the bonus spin decrease? I seem to remember it being 5, but now it's every fourth? 2a) How about some variety besides coin on that bonus spin eh? Perhaps arena tickets as well at least? 3) Does the level of the second card at evolution make any difference on the newly evolved cards' stats? For example, are the stats of a new 3 star from a level 20 and level 1 card the same as the stats of a new 3 star from a level 20 and a level 15 card? 4) Any able to put some numbers or calculations on how 'weaken armor' works? I do not see any noticeable difference in damage output whenever it's in effect (regardless of element).
Currently, there are no 1-star cards. You can go to "Cards / Monster List" and sort by Rarity; there's no 1-star option. The lowest rarity are the twenty 2-star cards (five of which are dragons and don't seem to drop as "normal" loot). "Weaken armor" doesn't really have much effect because most enemies don't HAVE much in the way of armor that I've seen. You can tell how much armor an enemy has if you hit it with "same element" and see how much less damage it does than it should. For instance, if you hit for 483 damage and it only actually does 403, it has 80 armor. Weaken Armor seems to be a poor draw as a result. I can understand how they wouldn't want to have enemies that commonly have several thousand points of armor in case it causes an "endless loop unwinnable situation" for a healer deck, but without some bonus dungeons where you encounter high armor, the skill is useless. Dropping 80 armor to 40 isn't going to make anyone sit up and take notice. On another topic, the Arena really needs some revamping. It's pretty easy to exploit if you just gather 100+ tickets and use them all in a single flood of battles. Since you won't encounter the same enemy twice, even if you're #1, you'll be encountering people at rank 100 by the end of your run, flattening a lot of teams filled with 2 or 3 star forces for large "streak combo" rank boosts. Using a flood of tickets at the very beginning (when even the high ranked people may not have the best teams), gathering tickets for the rest of the week and doing one last rush near the end would be rather effective. I'm currently #1 by over 700 points, which I'm sure won't last and might not even get me to the Top 10 by the end of it all, but I did it more as a test to see how well it would work.
When you get later into the game, gold coins may not be as be easily to come by and the higher weekend bonus stages will payout more than the 1.5 coins stages. The number of claims to active the big spin can be either 4 or 5. We probably will include the normal arena tickets in addition to the gold in the next update. I don't believe level matters in evolution, so if you have cards multiple to choose from, picking lower level one as material is probably better choice so not to waste the higher level card. Strengthening on the other hand does benefit from materials at high level and being the same element. There is one thing I would like to hear everyone's feedback about that no one has mentioned yet. The story cartoon comics - what do you guys think? Are their style too casual, not interesting enough, or really have no effect on your decision on playing the game?
Well I've been playing this game for over a week. Although it is a blatant ripoff of PD, it is easier to play. It stil is mindless fun, where you just press the spin button over an over, making me fall asleep sometimes, but nonetheless, fun in a weird sort of way. Got my Queen Succubus to 40. I do believe she is the strongest card in the game when it comes to attack. She can deal over 200k damage to a dark monster. I just wish they would fix the atrocious drop rates. I have farmed one of the holy stages about 33 times and have yet to get the golden chest. Also, I like that the exp for sacrificed cards seems to be the same for every card. Will keep playing for about a week more and see if any improvements are made.
The story cartoons don't make a difference to me. I usually just skip them. What I'd like to see is an auto spin option for when I'm trying to grind for chests and I know there's no possible way I'm going to die. Gets pretty old spamming the bottom right corner.
I agree. The story makes absolutely no difference to me. I know this game already because of its prior iterations. If your concern is new players, my opinion is that the story shouldn't have too much time assigned to it. More cards. Make sure you have the right balance on improving one's team. Keep up with pertinent goals (arena, proper ascension of area rewards, etc.). And most importantly, continue to advertise. I feel like the player pool is too small for even casual players to feel accomplished in their success. Get more players. Give greater incentive to new players if necessary.
Yeah, this is one factor I'm worried about as well. Most cards seem to be limited to a single evolution, making anything 4* or less fodder in the grand scheme of things. So you need to spend money on 'premium' draws (since the Pal Points are limited to 4* and even those on very rare occasions), and hope you get two identical 5* cards if you want something worth evolving. (It also feels like a waste of time and resources when the resulting card gets no strength boost through evolution - it's the same as if you'd drawn that 6* card right away as your premium draw.) A 5* card, fully evolved from 4* cards with max level components, should be something that's on par with a 6* card at the same experience level. Otherwise, what are you doing it all for? Right now, the only path to power that doesn't involve your wallet is "farm for 64 dragons of each type and prepare to do a ton of fusion." And since those 2* dragons would probably be gold treasure chest loot, you'd need three lifetimes to pull THAT off.
This game is really fun. i just wish it wasnt so hard to get gold chests :/ Add me at a189da You know something that'd make this game even better? If you could trade monsters with other people! I mean it's so hard to get a second monster when you have rarer cards to evolve them, it'd make it so much better if you could trade.
I'm not ready to say progression is imbalanced yet. I definitely want it to be difficult to work to evolve a 5* or 6*. But I don't want it to be so difficult that buying gems is the solution. That's where the drop rates of chests come into play. Gaining gems from closing out areas is one of very few ways to make a jump. And I'm not sure if others have experienced the same thing, but I gave up on the light area of chapter 1 after literally running one fight 30 times without closing it out. I'd look into cutting gold boxes from the slots alltogether because unless you want them to only spring up 1 for every 25 chests or so, I don't think they're working like you want them too. You could just offer gold chests as a high percentage drop (25% to 50%) on the boss. If you want people to spend money, create an opportunity to create a stable of worthwhile cards. I don't feel the need to keep any 3 stars or less unless they're useful for evolution. And because the only common drops you get in the first few chapters are cards you either can't or would never want to evolve, I never keep them. I have my team and 3 or 4 4* cards in my stable. Everything else is quickly used for strengthening. The only thing I ever spent money on in p&d was more card slots. I don't like spending money to win. So, the extra slots make sense to me. Unfortunately, I don't think I'll need any for a month or two.