Most of the Touch Arcade users are already high-level users of Dungeon Maker, but this game continues to attract new users. XD First Look - Dungeon Maker: Dark Lord (by DropRate @idislikejordan ) Subscribe to the TouchArcade YouTube channel Kizuna AI's Dungeon Maker D100 Challenge! She is the world's first virtual Youtuber. >_< Subscribe to the TouchArcade YouTube channel Dungeon Maker supports English, Chinese, Korean, and Japanese.
Touch Arcade users have good opinions on the improvement of Dungeon Maker. If your feedback is sent to the developer, it is likely to be reflected. Even though you may not get a reply from the developer, this developer said he is reviewing most of the user's email. *Developer Contact : [email protected]
Thetis is probably one of the most loved special monsters from Dungeon Maker users. (This Pic is Thetis by fenalkun)
Does the developer read this? Would like to report a problem with Dark Lord Elizabeth. Elizabeth's first skill, Bite, at level 4 does +1 damage for every vampire. By day 100, Elizabeth is gaining like 25-30 Vampire per bite, and its easy to get Vampire up to 1000+, and thus do 1000 damage for 1 mana. Awesome! Vampiric Impulse, by contrast, does a flat 22 damage and gives less Vampire in practice. In theory, you can get slightly more Vampire if hitting 6+ enemies, maybe double if hitting 12+, but they have to all be engaged with enemies, and even if you get that, at 4x the cost and for massively less damage, its still BAD compared to Bite. In practice, I've had Bite add 30 Vampire while Impulse adds like 8 despite waiting till a dozen enemies is in the room. So the skill costs 4x Bite, does massively less damage, and gives less Vampire in practical terms. There is no use for it at all unless, perhaps, enemies are in the Dark Lord's room. Keeping in mind the sheer power of Bite if Vampire is preserved, Elizabeth never wants enemies in her room, meaning that I typically don't use Impulse until level 100 at the earliest...and I'm not actually sure it makes sense to use it at all. At level 14, the skill gains 30% of Vampire's damage, and will *finally* become useful against large numbers of enemies. So we have a skill earned at level 4, say 2 hours into the game, that is not useful AT ALL until what, 20+ hours into the game? Thats bad design. (Please note that I'm not expressing an opinion on the solution. It could be that Impulse needs only a small buff and Bite needs a nerf. Just saying that right now, Impulse should never (or almost never) be used until level 14, which is bad design.)
Here's another suggestion: Adding some new special room recipes that make use of specific altars as materials. In turn, maybe access to a certain "Black Market" Fate card that's only available every 99th day, on the same row as the dungeon card, but only on the far corners of it. Buying from it would then become a shop with a sorta bigger and better selection of items and services to offer, almost all being upgraded versions of the regular Merchant card, with some catches: - Items are more expensive and with scaling gold costs every 100th day. - You can only grab one of the options, before the shop closes on you once you make your final choice in your chosen category. Proposed upgraded benefits compared to the core merchant selections: - Forbidden Enchatment: Monster core skills can be passed along to your Dark Lord, and lets you select what to remove. Price scales with the monster's stars, instead of the usual one time fee per service. - Forbidden Combination: Lets you combine 3 monsters instead of 2, the first choice being the base in case of enchantment. Same price scaling as the above. - Endangered Monster Eggs: A new selection of monsters exclusive to this egg can be given, you'd still need to choose one of 3. - Elite Construction: Stays the same, but grants a larger selection of rooms (if the dev adds it later, it can also scale with any relic or facility upgrade card added to any future rebirth pack that grants increased selection to Rewards and/or Shops) - Forbidden Room Fusions: Read the first paragraph, heh. - Forbidden Monster Fusion: I already posted about it in an earlier post, about being able to catch and utilize heroes for such endeavors, but I guess another one could be about being able to make monsters that use already fused monsters like Thetis and Ariadne as fusion components for special recipes. Despite being able to keep one at a time. Basically, powerful selections, but only one can be done every 100 days, and if you can afford it. Risk and rewards, buddy. Heh, maybe even only have these available from Hard 9 onwards.
I went back to Trial diff 1 to farm high level rooms for storage/succession. Day 614 and still only 1 lounge drop, and that includes all gold spend on merchant rooms too.. really??!! Trying to get as much gold as possible to keep buying rooms I have 12 goblins. You want them in the front row to earn money but they're squishy so the lab to level them up to 5* is useful. Outside of that I'd skip the lab unless you have lots of empty space.
I tried a mostly trap setup but was rendered dead when I came across a level that had 100% trap resist heroes.
Hi everyone, i just got the game today and im loving it! Got Emma on my very first Pack and managed to reach D100 on my first run with her.. holy cow! The thing is.. i like fire.. like.. a lot! Is Burn any good ? What about Tania?
Honestly I think Tania is the most powerful dark lord at the moment. With absorption and immortality so much more common, your monster get more use out of her buff. She easily wrecked a trial 9 all the way to floor 500.
I'm still awaiting the new Dark Lord, hoping it is an electric one, but whatever she brings to the table, I am ready for it!
I know, right? Rpg / Roguelike elements, good grinding ...and boobs! this game has it all xD Its good to know that Fire can kick some butt in this game But fot now, the cow on roids will be my lady till i get my hands on Tania n.n
Except for emma, all dark lord have been strengthened with this update. Emma's fury has been patched for the balance. It has been confirmed that even a hero with skill to erase fury has been added.
Since this update, Tania has definitely gotten stronger. The following is one of the strategies used by Tania users. But remember. As the game is updated, content is added, balance patches, bug fixes, and more. (This Pic is Tania by konkkome)