Don't despair! The dev had said he would implement the moved spin button in 1.19 or 1.20. 1.18 was mainly about getting the 2 new classes implemented as far as I know.
I do have one suggestion. There are only 4 character slots, but there are 5 classes now. It would be nice to have a 5th character slot added so that we could have one of each class "alive" at a time. I like to hop in and out of characters as time allows throughout the day but now with only 4 slots someone has to be the odd man out
Not to mention that without the ability to create a slot for each class the inheritance is broken for at least one class since you have to create a new hero of the same class that just died to receive all the goodies. Does seem like an odd oversight to limit us to 4 save slots but have 5 classes.
No need to get your knickers in a knot, I said disappointed, nothing worse. Is just that atm I'm very limited to playing the game in 2-3 minute batches as I can't keep reaching to the top of the screen so often. I want to play more,that's all
No knots, just not understanding how you can be disappointed. You *knew* it wasn't coming in this update. The dev himself answered you personally back on 4/12 saying it wasn't in this patch: It's like someone tells you before you leave your house that the store you want to go to is closed, you leave anyhow. They call you on your phone on the way to remind you, hey, the store you're going to is closed, you keep going. That someone gets the store manager to call you from their home to remind you, no, sorry, store is closed, will be open tomorrow, but you keep on driving. You get to the store and it's closed and... you're disappointed, why? No knicker knots, I just find it odd and somewhat amusing that you felt the need to let us know that you were disappointed that the patch did exactly what you were told it was going to do (and not do) weeks ago.
Now that the new classes are out, what's planned for coming updates? Hopefully some warrior improvements, at least to the skills. Riposte is awesome, but Shield Wall and Bloodlust are just mediocre at best. Shield Wall kinda pales compared to that new monk skill, it's kinda useful to stack up the warriors already impressive defense. Bloodlust just goes for entire fights without being used a lot, and even if you do use it, it often ends up as being useless, if the next two spins don't contain any axes. Seeing those two skills nearly coming off cooldown really doesn't excite me, not like the Rogues or Mages (<3 Time Warp) do. Of these two, only the Rogues Vanish skill isn't really awe worthy, but still has decent use against poisonous enemies, or just plain turning useless at full health hearts into shields. Also, for a class with two different type of attack options (speaking off, I noticed an oddity where having a mix of single bladed and double bladed axes did more damage then having 5 double or single bladed axes, not sure if this is intended or not), the damage seems to be fairly low as well, this is probably to balance out how easy it is to stack up defense though. I guess it just might not be my play style to tank it up I guess, I much prefer playing high damage over high defense, taking things out before they even can begin to be a threat instead of wearing them down slowly over time. Anyway enough of my rant Keep up the good work, can't wait to try out the new classes after my current Mage dies off.
I've been thinking about this ever since the new classes were announced, I think a save slot for each class would be a vital feature. I won't want to lose inheritance so I'll only ever be using 4 of the classes as it is.
Correct. Melee is range 0. I'll look for the branch typo tonight and fix it. I'd suggest closing the app from the task bar or rebooting the device to see if it helps. Let me know. Thanks for the feedback. Berserk is actually pretty strong once you spend the points in the skill (but myself I only do so at later levels when I test the warrior). Shield Wall may seem lackluster but keep in mind that the warrior has strong inner defense efficiency on top of a bonus amount of defense received on shields. Attacking with a mix of double bladed and single bladed axe will hit harder because you get the base damage twice. I'm comfortable with it.. think of it as a double attack. But you're right that the warrior is not a burner kind of class: the ranger is the closest to that definition imho. It can pound some serious punch on a strong Inner Focus roll. Absolutely agree, it's a necessity. I'll add a second page to the characters list. Status on this: not done yet and do plan on submitting 1.19 tonight to get in the long queue asap. Slim chance tbh that this will make 1.19 as I'll be home late, plan to checkout a stuck mobs case, do a final round of iCloud tests and add the 2nd page to the characters list but I promise it will be in 1.20.
I was thinking about this. I think you should reexamine the damage these attacks do. I like the concept of a "dual-wield" attack when you have both. Right now it is this: Small: 2X: Base Damage 3X: Base Damage + 25% 4X: Base Damage + 50% 5X: 2X Base Damage Large: 2X: Base Damage + 35% 3X: Base Damage + 60% 4X: Base Damage + 85% 5X: 235% Damage For a damage of 10, here are all the possible outcomes: Code: 2X 3X 4X 5X Damage Small 10 12.5 15 20 10 Large 13.5 16 18.5 23.5 2 Small + 2 Large 23.5 2 Small + 3 Large 26 3 Small + 2 Large 26 2 Small and 2 Large = the same damage as 5 large. In terms of slots, it should be equivalent to somewhere between 4 small and 4 large. A full house of both = the same. I think there should be a larger gap for the damage types. I propose the following: Small: 2X: Base Damage (for small) 3X: Base Damage for small + 50% 4X: Base Damage for small + 100% 5X: 3X Base Damage for small Large: 2X: Base Damage (base damage + 25%) 3X: Base Damage for large + 50% 4X: Base Damage for large + 100% 5X: 3X Base Damage for large Code: 2X 3X 4X 5X Damage Small 10 15 20 30 10 Large 12.5 18.75 25 37.5 12.5 2 Small + 2 Large 22.5 2 Small + 3 Large 28.75 3 Small + 2 Large 27.5 Basically, raise the base damage for large, and then have a static 50%, 50% and 100% cumulative increases for each additional axe. The damage increases, so, it is feasible to lower the base damage (or just make it 80% for fighters. Here, the 2 small and 2 large falls nicely between the 4 small and 4 larges and the 2 and 3 fall just behind 5x for both (which makes sence considering 5X is really the best hand).
And I think if the monk gets 5x for the ki, he should get an extra bonus. Maybe 5 ki or maybe like added defense. Also, any chance you can tag an enemy that give no experience with an O or something?
Interesting take on the warrior's axes damage. 5 Ki could use a little loving as it's linear. I'll run the math tonight to see the impact a little nudge would have. Tag on no exp could be interesting. Right now you can run away from lower opponents fairly quickly atm though if you run in one by mistake. I'll add it to the list (although I think it's already there) but it's a low priority. So much to do, so little time
Please don't take offence, but let the man catch his breath before talking about new updates! Seriously, though, this game has been updated so consistently (and awesomely) that I think we've come to expect new and different things on a regular basis. I'm with you on looking forward to trying the new classes, especially Ranger. I'd love to hear some impressions of the new classes from plunderers who've used them already.
Thanks for the kind words. I'll talk about the roadmap ahead for Dungeon Plunder tomorrow. Dungeon Plunder version 1.19 has been submitted to Apple. Here's the update notes: EDIT: Revised steps 1 and 2.
Finally, the shop works for me now and I was able to buy the Platinum Edition. I have no idea what went wrong before. I haven't played in a while but this update got me hooked all over again. Really loving the Monk! Btw has the Mage gotten a buff recently or has he always been this awesome and I just forgot?
I agree 100%. I've never seen customer service like I have with this game. It's one of the best features! Keep up the awesome work and thanks for not only making a great game, but also for being so involved with us gamers.
Yeah, loving the Ranger so far (only up to lvl 5 so far). With him and my still-to-be-mastered Warrior starting on lvl 8, I don't know when I'll get around to the Mage. Good stuff.
I'm really liking the ranger so far! Haven't gotten to play with the monk yet, but I will. One note: I've run into a couple quests where your asked to find 3 of something and all I can ever find are 2/3. On my ranger now, the first quest I came to was to find 3 elven clothes. I've searched all around the area and can't find the third one. This happened a couple times on my other characters as well. Not a big deal, but the extra xp could help in the long run.
Hey Domonic, I'm loving the new classes! Bug: I'm pretty sure there is no listing for Serenity in the Monk's help screen. Request: How about adding an additional page of help for each class detailing his class' wheel? Like I think I once heard you say hearts are more common on the Rogue reels but I have no way of knowing that currently without seeing how each symbol is weighted in each class' reel.