Sounds reasonable re: mimic. Re: rage, I dont know that it will be overly strong as a racial, maybe have it tied to a percent not a raw +. So +5% the second turn you attack in a row, +10% the third. Make sure you saw the Meat Shield boss idea, its awesome.
The Mimic is not too hard to notice as it is. Well, the potion and coin Mimics aren't at least. The shield Mimic is a bit trickier. But still, I like the concept of it being difficult to spot. The point is not to help people see it, but rather, not penalize people too heavily if they miss it.
Fireflame, I would recommend changing the various perks and flaws so that they are all (or most) percentage based. Most of the perks and flaws right now only really affect the early game, and within 5 min of playing, they become useless. The main exception to this is the Special Monsters have +5% HP. Because it's percentage based, the threat of that flaw exists for the whole game, and thus, it is a TRUE flaw. So like for the perk that gives +1 base damage, maybe instead something like "15% chance to gain +1 STR when leveling up". Instead of the "Enemies won't attack you for the first 3 turns", maybe something like "5% chance a monster will forget to attack you." These are just some suggestions. I could make a full list if you'd like. Just let me know if this sort of idea interests you
I dont understand how the blue potions work. I initially thought one blue potion lowered the cooldown on all skills by 1. However, that doesnt seem to be true. I now think that 1 potion = 1 point of lower cooldown, randomly applied to 1 skill. If I'm right, the mage class is not the candidate for "best class for high scores" that I thought it was. Also, just be aware that the blue potions are *not* picked up by collect potions or potions for XP -- they get in the way (a bit) if your using those skills. Of the 5 class I unlocked, I would now put assassin above mage as the best class to get a high score with because you'll get more points of lowered cooldown by slotting a low cooldown skill in the 4th slot than you would by using the mage. I dont regret leveling mage though because the changeling race is very strong.
Blue potions seem to randomly select any skill in a cooldown and drop that cooldown by 1. I haven't really used Assassin yet, so I'll have to give it a try. Assassin probably works quite well with high poison and low armor piercing to take advantage of his racial ability. You could try adding that flaw to him to make sure he damages armor even less lol
Man I LOVE this game, I've had it from day 1, and I must say its one of, if not, my all time favorite app. Had some questions though, 1. Down at the bottom center of the screen which shows your shield stats, and sword damage, to the left is a skull with a + beneath it, what is that? 2. So the only class that can't level up is the Adventurer? 3. I don't understand any of the screens when you choose your hero, when I touch the top right icon it shows all of the skills, how do I equip these? 3.1. At the bottom of the skills screen it shows 10 skills and beneath those are locked screens, what are these? 4. When I touch the Perks-Flaws, it shows 3 locked icons for both, can I switch out Perks-Flaws, with different classes? 5. As you can see I am all around confused as hell with the newest update? Maybe a tut or something would be awesome, thanks! What Zaraf stated above makes more sense in the long run for a game. "Fireflame, I would recommend changing the various perks and flaws so that they are all (or most) percentage based. Most of the perks and flaws right now only really affect the early game, and within 5 min of playing, they become useless. The main exception to this is the Special Monsters have +5% HP. Because it's percentage based, the threat of that flaw exists for the whole game, and thus, it is a TRUE flaw. So like for the perk that gives +1 base damage, maybe instead something like "15% chance to gain +1 STR when leveling up". Instead of the "Enemies won't attack you for the first 3 turns", maybe something like "5% chance a monster will forget to attack you." These are just some suggestions. I could make a full list if you'd like. Just let me know if this sort of idea interests you"
@Teh Ninja 1. That's your base damage. When you string together swords and skulls, the damage you do is your base damage plus your weapon damage times the number of swords in the string. 2. Correct 3. I agree these screens need to be better explained. The skill area has two parts. The big skills in the middle are the ones that are used by that class and will show up when playing the game. As you level up classes you'll gain the ability to change out skills in the active middle section with skills from the bottom to customize each class's skill selection. However, none of this applies to the adventurer. The adventurer always has all unlocked skills to choose from, so you can just ignore that screen for that class. 4. All classes but the adventurer can use perks and flaws, but you have to level the class up to unlock those extra slots to use them.
Can someone please tell me how you actually do good at this game? I can only get a high score of 2 thousand something, (on normal) and am so far the best with the barbarian class, because I've only unlocked ranger, barbarian, and priest.
Man talk about a big question! I'd suggest scrolling through the previous pages of this thread for people suggestions (they helped me a lot) but here are some of mine 1) At the start of the game focus on clearing as many tiles as you can. Don't worry about taking damage etc. Always do the move that will clear the most tiles. This will help you level up in the long run as fast as possible and the early enemies won't kill you unless you really aren't paying attention Later on in the game you will have to focus more and more on skulls and also make smaller chains. This is because the later enemies can kill you easily and if you clear a whole screen you can end up with a TON of skulls and no way to kill them all 2) There's lots of different strategies for which abilities and level up stats to take but figure out which ones work for you (and most importantly work together well) and focus on them. I for example always take damage stats first when leveling (strength upgrade or straight damage upgrade). If they aren't available I focus on luck and dexterity early game (for the extra stat and increase bonuses chance) and health and vitality later game (when you need the life to be able to survive big monster hits) 3) Durability is a MUST for armor upgrades. If it shows up take it. I also highly suggest taking blunting any time you see it but not everyone agrees on this one. Quick is also ESSENTIAL. grab it as soon as you see it. Life leech is worthless early game but amazing late game. This is because it is percentage based. At the beginning of the game it will net you a couple of life each attack but late game I've recharged hundred of life off a good life linked attack chain. So avoid it early on but around mid game start taking it iff it shows up. Spikes is worthless... it helps early game when you don't need it and late game one damage just doesnt matter. Poison is mediocre but I've taken it before. Other ones are all stat upgrades so take those as you need them 4) For actual activated abilites experiment and find what you like. I personally have a list of good and bad ones in my head and just take the first ones off my good list that show up. I try to go for one good stall ability (disarm or freeze), one good special clearer (teleport preferably but banishment also works... excorcise stinks since the guy who is left still has the specials attack and life values.... it only clears the ability they have on top of that), and one good attack spell (magic sword, dazzle, attack boost). The last spot is a lot more fluid but I always hope for skill elixir. That thing is amazing and will net you ALOT of levels and make you able to last a lot longer. The double shield one is also nice since you can upgrade your equipment a lot with it (often times faster than enchant but enchant is also a solid ability i almost always take if given it as an option). 5) Finally learn what special monsters to avoid or play around. I for one hate the brute guy (who tosses enemies at you) and the flame guy. Those guys just do a lot of damage and if i have teleport i leave if i can't kill them the turn they appear. Lots of people hate the spikey guy but i just ignore him and let my blunting knock his attack down to 1. Then i can slowly pick away at him in small chunks. Killing him in one go is VERY dangerous later on... So i focus on everyone else and just eat the progressivly smaller damage he deals. In general though... outside of the spikey guy kill any specials you find as soon as possible. They are special for a reason and you do no want numerous on the board if you can avoid it. So save up your good activated abilties and use them when the specials show up. Using these strategies I can do fairly well on harder. My latest run I got 18290 in 573 turns. Not my best run but still pretty solid. Oh and I can't advise on perks/classes yet since I'm sticking to adventurer while I unlock all the classes (6 down 3 to go!) I hope that helps!
One easy way to spot the mimic I found (probably its intended purpose) is when you are making a chain of items before you let go you will see X base damage being ready to be done, then you start your scavenger hunt. I think I may have gotten a sword one (unless I'm remembering wrong) in which case things are a bit trickier
That would seem ridiculously OP. You could use all of your skills every couple of turns by triggering Mana Potion and then using it to recharge all of your skills including Mana Potion.
A few points of Luck are important early, on Harder. 10 HP is much better than +1 armor early in the game, when you have low durability. If you don't prioritize armor early then you don't need to worry much about durability either. Quick also doesn't make much difference until late in the game, when your skill levels are high, so you can easily ignore it in favor of +1 damage or +10 HP early; you'll be offered it again over and over. The most important thing for truly high scoring games is to get up to maximum +UP/GP/XP early, depending on which one you are pushing the most. Because these have a multiplier effect for everything you do, unlike the skills that just help you survive.
I think it's really easy for some people and really hard for others. Not just because of visual acuity but also people's brains work differently. To me, this just illustrates why it's a really bad idea. You're picking on people who might otherwise enjoy the game but are really unable to deal with this one element.
Excellent points. I agree luck is important just to get the health per potion up to 3 or 4. I also aree with the +UP/GP/XP. I usually find i can only focus on one early though without falling behind in damage and life so i generally take XP. What do you do? For durability, I find it doesn't show up too often so i take it whenever i can. Blunting though I agree can wait until you stabilize a little. Quick does tend to show up a lot so i suppose i could be pushing that later but it seems like having the extra special abilities will really add up over time (especially if you took enchant or one of the double collection skills). I'll have to experiment with pushing it later though. Thanks for the thoughts! I'm always looking for ways to improve :- )
Honestly, I'm trying to get high scores and not worrying if it takes multiple starts so I pretty much always take +UP/GP/XP. The only thing that's an even higher priority for me is Blunting, I always take that because it doesn't come up that often and the more the better (until very late in the game). My early-game priority list is typically something like this: +1 blunt +0.25 UP/GP/XP +1 luck (only if low) +1 damage +1 charisma +2 armor (sometimes offered on body armor) +10 HP +1 strength (for the +5% bonus XP) +1 dexterity (for the +5% bonus UP) +1 armor +1 regeneration +1 spikes +2 poison The difference between casting Enchant every 35 turns and casting Enchant every 34 turns is only 1/35 - 1/34 = 1/1190. I.e., if you take quickness when you're at Enchant level 1, it's going to take you 1190 turns in that status to gain just one extra upgrade. It's just not worth much. It makes a bigger difference when you get the skill up to level 10, and a bigger difference for skills with faster recharge. BTW, I never take Enchant, it just doesn't recharge fast enough.
If someone can describe the Paladin perk/flaw/skill and the accompanying race, I can post a complete list, have 9/10 unlocked. I really hope the Paladin perk is good, because so far I'm only excited about taking 3 perks.
Yeah, the mana potion skill would be op...the perk, not necessarily. Its still a good perk, one of my 3 "must takes" along with -1 cooldown in the 4th slot and +10% gold. No idea what I want my 4th to be yet, perhaps over 10 tiles collected = 100% bonus chance. That may be a really good one, but I'd have to see how often I'm hitting it in practice.
I currently now have unlocked all class and race, with lvl 5 mage , level 6 ranger and level 10 paladin will post pics and some insights later just posting via my iphone via 3g since my broadband is going boinkers at the moment =( Anyway what made ny trophy hunt easier and faster is by using paladin/elf with its skill perks coupled with big game hunter made it easier always taking potion to xp skill too to make my skills level up faster and this will also help me find big game hunter faster if i havent found it yet.. With their combined skill and perks it always make my life easier even in highet levels ir even if iam taking too much risk by taking on 3-4 special monsters in higher levels Spiky + 300 damage done to him with 299 HP left equals death?? More like back to FULL HEALTH Paladins last stand rocks ! =D
How do I level up characters? I've played quite a bit and killed tons of special monsters and still haven't gained a single level