Could be wrong, but I think 3rd and especially 4th are slower. Maybe I miscounted or maybe its random, but it felt that way to me. Doesnt seem to take super long to max a class, just play 3 or 4 games on normal as fast as you can, leaving a slot for big game hunter. Play more or less normally, but fast, and do try to level big game hunter. I have decided assassin is the best class to play with because the perk is in my top 4, and the flaw is my top choice for a flaw of the 4 classes with the perks I want (mage, priest, ranger, assassin). Just a really harmless flaw, neither a factor in the early nor late game. Elf is my top choice race, but currently playing elf is basically cheating because of the bug with how blunting is working on poisoned enemies.
I'm still doing crappily in the game but I like the direction fireflame is bring dungeon raid.. Anyway is there a way to sync achievements? I'm already have the raider class but the achievement isn't unlocking.
From my point of view I guess the game has been made worse, because the interesting aspect of the game, for me, is comparing my strategies and results to other players. I can't really do that now because it's clear that unlocking everything gives better results, yet I'm not interested enough to play a bunch of games just with the goal of unlocking everything. I guess I have the opposite mentality of the collector-types that you are appealing to. The other issue is the minimal effect of the skills and perks. To me, it's the worst possible combination---the added features are just enough that they affect the game and make it hard to compare results with people who aren't using them, yet they are too weak to add significant variety, or to give a big motivation to want to unlock them. I personally think yes, if there were a bunch of different powerful skills and abilities that alter the game in substantive ways, then it would be interesting to explore the system and try to see how well I can do with different combinations. So I do think that would be a lot more interesting than a few mostly weak bonuses where it's pretty clear which ones I would like to pick and choose if I could. Obviously it's your game and I've gotten more than my $2.99 out of it, so I have nothing to complain about. I am just pointing out how the game could be better for me, and it seems to me with little downside. If nothing else, the idea of IAP to unlock everything would be better than the status quo for me, and would get you some revenue too.
Bug Found a bug where it appears an enemy is attacking me for 5 damage, but there are no enemies on the screen...
You're being attacked by a new Boss called "Mimic". I can see him clearly from your screenshot. Look at your TOP left shield, notice it's backwards compared to the others? The mimic comes into play looking exactly like a random item, but the icon is always backwards. If you highlight that shield, it will show you the Boss stats. If you link items including the boss in disguise, he'll hit you for half your life!
Currently, I'm playing my best game ever @ 9000, level 25. While not impressive by any standards (but still going), I just got my 4th trophy in the same game. So it took me 25 levels to get the 4th same game trophy. Definitely some truth to your post.
I felt somewhat the same way you do, but after playing several games on the new patch, I noticed how truly amazing the ideas are that went into the update. The best I've ever done was 4100 on Normal pre-patch. Each game I've played after the patch has gotten better by a score of 1000 on average, true story. Currently I'm playing a Changling Mage, so each time I kill a boss, one of my skills becomes ready again, reguardless of cooldown. That alone has helped me progress immensly to all new score hieght. It took me a while to truly understand the patch content and the way it all works, but now that I do, I realize it added an intense amount of depth to what was once a quick pick-up-n-play game.
Especially with all of the new options, I sure wish there were some way to see my current settings during the game. As far as I can tell, there's no way even to see what class or race I'm playing, or even the difficulty, much less all of the minor customizations. While I'm at it, I will also renew my request to display the turn number.
I still think that running away is probably better---at the point where I'm dying, I might have 3000 HP but I'm taking over 1000/turn from the enemies on screen. Beating them might not be so easy even with a full heal. But it's an interesting possibility. I haven't seen the skill yet so I don't know what the cooldown is. If it's less than Teleport then it could be attractive, sure.
Yes, and it seems to also choose randomly even from skills that are fully charged. It would be nice if at least it recharged a skill that needs recharging! I think the mage power is negative-value, as it stands.
By pressing stats at the top during gameplay, the bottom right icon of the visible six shows your Race and Class currrently being played. You're right though, there's no way to know what difficulty you're playing once a game has been started or anyway to look at other class stats without restarting a new game.
Yeah, it needs to be tweaked to be competetive. Cooldown is 35. Sure its a arguably a slightly better skill than teleport -- I dont actually think so, but its open for debate since every once in a blue moon you telport somewhere without accessible potions and/or draw a bad boss and skulls as soon as you make your first match, without getting a fully heal. But clearly its not that much better than teleport (I actually think its worse) and the cooldown should be around the same. Similarly, there is one single use skill, Wish, collects all the tiles. That is just teleport with some one time income, why is it only single use? Teleport might save you a dozen times, and a collection skill can easily net you well over 100+ tiles collected over a long game. How is a one time save +36 tiles collected better? Why wouldnt a cooldown of 30 or 35 be fair? After all, at level 10, a 30 cooldown skill is accessible only 1/2 as often as a 20 cooldown skill. I suppose you can unlock these and other good but high cooldown skills, replace lousy skills with them, and have a better chance of getting a good scroll. Wish on a scroll would be totally sweet, and vastly better than, for example, all the shatter scrolls offered to me. Everyone should want to unlock Wish so you can replace another skill and potentially get it on a scroll. That said, shouldnt it be a viable choice in its own right?
Changeling Mage level 5 rank says (every other class says this as well): "Unlock the option to change race, and can use the Changling race with other classes". That's not true as I attempted to play my Assassin or Warrior and it will NOT let me use Changleling as their race. It doesn't let my level 6 Mage change to another Race either, again NOT true. Now my thinking is the recipient class ALSO needs to be level 5. If that's the case, you might want to reword this correctly so it's not misleading or confusing to the player. Possibly: "Unlock the option to change race and can use the Changling race with other classes as long as they are level 5".
Isn't that already implied, though? If your Assassin isn't level 5 then you can't change its race, and its race is not available for use with other classes. Are you sure you can't change the race of your level 6 Mage though? You should be able to use human Thanks, these cool ideas! I especially like the bosses that give XP while you're killing them Yep, this'll be in 1.3.2
while some of the perks are weak, it's still a great system and I have definitely found some I like. My only concern is balancing them since currently I bet most people will end up using the same select few. Overall though I am loving this game even more. Great update fire flame! Also... revisiting an older suggestion from someone else about upgrading abilities once they reach max level... I think this could be a great mechanic both for balancing abilities and for diversifying some of the more similar abilities while pushing people to try and max them out. If you're hesitant to do that for fear of overpowering stuff, then i might suggest doing it for the unique class abilities only. That will help give flavor to the individual classes and promote people using their class ability... For example if wish became a permanent ability at level 10 (instead of going away) and last stand lasted for 3 turns (instead of one) at max then they would both be much more valuable and compete with some of the other abilities better. The mages ability could be made to also kill specials contained within the loop as another example. These are just examples obviously but it could be a fun idea.
With the level up stats, I think that once you get 100% the bonus chance for a stat, that stat should no longer appear, since it's non-bonus version will always be superior. For example: STR: +1 base damage, +5% bonus exp chance DMG: +2 base damage However, once you get bonus exp chance to 100%, it can no longer increase so then basically you have: STR: +1 base damage DMG: +2 base damage So now in this case, you have no reason to pick STR, when DMG gives you double the bonus. STR should be removed from the list so you can just pick DMG. This is the same with the other stats too. Now I think Charisma (which gives +5% to all 4 bonus chances) stops appearing when you get 100% in all 4 stats, but in case this doesn't happen (and I just happened to not see it), then this also should be removed from the list, since it's useless. ----- I've also found that abilities like Slash and Fireball are fairly useless. I don't think many people use them, primarily because they are random, and not very effective. I think that if you made these NOT random, and allowed where you want the ability to land, then these would be more useful abilities. ----- I was thinking about the Flaming special monster, and I think that you should have it that if the Flaming special monster ignites a monster, then that monster should take damage every turn equal to the amount of flame damage you would take if you match that monster. Only makes sense that a monster put on fire would take damage If you ever make the Flaming special monster into a mortal enemy, you could have it so that any sword, shield or potion that is ignited is destroyed the next turn. Or have swords and shields that are ignited become broken, and potions explode to deal damage to the player.
Does not compute? And the flaming special skull does damage other skulls with fire. Any tips for long-term games? I'm hitting a wall pretty consistently at 25k-30k/~1000 turn games on Normal. I'm not sure what I'm missing. My usual skill set is usually something like Magic Sword, Boost Damage, Dazzle and Teleport. Upgrades go in order of something like: Life Leech/Durability/UP/XP/Gold/Damage/HP/other stuff (obviously grabbing Quick at some point). Not sure what I'm doing wrong but I must be missing something. edit: Interestingly, I scored ~35k on both adventurer and mage, but I have ~3700 enemies killed in the mage game and only ~1700 in the adventurer game. edit2: Another question - does boost health double the xp gained from skill elixir? Has anybody tested it?
Well, you can't always get the best thing! Sometimes you get an upgrade that is +1 armor and sometimes you get an upgrade that is +2 armor. Does that mean you should never be offered +1 armor, because +2 armor is better?
I'm not the best player on these boards but here is my two cents. Magic Sword, Boost Damage, and Dazzle is probably overkill. I think you'll find you can still easily kill things with just two of those three. I'd suggest keeping Dazzle and Boost Damage... but sub out magic sword for something. I prefer the Boost Shield ability. Used properly it will net you a ton of upgrades (and a lot faster than enchant would) but tinker around with it and see what you like. For upgrades I'd focus on UP/XP/Gold first as the earlier you get them the bigger effect they'll have on your score. If they're not available go for luck (until you're getting 4-5 HP per potion then stop), blunting, and durability. Life leech and poison should wait until the later turns (probably closer to 200) when they will actually start helping you out. Early game they don't do much. Also when leveling up, try to take the stats that increase bonus chances over straight damage and HP gain (in the early game only). Again the sooner you get those bonuses up the more you will get. Unless you're having trouble surviving in the early game (which it doesn't sound like you are) you should be a bit more aggressive and go for the bonuses first. Once you have the percentages up then you can start taking the straight damage bonus and life bonus. In fact by end game those are all I'm taking. Finally if you do go with boost shield as your ability it does make sense to take the straight defence upgrade as that combined with boost shield ramps up your upgrades REAL fast. I hope that helps!