Yup and ability to batch sell. I think now that you can "pick your weapon", I don't see why not carry over that idea to armors. "Pick your perk", a drop down menu of damage vs armor vs mobility etc. It wouldn't affect the rarity you roll, but merely give you ranged damage perk instead of melee if you specified AND you were lucky enough to roll a rare+ anyway. I don't think it'll be op given that if you were to roll a common, you wouldn't get the perk anyway. Then maybe 5 crystals to guarantee a double perk rune??? Just some thoughts.
Oh then yeah there's room for improvement. I only ask because even the best repeaters seem to have... lackluster stats. Especially since all guns are "technically" two hand weapons.
Update is out on the PH appstore, but the changelog doesnt mention the weapon-specific crafting. EDIT: Uh... Apparently we a couple updates behind the android version. Will the weapon-specific crafting be in the next update?
Any word on if MFi controllers work with this new update? The notes in the app store don't address it.
There is no review process for android, so if foursaken media sends a new update it will be instantly there.
Co-op and versus is an auto-crash for me. EDIT: Ok this seems to be a very specific case regarding dual wielding two reforged weapons. Using 2 non-reforged weapons = no problem. Using 1 reforged weapon with another "normal" weapon = no problem. Using just 1 reforged weapon = no problem. 2 reforged weapons = crash the second you hit coop/versus. Hope that helps.
Too many catapults in Endless! Now we finally have our frequently spawning mass catapults. And IMO it's not good.
It probably means the run should end already. Im pretty sure the intention of endless was to limit it to 30-45 mins before we get run over. Havent tried endless yet though. I dont think it's rewarding enough compared to map-defending where i get a constant stream of gems from.
You guys should already know how im enjoying a gunmage build, but as i keep playing i realized something huge which can do anything and everything important in the game... Twas an easy decision to spend 30 gems for the reset Here's the build: Dual hammers/Maces going for attack speed and low stamina rather than damage, zero ARM armor with high mobility, and a rune with effects you dont have on your armor like +crit, vampirism, stun and wide attack. Essential skills Knight skills: Max Knightly training Paladin skills: Maxed Hammer Mastery, Tremor Smash, Blessed, Heal, God Rays and Vengeance Aura Mage Skills: Max all Mana and Cost reduction skills (except Mana Channel), Magi Blood, Silence, Overload, Ice Shards and Time Shift. Again, this build does EVERYTHING. DAMAGE: With attack speed swords, on-hit effects (God Rays, Magi Blood, Overload, crit chance, vamp, wide attack, etc) have really high proc chances. The procs are your damage source. If Overload procs, it increases the Magi Blood proc damage. I cant determine if God Rays also gets increased damage, but it's difficult to notice when something procs everytime. You also shouldnt worry about the enemy type you are attacking coz this build does good amount of magic and physical damage just by attacking. If somehow getting really unlocky not getting the magic-hit procs, there's Ice Shards for instant magic damage. I dont use Holy Vengeance because i need to deal both damage types and not gimp myself for hitting only with magic damage for its duration. Wall damage is pretty easy too with Tremor Smash since we are wielding hammers/Maces. That with your attack speed should make easy work taking down walls. Also, if you have at least 1 level in Black Hole, casting this on the gate while you attack it makes the job a whole lot easier. Vengeance Aura and Blessed makes sure your units deal a huge amount of damage in addition to your damage. SUSTAIN: Arcane Mastery isnt as important, but helps a lot when you are forced to use Heal more often on top of Vengeance Aura and Time Shift which should be constantly active. Higher Learning is a 35% chance that Ice Shards and Time Shift costs zero. Uninhibited Magic makes sure you are using minimal mana when casting mage spells if Higher Learning didnt drop the cost to zero. You have heal to sustain HP (to both you and minions) as well. There's also the Mage's Mana Save which, while not as important, still save you from dying from an unseen burst of damage. UTILITY: With the passive on-hit proc skills you may have stuns, silences, vampirism heals, wide attacks, etc to aid with the damage you deal. You have also access to an AOE stun through Ice Shards. Even magic-resistant enemies will get stunned, allowing your minions to dish out damage. Then there's Time Shift. We all know how the slow skill (Heightened Senses) was broken on the Grandmaster Elf. Time Shift is the baby brother that can possibly do MORE. Heightened Senses slows EVERYTHING, including your allies and per-second effects like the Paladin passive regen aura. Time Shift DOES NOT affect your units. With the Time Shift slow and Vengeance Aura, you can be sure you units deal max damage while taking a very minimal amount of punishment. Even trolls and orcs abut to swing at your units can be seen doing so (because of the slow ) and prevented using Ice Shards to keep your units safe. This ends up being a more consistent way to save your units compared to Holy Shield because of the mana redux Ice Shards has with it, plus it deals damage. To summarize, this build has fantastic Sieging capabilities, has ultra high sustain in both mana and hp as well as unit HP, has high damage output with the passive procs and your boosted units, and is pretty safe with a constant AOE slow and stun. I know the other classes can do most of these as well, but not as stylish and fun from what i have played on all 3 classes. Cheers!
Excellent update! Really enjoying it Also I noticed you squashed the 'ghost attack' on Castle Draydon :0 thanks for that haha Something to note however is that when I inspect a raid on Blire Village it says 16/20 defend with storms, but when I travel there the map now claims it is 20/20 defend with fog, and it is foggy so I suppose either the weather and difficulty changed or the previous status was displayed incorrectly. Returning home reverts it, and going back to the village makes it 20/20 again. Also in endless two goblin snipers spawned next to me and shot me a second later. Maybe the fire delay didn't work?
When you nerf things can you not nerf every enemy and wave? I still want something that is actually challenging...
Hi foursaken, love the update! Can you please fix one thing? When I combine a legendary stat and uncommon look through blacksmith I'm left with an uncommon tagged item. This makes it harder for me to sort and I may accidentally delete it.
Out of curiosity, is anybody including a shield in any of their builds at all? Seems like ever since they changed the interaction between two hand weapons and shields there's pretty much no reason to use them.
Yup... Back in beta i was actually using a Spear+Shield. But even so, it was always either only at par or a bit inferior to no-shield builds.
Oh yeah... Encountered a bug today im sure others may have already encountered. I have a Legendary Rune with stats Damage+20, Spear Damage+25. I just noticed today it now says Damage+20, AXE Damage+25 but when i equip it, it still adds the +25 to spears, not to axes.
Bug Report The multiplayer internet games still get out of sync every time when iOS pops up saying low battery (10% and 5%). The game pauses, and then connection loss when unpaused.