Alrighty! Now for my post on ideas. a new boss or 2 i mean i cant beat lucifer but now i see no point in doing so because i already have the entire devils gear set and the sword does decentally more then the katana. Pergaps make it so you can get your 200 souls to get the weapon then maybe be able to get 100 more in order to have the weapons reach there full potential. Or another way of implementing upgrading is add a new shop called "the forge" were you cam do possibly favours for the blacksmith and he will upgrade ypur weapons a slight amount. (1 or 2 attack per favour) and perhaps there can be a higher level cap (*WINK*) I would enjoy a challenge mode were you can play through the game again keeping all your gear facing stronger enemies and the generals would get felixes or maybe you could add a new unit to fight instead of demons, Skeletons. Whenever you face one they act like a 2 star unit getting more health and dealing out more damage. And challenge mode does not reset your game.it is dne in a seperate "dimension" then from your regular world. Abbadon desperately needs a buff. I mean really, abbadon seems like a (no offense) pathetic excuse for a boss. You can dodge all of his attacks with ease, he dishes out little damage so yeeeaaaa. I almost feel cheap facing him because i can easily wipe the floor woth him in just under 1:30minutes. Oh and i believe someone said something anout an arena. I likedis a lot. Defeat X enemies in X time. For example one challenge would be "defeat 3 generals in 5 minutes sending a general every minute for you to face. Maybe add a few more quests like "Dishonouurable" beat 10 campaigns without using any units "reward 22 gems" or something like that. And im with Mr. eflin when i say Buff dem skillz. Oh and odeas for units/felixes/powers Units Decoy: 5000 health and is deployed to distract enemies, deals 30 damage but every enemy ut hits is dazed for 2 seconds Gatherer: at the end of each battle this unit will run around the battle feild super fast and pick up any loot you may have missed Doc: a doctor, Nuff said Felixes Phelix: like a phoenix will raise you from tge dead once and sacrifices itself to do so, next battle you have no felix though but after that u can have felixes again Mud felix: slows down enemy mivement speed by 10% Omega felix: when your general is about to die less than 20% health the omega felix unleashes all its energy, wiping all normal units off your screen (and damaging yours) only deals damage to general though and cannot atttack Skeleton felix: turns all characters to bone, simply aethstetics Powers Absolute night:enemies are dazed and cannot attack for 8 seconds, 32 second recharge Meteor shower: rains down meteors for 3.5 seconds damaging all enemy units Frost breath: all units in front of general are frozen solid for 2 seconds Well theres my little rant on pocket army and some ideas for it Thank you: Champion64 typed on my ipod XD
In all cases XXX is the current value the ability deals, heals, adds Sword blast = Deals MAX (XXX, 100% weapon damage) damage. So basically it always does your base attack value at least. Early game it will still do more than your base... and it can hit more enemies due to the wider swing. Holy body = increases your block value by MAX(XXX,15% of your current block) Healing = heals you for MAX (XXX, 10% of your max life) Multi sparks = Deals MAX (XXX, 110% weapon damage) damage. Extreme shield = increases your block value by MAX(XXX,30% of your current block) Devine lightning (should this be divine by the way?) = Deals MAX (XXX, 150% weapon damage) damage to 3 enemies Grand healing = heals you for MAX (XXX, 30% of your max life) Tornado = Deals MAX (XXX, 150% weapon damage) damage. Does more than the previous physical abilities because it has limited range. Weapon defense mastery = fine as is Sword mastery = fine as is Grand cross = Deals MAX (XXX, 140% weapon damage) damage. So basically this is an upgraded multi sparks. That is what it currently is anyway. Holy lightning = Deals MAX (XXX, 175% weapon damage) damage to 5 enemies. So basically this is an upgraded devine lightning. That is what it currently is anyway. Ultimate revenge = Each blast deals MAX (XXX, 200% weapon damage) damage to enemies. Since this is kind of random in where blasts land (and is so expensive...) this has the highest damage multiplier. Future abilities should not top this in my opinion See my previous posts for ideas of new skills. In general I think they would explore new ideas as opposed to just being flat out better versions of skills listed here. This will result in a balanced system that makes sense. As you get stronger so do your abilities AND they still are very powerful when you first unlock them so people are happy with their upgrades/purchases. Further, the beauty of the MAX part of the above suggestion is it means the balance at the beginning of the game will not change at all as everything will be controlled by the XXX value. This is very important as the beginning feels very balanced already AND is what hooks people on the game. You definitely don't want to screw with that. If the difficulty further in is a little off people will still be hooked... and will give you feedback so you can further tweak it and iron any kinks out when you make the switch... This also helps you implement this change since you only need to worry about the middle levels and the late levels for balancing. So once you make the changes just play through (with the exact same hero) a couple levels in the middle and end of the campaigns with and without the update. It should be very obvious doing this how each level feels before and after the update so you shoudl be able to tweak things to fix the balance. Probably a solid days worth of work (play testing and balance) but it shouldn't take much longer than that. I hope this helps! And to elaborate on the daily reward idea... It just seems underwhelming now. At first it was a huge incentive to play each day and really helped. I mean 5 gems and 25,000 gold early on is huge! Now it's just a drop in the bucket though... and it feels like "ehhh. who cares?" My suggestion is.... For each new continent you reach extend out the max you can extend the streak by 5 days. So at the 5th continent you can get a 25 day streak going.... For 25 gems a day and maybe cap the gold at 75,000 a day.
Just to throw my opinion out there... Again, I largely agree with Eflin. Timers: Timers are WAY too long. Halve the timer, possibly increase the incremental Gem cost to speed it up, keep Gem haul the same or drop it back down to 15. Potions/The bad: The Lucky Potion is virtually useless at 50 Gems. Fighting friends and saving villagers are both relatively pointless after a character hits approximately Level 40. The cost/benefit is just to negatively skewed to even bother. This sets up... The interesting thing about the Lucky Potion is that the only honestly feasible use for it IS to spam Lucifer and Abaddon, based on it's implicit purpose and current restrictively high cost. Using it for anything but those two fights means losing far more than you could possibly gain, which sets up a weird dynamic wherein the most effective, efficient way to "play" the game right now would be to buy the potion and only fight approximately two times a day, which is not exactly a good thing to encourage. Aside from a MAJOR revamping of a bunch of dynamics, reducing the cost on the potion offers a relatively solid, low-pain fix to a bunch of small but important gameplay balance issues, including those named above. Potions/The good: The addition of the Healing Potion "value packs" is brilliant, perfect, probably the most important and fairly priced potion, and a new reminder of how adept PE is at adapting to player's needs, their consistent dedication to shifting to meet best gameplay requirements, and overall understanding and love of iOS games. It's nothing short of brilliant. Skills: I don't notice much of a change, perhaps a little. Frankly, I wouldn't go through the trouble of rebalancing each and every character in the game. Increase our Skill stats, leave everything else as is. My rationale is this: By the time you gain the Revenge Skill, you've earned it. If there is to be any point in even having timed Skills, they have to be worth the effort of obtaining, equipping, and using. Considering how little damage all but the most powerful weapon in the game has on higher level enemies, the Skills have to be strong enough to matter. Sure, the most powerful Skills are going to be vastly superior to the defenses of most of the troops. That's the point. If the highest possible level Skills do not cause noticeable damage to Generals that are similar (or LOWER) in Level to your character, it seems seriously unbalanced to have those Generals take up to 3/4s of your Health Bar using the same Skill... Rings: Ring cost is a MAJOR IMPROVEMENT. With the current pricing, they'll still take a serious concerted effort to get, but they're not virtually impossible to get anymore. Thank you so much for listening to your fans/players on that one. Quests: The new Quest is mean. Edit: Before I hit send this morning... I completed the Lucky Chest Quest! I've never done that before, and I've opened a LOT of Chests... Quick question for others who've completed it. Mine didn't vanish upon completion. Yours? Overall, the update is good, but the game was great before, so I'm not overly surprised. Good work as always, and hooray for Antony, Andre, and the PE crew! DBC
This goes back to what I was saying about Friend fights, saving Villagers, etc. Eflin nails it here. Up to a point, the Daily Rewards, etc. are a real incentive, but players who reach a certain Level (again, around 40-60+) are currently DISincentivized to play certain parts of the game, simply because the reward ceases to match the outlay of time/effort... I don't know what the answer is, but the question is definitely bigger than just one player's experience... DBC
Thanks for the backup Drummerboy! Agreed. This is exactly what I proposed earlier. It's the best all around solution in my mind. I'm open to other ideas but it is definitely better than the current system Agree with your analysis of the problem 100%. Disagree with the solution. Your solution does nothing to solve the issue as people still are mainly motivated to play abaddon and lucifer only. You just make it more profitable for them. I still think the correct solution (which I posted a week or so ago) is to make the lucky potion a one shot item like other potions so you can pick which fights its active for. For example... I'd say they should cost 5 gems each and last one fight. This would be the same as the current system cost (1 for 5 is the same as 10 for 50)... but it would allow us to still do player challenges, save the villagers etc and not feel like we are wasting gems. This NEEDS to happen as you want to encourage us to play. Right now it's the opposite. In fact, I wouldn't even mind if you made it MORE expensive and did this. I'd pay 10 gems for a lucky potion that lasted one fight. It'd still be profitable on Abaddon and Lucifer. I think 5 gems is the right cost but up to 10 is still fair. To address the other problems... Save the villagers just needs to give gems based on the difficulty of the stage selected... hey you randomly hit on a village in the 1st continent? It should take you 10 seconds to wipe the floor with them... have a gem... You get a lava level instead? Okay that's tough... Have 5 gems and a chest. If you make this change though (which I highly suggest)... I'd up the reset timer on saving your villagers to 30 min. It'd be a little too much of a gem farm potentially with it's current short timer and honestly it is a little silly anyway. How often can my stupid citizens get in trouble in 1 day?!?!? Friend challenges should remain at 1 gem as they are too easy to spam and should just be a fun challenge type thing so you can say hahaha I beat your army! This will become too much of a gem farm if you up the reward. Agreed. I would have given up on this game a long time ago if they weren't so active about supporting it. Good job guys! I think you underestimate how large of a buff my system would be.... It would completely wreck the balance of the game if you don't tweak the enemies. It's very much needed though. I agree how it seems odd how little we do to enemy generals compared to what they do to us... but it's necessary as they are AI. It would be way too hard to program them to fight like us (using skills to counter skills... dashing in and out). And trust me it would be a lot more frustrating to play against. I think their current solution is the simplest and most effective. Guys near the end of the game should be HARD
@Eflin, DBC: Thanks a lot for your balance. It's take me know that we must have a lot thing to do in next version. Note: Your comments are too long, and I lost much time to read them=>means that your comments are very useful =>and I only want to say that "I LOVE YOU", although I'm not a Gay.
Thinking about this a little more... it might not be as tough to balance as I thought. It definitely will need rebalancing... but the XXX value should control for most abilities for a good chunk of time after they are unlocked... so the balance might get as skewed from my proposed change as i thought. That only makes it easier to implement though :- )
@ Eflin (and everyone else) - Regarding Skills: I honestly think they either buff player Skills and nerf General Skills to be more inline with each other, or they do nothing. While I appreciate your thoughts on the issue, I don't see it as needing to be so complicated. Damage caused by like-Level adversaries should be like. Period. Either juice our Skills, downgrade General Skills, or leave everything as is and just remove the misleading Level indicators in the Campaigns. Frankly, that might be the absolute best and easiest solution. If I didn't know I was facing what was supposed to be a General 4 Levels weaker than me, I wouldn't complain so much when they beat my @$$... Regarding Potions: I'm pretty sure I agreed with you the first time, but yeah, the absolute most obvious solution is to bring the Lucky Potion in line with all the others and make it a "per use" item. I suggested dropping the price because frankly I figured it would be another option and figured there was some obvious reason it hadn't been changed already, but it's pretty silly to have the LP not be like the others. If anything, it's the most obvious Potion to need the mechanic. Regarding spamming A & L: Perhaps it's my day job coming through, but I'm coming at it from an average person/brain chemistry angle. Once you get to the higher Levels, it's the most obvious reason to play the game, and lessening it's benefit only hurts the thing you want most, people playing the game, a LOT. It's as simple as risk vs. reward/cost vs. benefit. Case in point: I am currently sitting on an LP, waiting to fight A & L, simply because it's the most expeditious method of gaining Gems/Health Potions quickly and affordably. Doing the math, this sees me sitting idle, on my Winter Break from Grad School, not playing, and waiting for the Timers to elapse at 8 hours a shot. As I've said repeatedly, I'm guessing this is not what PE wants, but with the current LP/Timer/Friend/Villager structure, it's the most satisfying way to play the game. The construct is fairly typical with games like this one, and not problematic in-and-of-itself. A player beats the game, buys out the store, and plays further to "best" previous achievements. I mean, let's be totally forthright and honest, why would anyone use the LP for anything BUT A & L? The problem with the LP, as I've said previously, is that it is explicitly designed to do one thing, bolster earnings. By definition, it's IMplicit purpose is to bolster the earnings that matter the most. As a higher Level player, I see no logic in using 5 Gems to make $50,000 (50 Gems divided by 10, extrapolated outward to a typical Level 160+ purse of approximately $50,000). If I'm not earning Gems, I'm not using LPs. Carrying this logic out further, if a player uses an LP, they are most certainly not going to fight their friends or rescue Villagers, because they would be losing substantial wealth in the process. That being said, I think you're right. If they made the LP a "per use" item, they could theoretically raise the price to as much as (don't kill me, people!) 10 Gems, and it would STILL offer a decent increase in Gem earnings (10 Gems for LP, A or L Gem haul of 18 X 2 = 36 -10=26...a net increase of 8 Gems per use). Personally, you'd ideally want to end up with a net increase of at least 10, or again it starts not being useful, but yeah, it really NEEDS to be structured like all the other potions. Regarding Friends/Villagers: I think I said this a while back, but whether it's Chests, incremental increases in earnings, or both, something has to be done to make doing those missions worthwhile. As it is now, I don't even have the drive to do them in the context of Quest completion, simply because it's too much work for too little enjoyment. BTW, I LOVE your ideas on Villager/Friend fights! Crazy idea. What if ALL friend challenges followed a "Level 1-10 = 1 Gem, Level 11-20 = 2 Gems, etc." formula? Think about it. At lower Levels, 1 Gem is a lot, but at Level 60+? If I were earning 5-6 Gems for a fight at my level (currently 69, which would put me in the 60+ bracket) with an equally matched opponent, I would probably be encouraged to do so... just a thought. Edit: Another case in point. Before posting, I had the misfortune of facing a Lava Level "Save the Villagers" General. After spending what seemed like an eternity beating him, I ended up with 1 Gem. It really makes me not want to do the mission the next time it pops up... DBC
Nah, you guys don't "HAVE" to do anything in the next version. I think what you're seeing is players who really enjoy your product and can't help offering (what we hope is) helpful feedback. Just keep doing what you're doing, and all will be awesome! I love you too, man! DBC
I understand this and it's a valid point. I would agree with removing the level of enemy general display in the campaign as it is very misleading often. That said I still think the skills should be tweaked to be percentage based. It's just a much better system.
Agree completely. I don't know if PE wants to undertake the effort, but I think it would prove to be especially rewarding for newer players who would actually see the full benefit of the adjustment... It's funny, because I'm on break and actually have time, I've been thinking a bit about the Lucky Potion situation, and I can't really come up with a reason it wouldn't already be a "per use" item... Now we just need to convince them to rework the Friend/Villager dynamic/pay-outs... DBC
The Lucky Potion situation seems a bit complicated: being able to break up the Lucky Potions into individual units would allow for far more efficient gem-farming if you were able to apply every Lucky Potion to battles with Lucifer and Abaddon. That might speed up the gem intake too quickly, but at the same time, it may also act to balance out the gem cost of the rings. I'm wondering if it might make more sense for single-use Lucky Potions if they wouldn't double the gem drops from Lucifer and Abaddon -- but doing that alone will upset the cost balance with the rings unless they were possibly lowered some more, or we'd be grinding until kingdom come to get our hands on the better ones. (Speaking of which, the world has already ended in Australia, and it sure doesn't seem any different >_____>)
But that is exactly my point. Using Gems to earn Coins is foolish. The only thing worth using an LP for IS to fight A & L. If you take away that incentive, you take away the only real incentive for a Level 60+ player to keep playing... As it stands, a player would have to grind for approximately 150 A & L fights (over 25 days assuming the player doesn't work or sleep) with the use of an LP to afford the top ring. I don't know about you, but that is a LOT of grinding for one item as far as I'm concerned... Good news on the world not ending. I'll keep you posted from here in the US, although I won't be able to post after the world ends, unless the internet survives... DBC
Ahh, so that's the catch: I was wondering what people would've kept playing for once they hit the top level and cleared the final stage. I can't see all that far ahead for now because I've still yet to unlock most of the purchaseable items in the game (so I don't truly understand how much gold or gems we'll be needing for those top items, I'm a little more focused on gold right now because I didn't pay attention to the rings). Would introducing some other sort of random element into the game add any more interest for endgame players to keep on playing? Something like, a random game mode where you could encounter opponents from various points of the game which have been scaled according to how many opponents you have to fight (e.g. being put up against Abaddon with two generals, but all of them have lower HP or attack or something). Haven't really thought out that idea to its entirety, but I'm usually thinking "something new or randomised" as an easy way of keeping players hooked...
I've been gathering money just by visiting and playing 1 level but now there I realized that I have to be level 10 for the next battle. I'll have to replay then?
I NEED RESPONSES!!!!!!!!!!!!!!!!! Anybody else have pirate armor/hook/blade? I unlocked somehow (I don't know), didn't buy it but when I was checking out armor it said equip there! I'm like level 13 so...
I have the pirate armour... BUT i never had a chance to use it because i already had the devil armour soooooooo, no comment