Thanks for your feedback! I think a lot people are just used to playing a different type of game where everything is just passively handed to you over time. I'm going to cut the power cost of summoning creatures down a bit in the next update since power is used for so many other things.
I only ever run out of essence but I think that's because I like to craft and re-roll, so it's my own problem Besides I can just use one of those scrolls that puts me back to X specific realm to collect the nodes from the floors, or use a +% essence mod on a few artifacts. All the other resources are ok and I usually have too much power to the point where I just go to the power goblet thing and sacrifice the max it will let me (repeatedly). I think it depends on the person and their gameplay style, IMO nothing wrong with the resource system the way it is. The game provides plenty of workarounds to top off a specific resource if one happens to get low. ALso - on the note of drop rates for nether orbs, I have yet to find one and my creatures are close to 70 so I think they're still fairly rare, even post-patch. I will let you know when I find one for shts and giggles. BTW - thanks for mentioning I need 4 particles of the creature I want to nether egg; I assumed I only needed 3 so I'll grab another one when I fight one. Cheers!
You only need one particle to create the egg. The other three are used to summon the creature, since you need the creature to create gems for it.
I've posted a review of the game on IOSgaming of reddit. I don't often write reviews for games, only a few a year. Feedback always welcome. It looks like an awful wall of text on the reddit site though, I wish I could break it up somehow (other than with paragraphs lol). Link: Review
Awesome review, Jorlen! Thank you very much for taking the time to write that up. This is the kind of stuff that will help Siralim get noticed and I truly appreciate it.
Glad to help! Some updates on my nether orb/creature quest: I am now in realm level 35 and have only found one orb since the patch that increases the drop rate. It wasn't the right color for me but I decided to activate it anyway, seeing as I have yet to actually summon a nether creature. I'm definitely seeing a big difference in amount of good loot and legendary materials as I delve deeper and deeper in the dungeon. It's awesome. I'm also spending a lot of time doing major sigil battles; I love that they always produce a legendary material item. My team is also pretty tough. I have not died in a very long time. Consists of: - 2x skeleton mortarman (when they attack, they hit EVERY creature) - 1x cosmic giant (anytime an enemy casts a spell, they take 35% of their total HP as damage) - 1x tower giant (defend to fall asleep and heal 70% of total HP) - 1x red devil (luck stat adds to attack) - 1x unicorn (when he attacks he heals other creatures) So, with this team I have DPS, tanking ability, some healing ability and fairly good survivability. If my DPS (skeletons) get taken out quickly though, I get very nervous. Doesn't happen too often as I've boosted up speed stat on them significantly so they can start before everyone (usually). Eventually I'd like to replace the healing unicorn with another creature who can perhaps further benefit the entire team. I should be opening several tiers in the next while to get a flood of new creatures. Looking forward to the patch! Yesterday was particularly bad, it seemed that every enemy and their mother was casting chain lightning! Thylacine - Would you be able to outline each stat and what the effects are, exactly? I know you've tweaked speed and luck as of late but I'd like to know the full calculations, unless you'd rather keep that stuff "behind the scenes".
I don't want to give away the exact calculations since I think that can cause some negative psychological effects from a player's perspective, but here's a brief rundown of what each stat does: Attack: obviously this is your main source of damage. When your creatures attack, this value is compared to the target's defense and a damage value is calculated. Luck: afterward, luck is considered and calculated into this damage. The higher your creature's luck is compared to the target's luck, the more damage you'll deal. This, of course, works the same way in your favor, making luck both an offensive and defensive stat. Speed: lastly, a percentage of your creature's speed is added directly to the damage dealt. This damage isn't mitigated by defense or luck, making it a great option against high-defense creatures. Of course, speed also determines your creatures' order in the Action Queue. Defense: there are five defense stats; one for each class. If a death creature attacks you, death defense is used. If a chaos creature attacks you, chaos defense is used.
Would love for those Skeleton Mortarmen to show up for me. I am looking for a good multi-attack creature. My current team is as follows: Pegasus (intercepts killing blow damage to other creatures and reduces dmg by 30%) Healing Unicorn (Vital Heals) Lich King (Party Heals) Phase Paladin (40% chance for any group member to gain holy shield status when attacked) Clairvoyant Spirit (atk+80%/def+40% when mana is full) Unicorn Stormbringer (Chance to hit all enemies when attacking) As you can see I have taken a bit more of a defensive approach so far.
Vampire bat! Allows each member to heal themselves 20% of DMg done. I cannot recommend berserk and or fervor creatures enough - and actually if you combine them via enchantments it's simply insanity. Also for people hurting on resources; pro tip; Summon 5 level 1 creatures and add the 6 member at a much higher level. I took 5 level 1s and a level 88 vampire bat. Start in realm 1 and watch the resources flow! The mobs are pretty easy and if you load you team up with some higher level enchants / artifacts it's really easy plus you can toss on or use creatures that provide additional chest loot and or resources gained. I gathered about 700k of each resource in about 3 hours of play time. Stopped at level 7 realm. Enjoy! It's still fun to grind especially using new creatures. Plus they level up so fast when you couple them with a much higher level creature.
Speaking of leveling up, here's my experience with the new system: I was level 70ish and used a new creature. He leveled up to around 30-40 pretty fast but now it's really taking time for him to get up to speed with the rest. So, I think for the lower portion of the levels, it's definitely improved, but I still find it needs a bit of improvement. For example, my new creature is now around mids 40s but the rest are now almost 80. By the time they are 90, the new creature might be 50s mid 50s maybe? This means I still feel like I'm being punished for trying new creatures out. Any chance of smoothing it out or is this intended? I wouldn't even mind if there was an item you can buy with emblems or something that if worn by one creature, would divert ALL XP towards it and NONE to the rest. That way I can get him exactly up to level and "pause" the rest of the team.
Last night, during one of my "major sigil" runs I managed to get a legendary material called "mortar combat". The name made me laugh, actually. But the effect is no laughing matter; craft this onto any item and ANY creature becomes a mortarman! So, perhaps you can find it, even having one creature with this effect can make a huge difference. The damage that is spread out is a bit random but a lot of the time, it hits hard. And hits EVERYONE.
The lower level creatures are still gaining more experience points than the others, though, so they'll catch up soon enough. Before, they had absolutely no chance to ever catch up because all of the creatures were receiving the same amount of experience, and that's a problem. I think the experience bonus is already pretty enormous and increasing it any more would take away from the feeling of accomplishment. Regardless, enemies scale to your creatures' levels so you're not really ever at a disadvantage anyway.
I would prefer to have the Mortarmen and enhance with other legendary items if possible since legendary equipment gets outgrown. I will shoot for a Vampire Bat and a Morterman. Not sure which creatures I will swap. I am only lvl 51 so far but have no issues with wipes whatsoever. Will be even more powerful whenever Mortarmen and Vampire Bats pop for me (random creature tiers). Here is a tip for gather power once you unlock gems. Always create a few extras and enchant them for giving to the random yellow gem guys. I have had no issues with power since doing this.
I am waiting to find another nether orb. The one I got from the castle quest I dumped all ruby enhancements in to it (was going for max health Pegasus for crazy survivability) but I can only use 5 ruby gems and nothing else which is a bit of a waste from my understanding. So I am waiting for a different nether orb so I can make a nether Lich King with 3x atk multiplier, 1x Speed/Luck and 1x Defense. Trying to finally dive deeper in realms while I search for an orb...
Hold on to that old orb, though. The limit is changing so that there will be a maximum number of gems you can use, but the maximum won't be based on the amount of enchantments. So you could, for example, use 25 Rubies with 5 Ruby activations and you'd have a creature with an absolutely insane amount of health.
That is exactly what I was hoping to do! Excited to see my vision still be able to come to fruition in the future!!!
Thy I had a weird bug today. I was fighting one the the celestial creatures - the one that resurrects himself with 1 health when he is killed. He kept coming back to life, I killed him about 4 times. There was another creature on the battlefield but this isn't the bug. After I killed him one more time he was gone but then I kept getting messages that te enemy thrasher fiend (who I wasn't even fighting and wasn't part if the fight at all) was striking and he kept striking until all my creatures were dead. It was as if the game just locked up and the invisible and non existing thrasher fiend portaled his way into my fight and killed everyone. No biggie but it was weird.
That's fixed in the queued patch, whenever Apple gets around to approving it. They really need to hire more people to review apps. It shouldn't take 7 days to push out an update.