Ok, that would be good. I'm pretty confident in my abilities to beat normal-speed Amaranth, no matter how much health, so are you going to nerf his health, speed, or both. EDIT: Oops, just saw the three and thought you meant option three.
The dash robe the Mage uses is absolutely great for a swipe down defensive ability. The confusion lasts forever and has the enemies swinging at air for more than enough time for you to take control of the situation. Also Dear Amaranth DESIGN YOUR HOUSE BETTER GEEZ
What do the three medals in the right indicate? I've only achieved one. The middle purple one with the star, I assume this was for completing all achievements with that character? How about the other two slots?
Top right is for purchasing all of that character's upgrades. Middle one you've got correct. Bottom is for beating the unreleased Diamond Dungeon. --- Really anticipating the update! Thankfully Battleheart Legacy is coming out tonight/tomorrow night, so that'll definitely tide me over until the update. (My 2014 iOS Trifecta is Bug Heroes 2, Wayward Souls, and Battleheart Legacy. I'll have the full trifecta by the end of the week, so excited)
Thanks, Ashflow. Took so many tries to finally beat the gold dungeon with the warrior. Got pretty lucky with the enemy types and finding the floor exits quickly. Really had to get good at using the shield as well.
Frustration vs Fun I've been playing this a lot more, still loving it--and I look forward to whatever tweaks/additions are planned. I can see much room for improvement in the details, and am excited for the new dungeons, if I can live to see them! For what it's worth, I can see two particular changes that would do a LOT to add to the fun vs. frustration balance. Difficulty in and of itself isn't bad, but difficulty in a FUN way is ideal. Suggestions: 1. Give the bosses a health bar. That way, instead of just endlessly dying and having to start over... you are endelssly dying BUT able to feel some progress. Simply knowing that you are getting closer to killing the boss over time would make SO much difference: you'd feel some sense of accomplishment as you died, rather than futility. Otherwise, you could have the skills to beat the boss soon, but for all you can tell, you're barely denting him and may as well give up. 2. Make the Ember Forge upgrades be actual upgrades. As it is, the intention (usually) seems to be a "sidegrade": adding one benefit, but also giving a compensating penalty. Kind of like balancing weapons in multiplayer, where the goal might be to offer choice without any one weapon being superior overall. But upgrades--one of the fun moments of any game genre--are no fun when they feel like downgrades or sidegrades (and simply a change can even be a downgrade at first since you must get used to it). As it is, I see an Ember Forge and I hope for one of the rare "good ones," but more often I just skip the upgrades: neither one is a clear win. I learn that accepting a Forge upgrade is likely to mean my death, so I skip most of them. Which means there's no real sense of advancement within a game session. If I had to pick a distant #3... it would be nice if health potions (since they cost so much to upgrade) appeared more often that Rare Hats I feel like I see one health potion every 10th game... and they give so little health. Having them be more frequent and/or powerful (especially on the last level of a dungeon, where bad luck can leave you unprepared for the boss) would give the potions (and paying to upgrade them) more signficance. (This is a distant #3 as far as "fun" factors go, because the level-end healing is so much stronger that I usually don't care much about potions either way.) All of which has probably been said better by others in this lengthy document Now... back to the Tower....
^ I think Kepa was considering a boss health bar, but I don't know if he came to a full decision. I kind of like how the lack of a health bar keeps you guessing which hit is going to be their last, but I definitely wouldn't complain if one was added. (Maybe as a toggle option?) Many of the sidegrades (nice term, btw) are definitely upgrades as you get used to how they work. Some of the weaker upgrades are getting straight buffed (for example, many of Rogue's in general and Warrior's swords) in the coming update, so that might help a little. As you said, I think the 'fix' to this issue is a mixture of some buffing on the dev's side and practice on the player's side. Going on an experiment run every once in a while where your focus is using new equipment rather than caring about progressing can be very useful in acclimating to other playstyles/equipment. The potions are for sure getting a buff in the 1st update, not in frequency, but in potency. They're going to heal the amount that Warrior's maxed upgrades would make them heal currently, if that makes sense. (Let me explain that differently: When Warrior upgrades his potions all the way currently, the potions heal a fair amount of health. The amount that a maxed Warrior currently gets healed from potions is gong to be the basic strength of potions for all classes when the update hits. Warrior's potion upgrades are also going to be replaced by new upgrades, though what those are I don't quite remember.)
+1 When I started playing: A forge, nice! Now: Oh a forge... hopefully it will have a decent upgrade. Take warrior for example. The gauntlet upgrades are nice, but shields (thorned is the only one I take over the vanilla shield) and swords are meh.
Hey Kepa, I know you don't like iCloud and I know why, but I was just reading the Battleheart Legacy thread and apparently MikaMobile included iCloud in the game, but it's completely manual. You choose when to upload a file, you choose when to download a file and on what device (I didn't even know that was possible to implement like that). Sounds fairly safe, and Mika admitted that they chose manual-only because they don't completely trust iCloud to do the job on its own. I personally don't use iCloud in gaming, but I think that approach might be a good way to include iCloud in Wayward Souls for all the people who really want it. Just thought I'd mention it
Man, I was really liking the Cultist till I found out pretty much all of her Forge upgrades aren't really that great except the orange bottle(and maybe the blue), and I guess the explode out of stealth,crit bonus and the haste on Stealth. None of the throwing swords are worth it IMO , the "twins" take up to much Energy, the Crit bonus one is too short, the Close up slash defeats the purpose of having a ranged projectile and having the daggers just stun without damage means you eventually will have to get up close anyway. Her up and down swipe upgrades are ok I guess (except maybe the green bottle) but all her "throwing knive" upgrades need some changes. For example if you make it that short in range it should be either be a higher crit chance or a chance to poison added on, the Double Throws("Twins") should be like the Mages Charge shot one at less energy and 2 at full charge, the one that stuns should at the least be able to hit multible targets or maybe dissipate magic projectiles too. I'd switch out the the close up slash completely for something like a homing shot or something. I dunno I feel like upgrades in general should be better across the board, if your base weapons/armor/ etc.. are better than the upgrades what's the point in having them? I understand not all upgrades should be "better" but they should atleast be equal in strength/usefulness but just have them be different. Edit* Didn't realize this was just being talked about above I agree completely about not being "sidegrades" or having penalties to the point where it's not worth it. This is a tough games and nothing feels worse than getting to a forge only to get nothing then to go on and face harder enemies feeling like you've been jipped then end up dying etc.
I'm starting to really get the hang of the third dungeon. With Spellsword, I can consistently get to the boss and win, and consistently get to at least the eight floor with the others. EDIT: Just saw your discussion about the sidegrades, and I agree completely. Some of the more useless sidegrades include the Warrior sword, Warrior shield, adventurer stuns, and cultist daggers.
To be fair, warrior and cultist initial gear is so damn good that most of the stuff looks like sidegrades, besides the obvious stuff without penalty like orange flask and warrior gauntlets.
Yeah, those (and sometimes the Rogue's boots) are the only pieces of equipment I ever turn down upgrades for. I don't have a problem with any of the Adventurer stun upgrades, but then again I never really use that move to begin with. Then again, there is at least one upgrade I like for all of those except the Warrior's sword (Thorned Heart, Brisance Knife, Giantstompers), and in every other category I prefer at least 4 of the 5 upgrades to the original, so I generally don't have a problem with sidegrades. With that said, it's still a little weird that some pieces of equipment, like the Rogue's straps and daggers, have nothing but straight upgrades, while some (particularly the Warrior's sword) have disadvantages for every option.
One of the warrior's swords doesn't break shields and one of the axes won't do it unless you hit the ground near an enemy with a shield. That's only an issue in the second dungeon though and both those cases are slated for fixing, as I recall. Personally, I find all the warrior's weapon upgrades better or at least can see how someone other than me could do more with them than the default sword. That's more or less how I feel about all the upgrades. The ones that I don't like should fit someone else's style; even calling them sidegrades isn't really fair. I do really only like the thorn shield in the third dungeon, but I use the obsidian and stone ones in the rest of the game. In any case, there aren't many pairs of equipment I encounter at forges where I don't want either option. On some level I'd like the upgrades to be ramped up too, but based on the consistencies between this and Mage Gauntlet, I think doing that to much of an extent would undermine the intended system in this game. Even in MG, where there was leveling, it shied away from especially direct power gains and only one item actually increases health and that's not one of the better accessories anyway.