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#1251
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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? |
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#1252
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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". |
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#1253
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Thanks, these cool ideas! I especially like the bosses that give XP while you're killing them Quote:
Last edited by fireflame; 03-29-2011 at 04:35 AM.. |
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#1254
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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. Last edited by eflin; 03-29-2011 at 08:43 AM.. |
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#1255
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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. |
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#1256
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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? Last edited by Hebug; 03-29-2011 at 11:39 AM.. |
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#1257
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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?
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#1258
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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! |
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#1259
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I think you mean item shop items not upgrades, but it's a good point. Still I agree with Zaraf. You shouldn't be offered something you can't have. Especially since there's no way to check your stats once the level up kicks in to see what you already have maxed out etc. It should keep track of that for you and remove options that offer things you won't actually get.
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#1260
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The perks and skills give benefits but fairly minimal ones. The designer even said that was his goal, this shouldn't be a big surprise.
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I am pretty convinced that Dazzle + Scavenge + Boost Armor is the best combo, since it lets you clear 30+ shields (doubled) every 5 turns, for most of the game. That's 4-5 upgrades, every 5 turns, or close to 1000 upgrades over the course of the game. I don't think there's a comparable combo with Boost Gold, because there's no good way to make enough coins---Treasure Chamber is too slow, Golden Touch uses the swords you need to kill skulls and leaves you to figure out what to do with your shields and potions. Maybe there's something with the new skills. |
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