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SwiftStylus

Junior Defender
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Posts posted by SwiftStylus


  1. So I was looking around the forums and it seems a lot of people are really unhappy with the way shellium shards are acquired currently. This got me thinking on the topic of eggs and the whole rot system. Who in their right mind would want to have rotten eggs in their backpack? Along with that this game seems to be really happy and playful, while the rotting eggs system seems down and kinda sick to be honest.


    Then I went and had a shower and thought up this:

    Instead of rotten eggs, lets have a system where you trade your unwanted eggs to the hatchery/petrinarian. They give us a sweet little story about how there are people out there that want pets, but getting the eggs is dangerous due to the war going on currently. Then they have an idea about how we could alleviate their troubles. All we have to do is donate our extra/unwanted eggs, and in return we get the egg shells back, aka shellium shards. Of course getting the shards takes time since they need to be extra careful when hatching the egg so as to not damage the shell, thus the timer on the current shellium shard system can still be of use. We just need to have the timer at the petrinarian or hatchery rather than on a rotten egg in our backpack. This way some kid in the kingdom gets his pet purlin, and  you get the shards needed to turn yours into a magicat.


    Trading eggs to the hatchery to have them turned into shellium shards also comes with the added benefit of being able to, instead of hatching right away, hold on to my eggs in case a new premium pet or something is added later in which I wish to spend some time getting that out of the egg without having to farm for the type of egg needed. So I could keep a stockpile of eggs, without the worry of rot time.


    This idea sounds much softer with the happy theme (despite it being rolled out as a war) of the game, will allow you to revisit the timer complaints, and also doesn't have us lug around rotting things in our backpack, because that is bound to start stinking at some point right?


  2.  I know it is my own fault (if it happens), but it would also allow my character to easily switch between two types of dps or defense as the need arose per party. Does my party need a squire based around barricades? I can switch to health gear. Do they need a trap huntress? Dps trap gear. Do we need a hero with dps? Huntress with ability and hero damage. This also takes bag space, so more bag purchases for the creators. I could do all this while not needing to worry about accidentally selling all of my gear sets.




  3.   If I want to go back to the tavern, I should be sent back alone, separate from the players that wish to continue playing. If I want to go on and replay the map, I shouldn't be drug back to the tavern to then have to drop party, regroup with my friends if I were with them, and pick up a new group. Separate those that want to continue running the map from those that wish to take a break at the tavern. It's a pain in the rear to go through that every run when I just wanna grind for gear/levels and don't have a full group. I don't see the need to send everyone back when a coordinated party will say "I need to go back to the tavern after this" or check the needs of their friends. An uncoordinated group, aka a public random quick match, will probably have someone go back to the tavern after the run. This just makes it a pain to grind when you have a system nearly set up perfect for grinding.

      Split those that need a tavern break and those that need to continue on the map into 2 groups sending one off to the tavern and the other to stay on the map.


  4.    At no point should I be playing and see a healthbar fly past my character then immediately think, "WHOA WHAT IN BLUE BLAZES WAS THAT" only to turn and see a player. Healthbars should always help you distinguish players from mobs. Give them a fancy outline or something, but change them somehow. I don't want to see those and think they are a monster bypassing my defenses.




  5. My first suggestion comes from the fact that this game is meant to get hectic.

    PLAYERS SHOULD NOT HAVE THE SAME HEALTHBARS AS THE MONSTERS/MOBS!

       At no point should I be playing and see a healthbar fly past my character then immediately think, "WHOA WHAT IN BLUE BLAZES WAS THAT" only to turn and see a player. Healthbars should always help you distinguish players from mobs. Give them a fancy outline or something, but change them somehow. I don't want to see those and think they are a monster bypassing my defenses.


    Eggs should have a much lower transition period to shellium shards. (this is a minor idea that has been touched on before in the forums)

      48 hours is a bit much... I already have space issues after buying four premium bags storing mythical loot for fodder into later end gear. I've bought enough bags. I don't need to allocate more bags to just eggs that wont be of use for another 2 days. 1 day maybe, but I am thinking 2-4 hours would be perfect. Allows players to experience the space issue and desire more bags, without actually forcing us to wait for the pets. I assume you'll expand on the pets later anyway, (either with more evolutions or with something else like pet equips) so that leaves me to think you'll need even more space for their junk.


    Players shouldn't be forced back to the tavern if they desire another match!

      If I want to go back to the tavern, I should be sent back alone, separate from the players that wish to continue playing. If I want to go on and replay the map, I shouldn't be drug back to the tavern to then have to drop party regroup with my friends if I were with them, and pick up a new group. Separate those that want to continue running the map from those that wish to take a break at the tavern. It's a pain in the rear to go through that every run when I just wanna grind for gear/levels and don't have a full group. I don't see the need to send everyone back when a coordinated party will say "I need to go back to the tavern after this" or check the needs of their friends. An uncoordinated group, aka a public random quick match, will probably have someone go back to the tavern after the run. This just makes it a pain to grind when you have a system nearly set up perfect for grinding.

      Split those that need a tavern break and those that need to continue on the map into 2 groups.


    Give us the ability to lock items so we don't accidentally 'select all' sell them.


     I know it is my own fault, but it would also allow my character to easily switch between two types of dps or defense as the need arose per party. Does my party need a squire based around barricades? I can switch to health gear. Do they need a trap huntress? Dps trap gear. Do we need a hero with dps? Huntress with ability and hero damage. This also takes bag space, so more bag purchases for the creators.


    Allow me to continue to see what is coming even after the wave has started.


     I feel like I should be able to see how many monsters are left in the lane even after the match has begun. I want to know if there are mobs left that I should be wary of even after the match starts and I'm roaming around looking for places to help my turrets. Holding shift should show the monster count even after the wave has started.





     





  6. @chesticles quote:


    @SwiftStylus quote:

    What is all the lingo I need to know for this game? (short terms such as DP which I know is defense power)

    What are the best ways to farm things like gold/gear?

    What is the best stat progression for each class? (both tower and hero)

    What is the end game gear for which I should be looking? Are there sets for which I should keep on out out?


    Hey, first off welcome :)

    I'll answer your last question first!

    End game gear really depends on your hero and what build you want for your hero.

    As an example, if you are building a Waller Squire (A Squire who specializes in building walls) then you would want to focus on Defense Health and Hero Health gear. You would also want gear with the passive Hearty Blockade, which gives an HP bonus to your Defenses based on a % of your Hero Health.


    Some good to know abbreviations are:

    • SAS = Skill Allocation System
    • HH = Hero Health
    • DH = Defense Health
    • DP = Defense Power
    • HD = Hero Damage
    • AP = Ability Power
    • DS = Defense Speed

    Other abbreviations:

    • LR = Life Root (a map)
    • TR = Throne Room (a map)
    • LHV = Little Horn Valley (a map)
    • Gates = Gates of Dragonfall (a map)
    • NM = Nightmare (the endgame levels 1-4)
    • Crossroads or Xroads = Forest Crossroads (a map)
    • Betsy = Nickname for last map 

    (We're going to play Betsy NM1 = We are going to play The Wyvern Den map on Nightmare 1 difficulty)

    Hero Stat Progression

    There are a couple possible builds for each hero, so it is really dependent on your play style.

    Thanks, any tips for tower dps based Apprentice?


  7. What is all the lingo I need to know for this game? (short terms such as DP which I know is defense power)

    What are the best ways to farm things like gold/gear?

    What is the best stat progression for each class? (both tower and hero)

    What is the end game gear for which I should be looking? Are there sets for which I should keep on out out?


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