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    Angryr

    If they did monster skins they could charge gems only for them, this way they're making money and once the system for applying skins is in place they only need an artist to do the work. So then it really just comes down to whether or not this sort of thing is desirable enough among players.

    posted in Ideas Generator read more
  • A
    Angryr

    Items seem pretty worthless unless you're using something like a revive. Most of the time their effect doesn't outweigh the cost of wasting a turn to use the item (antidotes and the like).

    On top of that, there's an achievement for using items but it would literally just be for the achievement if I were to ever use any items. There were a couple of times during the adventure map where the multi-target stun items were useful but the scenarios were far and few between.

    If items were to not waste a monster's turn but be limited to 1 item per monster turn then they would become useful and maybe even desirable. I would think that some items (like revives) might want to still retain the turn cost but I don't see why the majority of items couldn't be used without consuming the monster's turn.

    posted in Ideas Generator read more
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    Angryr

    It would be insanely convenient if you were able to have templates for selecting your monsters for battle.

    For example,
    My common offense is Tiaga, Thetys, and Goldfield for PVP, but I also sometimes use Darmith's Bodyguard, Thetys, and Firael.

    It would be really nice if I could turn these into battle templates and then just select that template to switch my monsters from Tiaga, Thetys, and Goldfield to Darmith's Bodyguard, Thetys, and Firael.

    This could be handy for Wars too because if you happened to have a template that matched the restrictions of the war it could be used instead of the typically bad selection of monsters it does automatically.

    posted in Ideas Generator read more
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    Angryr

    I like the idea of the Ice Shell, more specifically skills that buy time. Death Sentence skills seem really weak and pointless because the battle is almost always over by the time those skills would have taken effect.

    That said, given the increasing number of Stamina-based monsters (+extra turns) this could make battles last a very long time.

    posted in Ideas Generator read more
  • A
    Angryr

    Additionally I think them just making the size of the donation boxes in chat would go a long way. I'm sure there's a design they could come up with to compress the same information into a smaller region.

    (Note, I play on phone so this might not be so necessary on Facebook/PC).

    posted in Ideas Generator read more
  • A
    Angryr

    Could lead to less teammates donating though. It's definitely something I'd be interested in them testing out though, chatting is difficult enough if you'd a mobile user 😛 My fingers are too big for phone keyboards.

    posted in Ideas Generator read more
  • A
    Angryr

    Wouldn't this just cause people to create multiple accounts and trade things between them to boost their strength up faster? And therefore getting to end-game faster leading to more players either getting bored of the game or complaining that there isn't enough to do.

    Either way I doubt it would be good for player let alone Social Point's Wallet 😉

    posted in Ideas Generator read more
  • A
    Angryr

    I think it would be best to reduce and/or remove the ability for the defending team in wars to get their specials and possibly even remove missing. I know, it sounds extreme but hear me out.

    1. The defender isn't there to see it not happening.
    2. The attacker is there to see their attacks miss and cost them the fight.
    3. The attacker is there to see the enemy get 2 specials in one fight and them consistently get 0 specials over the coarse of their 5 attacks in the war.
    4. You could make attackers unable to miss and defenders unable to get their specials and cut the attacker's chance of getting their special in half to balance it out. This way the attacker is not going to be enraged because of pure chance and they'll know that it's because they were out-played and/or just don't have the monsters strong enough to win.

    The only potential downside I could see to this is that it would shine an even bigger spotlight on the fact that match-making in war is very commonly one-sided (we either win by a ton or lose by a ton, it's rarely in-between).

    posted in Ideas Generator read more

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