Herborist wrote:Furthermore, your ideas on boss drops are entirely without merit. You can take the boss item drops out of the dungeon and sell them; you CAN'T take potions or glyphs out of the dungeon. Assuming you somehow finished a dungeon with an abundance of un-converted glyphs and potions, there is no downside to spending all of 20 sec converting them away and grabbing the boss item.
Yeah, but it's just dumb clicks. Honestly, I'd prefer that as soon as you beat the dungeon you get a message something like...
"mission complete--you got rare item x. [Leave Dungeon] [Continue Exploring]"
I'd prefer not to click a bunch of extra times doing completely trivial actions with no interesting decisions. (I'll agree it's really not a big deal, to be fair. But it would be preferable).
- some of the classes are still too similar; wizard and sorcerer are too similar, same basic goals: stack MP, burn them down with fireball; sorcerers do auto-attack more, but that's a simple logic switch to make, not really a separate class in my mind
Except that Wizard and Sorceror are...really not similar? You're comparing a class that has -25% attack, six glyphs, and -1 mana cost on glyphs (which changes the cost evaluation--2-3 mana glyphs become crazy mana-efficient) to a class with effectively +20% attack, and bonus healing that is stupidly powerful at low levels (any spell is double the mana efficiency of Halpmeh at level 1), but only five glyphs. You're pretty much comparing a mage (Wizard) to a physical powerhouse (Sorceror).
If you're spamming fireballs with Wizard, you're not using them optimally (you should be using low-mana spells like PISSORF).
If you're just stacking fireballs with Sorceror you're...also not using them optimally (you should be attacking first, casting spells once you've taken damage--probably HALPMEH or CYDSTEPP because your high attack makes them more mana-efficient, but fireballs are fine if you don't have something better).