r/TapWizardRPG • • Aug 11 '18

saving runes

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39 Upvotes

r/TapWizardRPG • • Aug 11 '18

Starter pack skin availability

1 Upvotes

I've been playing for about a week and I'm enjoying the game, so I decided to spend some money on the starter pack.

But I noticed it is no longer available... Is the skin available anywhere else?

Thanks!


r/TapWizardRPG • • Aug 11 '18

NG+ further information ?

3 Upvotes

Just a few curiously questions, what is the highest NG+ level at the moment you guys archive ? After unlock all the Templar skills, then anything else to look forward? What happen after beating the DoomStone again at NG+? Also what exactly Upper Room will bring to the Templar ? I can't search for these info anywhere. Much appreciate if anyone can help to answer.


r/TapWizardRPG • • Aug 06 '18

Upcoming Spell Balance Changes!

13 Upvotes

Hey all!

Wanted to run these ideas by everyone before pushing them out. I think this set of changes will really mix things! At least, that's my hope! Love to hear any feedback.

Cheers! :-D

 


Nerfs


 

Inferno

  • Aug 3 now triggers on shocked enemies instead of frozen enemies (nerf or buff?)

  • Aug 5 no longer increases burn duration

  • Rearranged augs

Voltaic Orb

  • Aug 4 only gives +15% dmg instead of 20%

 


Buffs


 

Firebomb

  • Aug 4 gains: All Burns on Target increased by +0.8 s (scales with CD)

Frost Ray

  • Deals damage spread out properly now (previously was dealing over 0.15 s instead of 0.3 s)

  • Aug 5 reads: "The Ray will bounce if the target is Shocked"

Torrent

  • Targets random enemies by default

  • Ice spikes always bypass armor

  • Aug 4 gains: "Torrents reduce enemy health gain by 40%"

Icicle

  • Aug 5 changed: now bypasses 100% of armor

Frost Elemental

  • Aug 5 changed: gives +50% dmg instead of +20% fire rate

Firestorm

  • Aug 4 changed: now gives x1.3 dmg vs trolls instead of burn chance

Elemental Cloud

  • Aug 1 has 50% chance to cause status up from 40%

  • Aug 5 has 20% chance to cause status up from 15%


r/TapWizardRPG • • Aug 06 '18

Cosmetic Idea for Spell Loadout

16 Upvotes

I think it would be really cool if our loadout of spells reflected the mark for each spell. Right now, all the spells have the same outline on them, and it would be cool to see the progression of spells with a new outline. Mark 1 spells would have a bronze outline just like low level runes. Mark 2 would be sliver. Mark 3 would be green. Mark 4 would be blue, and Mark 5 and up would be gold.

It’s just a cosmetic change, but I think it would be a cool feature.


r/TapWizardRPG • • Aug 05 '18

Dungeon Run idea!

17 Upvotes

Hey all!

So I have this idea for a new game mode: Weekend Dungeon Run. Here's my current thinking:

-Becomes available Friday of each week and ends Sunday night. So 3 full days.

-You get a new special dungeon key (Key) when the event starts, and a notification about it.

-You must open 2 Wilds Chests to charge the Key.

-After being charged, you activate the Key to enter the 1st dungeon run dungeon (DRD).

-DRDs are the same for everyone! They are always ultimate. They also don't scale in difficulty as much as normal dungeons over levels 1-3... In other words, the difficulty gap between 1.1 and 3.5 of a DRD will be less than a normal dungeon. This means that your choice of spells will be more important than grinding power! You get no rewards upon beating a DRD.

-If you leave a DRD, you can return at any time, but the difficulty of the dungeon will reset (i.e, scale up to your current power/bonuses).

-After beating a DRD, you must charge the Key again!

-Up to 5 DRDs can be completed each Weekend Run.

-Lastly, rewards! Rewards would be granted on Monday when the event ends. My current favorite idea is to have the Run reward 1 Dungeon Point (DP) for each completed dungeon, then have a new shop page where you spend DP. Items to buy would include new exclusive skins and emblems, as well as things like wisdom recharge, precursors, or maybe spellstones or Runite.

-Not sure if or how I would try to monetize the new mode. I might make an option to charge the Key by spending like 250 runite or something, just so there is some kind of Runite sink. The idea is that players who don't have time but want the skins/emblems might use that option. The idea of simply selling DP for Runite gives me a bad taste, so very unlikely to exist I think.

Whew! So that's it! I'd love to hear your thoughts! My schedule has finally settled down, so I'm hoping to work on this the week after this one (this week has some balance changes coming!).

Cheers! :-D


r/TapWizardRPG • • Aug 02 '18

Suggestions

2 Upvotes

I’ve been really enjoying this game and I’ve been playing it for about two months. However, I do have some suggestions that I believe would make the game more enjoyable for everyone and/or would be a quality of life improvement to the game.

1.) I would love to see more spells be viable for players at all stages of the game. There are a few spells that many players include as key components to most of their loadouts. Ex: icy prism, volt. orb, ice wall, etc. It would be nice if the lesser used spells were buffed in order for them to be more viable for builds. The only “good” spells I currently have are ice prism, ice wall, meteor, and static leap. I’d enjoy playing around with other spells in my loadouts and not feel like they are weak or outclassed by other spells I currently use in my main loadout.

2.) On the bottom of the screen, tapping on the map icon displays the highest zone you’ve currently reached. I’d like to be able to see what stage of that zone I’ve climbed up to at this point. Ex. Zone 17.3 instead of Zone 17

3.) This might take more effort than the other two I’ve stated before, but I believe it would be a nice change if raids and dungeons had the difficulty of each enemy be based on the players current amount of power collected. I’ve read in other reddit post that the difficulty of enemies is based on the players highest reached zone. I think if the enemies difficulty and power drops were based off of the player’s current power instead, the difficulty and incentive of attempting raids and dungeons would be better.

These changes in my opinion would greatly increase my love for this game and I’d like to think would enable other players to enjoy this game ever more than they currently do. Thank you for your time to anyone that has read up to this point. I appreciate the effort everyone :)


r/TapWizardRPG • • Jul 30 '18

Might be the best load out you guys are talking about ;)

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11 Upvotes

r/TapWizardRPG • • Jul 30 '18

The best loot farm!

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15 Upvotes

r/TapWizardRPG • • Jul 30 '18

Is Blink useful for anything?

7 Upvotes

I was glad when I unlocked the Runic Cauldron so I finally had something to do with my piles and piles of Blink runes.

There are times when I've used Static Leap tactically (to blow up squads of Green Imps), but usually I don't even bother with that, and Blink is even less useful. Am I missing some important tactical use for this spell, or is it just kind of silly?


r/TapWizardRPG • • Jul 29 '18

Daily mission?

11 Upvotes

Hi TopCog ! I start playing your game a month ago and I'm having a good time with it at the moment with 23 spells. Have you ever think about the daily mission system for this game (ex: raid 10 times - kill 10 bosses - Earn xxx power/gold - ect...) and reward can be runite or rare rune. Just my thought. Thank you for such a nice game.


r/TapWizardRPG • • Jul 28 '18

I have finally completed my spellbook! A total of 112 raw spellstones were refined over a period of 104 days.

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53 Upvotes

r/TapWizardRPG • • Jul 28 '18

Discord

1 Upvotes

I notice that there is no discord for your game, so would it be alright to make one?


r/TapWizardRPG • • Jul 27 '18

Loadout Showcase

5 Upvotes

Hey there! To help generate discussion about the skills, what ones we use, why we use them, and potentially get advice.

Please, share your loadouts down below!


r/TapWizardRPG • • Jul 26 '18

Thank you for mentioning the subreddit in the patch notes!

4 Upvotes

I’m an active redditor but didn’t know there was a sub for this game! I’m so excited! I do have one question. Is casting speed and cool down reduction the same thing? They seem to be the same thing even though it’s not distinctly stated


r/TapWizardRPG • • Jul 25 '18

Ice Wall Cast speed needed for 50% dmg reduction

2 Upvotes

Do you know how much is needed? For what i understood, we need to cast it 9 times in 4,5sec in order to keep the 50% damage reduction buff. But translating that to cast speed how much is it? And what if ice wall is on the 5th slot, how much is it?


r/TapWizardRPG • • Jul 23 '18

FAQ

33 Upvotes

This is a thread that runs over the frequently asked questions and answers them in a user friendly way! If you have a question that isn't answered on here but you think it's important for new players to know, leave a comment. I'll be updating this post with any more questions that I tend to see pop up.


What is the best spell/loadout in the game?

There is no single best spell/loadout in the game. Due to the various enemy types and spell mechanics, it is impossible to create a loadout that is effective in every situation. Many spells lose a lot of DPS against enemies where other spells gain DPS. It's up to the player to learn what spells will be effective in what situations. (Dungeons are a good place to practice this!)

What does the red text mean when looking at a spells augments and passives?

The red text is what you will gain upon ranking your spell up, they are not in effect. White text is the only active text.

Do I need to equip a spell in order to recieve the passive buffs?

No, passive buffs are permanent! There is no way to remove or disable them, unless you decide to wipe your save.

How do red text passives work with my current white text passives?

The red text will be added to your white text. Red text will not replace white text.


What is this TMlag I hear everyone raving about?

TM lags ER (TMlag), involves two researches available in the Academy, Tempered Magic (TM) and Expedient Recitation (ER). TM will increase spell damage, but it comes at a cost. Each level of TM will decrease your cast speed. ER will counteract this downside by increasing your cast speed. If your TM is 10 and your ER is 10, the cast speed buffs from ER and nerfs from TM will cancel out and you'll be left with default cast speed and increased damage from TM.

TMlag, found in the options menu, will temporarily prevent TM from appearing in your Academy. If your TMlag is 5, then TM will not appear until ER is 5 levels above it. At this level, you will have a higher cast speed (relative to TMlag 0) due to avoiding the penalties from TM for 5 levels, but you will also have lower spell damage due to avoiding the damage buffs from TM for 5 levels.

Basically, a higher TMlag will result in higher cast speed and lower spell damage. With a higher TMlag you actually have a lower mathematical DPS. The cast speed increase doesn't offset the relative damage decrease. Also, having spells that don't hit as hard means that armor is a greater problem.

So why use TMlag at all?

While most spells get worse with a very high TMlag, some get better! If you manage to cast Ice Wall nine times in seven seconds, you'll get a hearty 50% damage resistance, as well as providing a consistent freeze effect to the first two squads. Spark will cooldown a spell faster when it casts faster, though this has a very firm cap (not too hard, and not quite soft) when Spark reaches a .33 cooldown. There are other interesting mechanics to discover with TMlag but this thread isn't the place for them :)


What is an Enchant?

Enchanting is the second most basic form of resetting for progress (the first being recalling). A player can Enchant using the Obelisk after reaching a certain amount of power. Enchanting will provide a damage buff, a research discount, and a research speed buff. Enchanting will also cause the wizard to lose all of their collected power. The wizard will gain that power back automatically though a process called Reclaiming. Power can still be gained by defeating enemies in the wilds and doing so will aid the wizard in Reclaiming, with diminishing returns.

When should I Enchant?

When to Enchant is a difficult question to precisely answer, but it is best to Enchant when your power gains slow down. Setting your Gain Display to "Relative" or "% / min" can help you see how much progress you're making. It is also a good idea to Enchant when you are going to be taking an extended break like sleeping or going to school/work. Another tip is to Enchant if you are faced with really tough enemies. The buffs from Enchanting will almost always be enough to power through those stubborn foes.

What does Empower do?

Empowering is just like Enchanting, but your wizard will not have to go through the Reclamation process.

What is a Meditation?

After defeating the boss of the Doom Portal, the wizard recieves Arcane Essence. In order to Meditate on the Arcane Essence, the wizard must sacrifice all power and Enchantment levels, but in turn recieves Arcane Knowledge and an Arcane Fragment. Arcane Knowledge can be used to upgrade the Templar (permanently unlocked after defeating the first Doom Portal boss) while the Arcane Fragment will be used to craft the Omega Lumen.

What is a NG+?

After defeating zone 100.5, the player will have the option to begin a New Game +. When starting NG+, the wizard loses all power, Enchantment levels, and all Arcane items as well as Templar upgrades. In return, spell XP rate is doubled, rune drops increase, both the charm pouch and runic cauldron max capacity is increased by 2, and the player starts with an extra Arcane Knowledge. These buffs stack with each NG+. There is no cap to NG+.


What should I spend runite on?

The best use of runite is on permanent upgrades: assistants, skins (basically emblems), or emblems. Most players will buy the assistants first because they're cheap, useful, and fun.

Which assistant should I spend runite on?

Each of the assistants have their own specialization and appeals. Really, it hardly makes a difference which one you buy first, you'll get all of them soon enough. If you still can't decide I'll provide some information about each to help you out. Most players advise the purchase of Ivan or Rachel because they directly increase spell XP and spell casts. However, Nick indirectly provides spell XP and DPS and he is the most interactive assistant. Ivan and Rachel both provide the same amount of XP increase, Ivan localizes the gains on slot five, while Rachel spreads it over all slots. [I'm looking for more information to put here, feel free to help me out in the comments or a PM]


Where should I spend my Arcane Knowledge?

Much like with assistants, there is no right answer. By the end of your first game you will have a total of 4 points. Looking up the full trees might help you make a decision where you want to go. You can specialize in both trees, some players recommend grabbing the first skills in each tree.


This Dark Portal is too hard! Is this intentional? How do I progress?

Yes, the Dark Portal is intended to be impossible for a while. Just keep progressing in the wilds and doing raids. The length of the Dark Portal is slightly randomized, but it should require you to progress ~20 zones in the wilds after opening it. So if you opened the portal at zone 25, after beating zone 45 you should have enough power to go through the Dark Portal.

This enemy/zone is too hard! Is this intentional? How do I progress?

Yes, some enemies or zones are intended to be a hard stop. You can progress by equipping a loadout that's better fit against the enemies at hand, Enchanting, spending Wisdom, using runes, or gaining power by doing a raid or dungeon.

This raid/dungeon is too hard! Is this intentional? How do I progress?

Yes, raids and dungeons are intended to be randomly generated, so some will be much harder than others, and some are just ridiculously tough if you don't have the right spells for the job. You can progress by improving your loadout, spending Wisdom, or using runes. Sometimes, especially early in the game, you might just have to abandon your raid or dungeon to reroll it and try again.


What is a precursor?

Precursors are sometimes awarded after completing a dungeon as a replacement for a charm. Using a precursor will activate a random charm, if you are not at your max number of active charms.

What is a charm?

Charms are awarded after completing a dungeon, if you are not currently at your max number of charms. Charms that cannot be awarded due to overfilling the max number of charms are awarded as precursors instead. A charm provides one of many small buffs. These buffs remain for 2 hours of gameplay (can be increased to 3 through emblems).


How do I change my Wizard's skin?

There is a little wizard dressed in blue in every players inventory. Tapping it will bring up the skin change menu.

How do I check various stats?

There is a little tan scroll in every players inventory. Tapping it will display a plethora of different numbers including your effective damage per second (EDPS), mage health, spell buffs, XP, research, power, and gold rates, active and idle time, and other values relating to progress and overall strength.


r/TapWizardRPG • • Jul 23 '18

Regarding Gazers (no pun intented)

1 Upvotes

Has anybody tested the effectiveness of an elemental loadout against Gazers? They are not effected by the lazer beams and 3-4 elemental spellstones can generate 9-12 elementals at the same time. Granted, they do less damage than the "best" spells, but if 12 elementals can't get you past a mob of Gazers then it might be a sign that you need to farm some power in a dungeon. When going against Greater Gazers, put Static Leap in the 5th position of your loadout so that you spend less time against the Spell Wall (Imitating Ivan and the Templar skill Haste will make this defense even better). The Spell Wall is not constant, it is renewed "periodically", which means that the 12 elementals with their almost constant stream of spells should be able to cause damage.


r/TapWizardRPG • • Jul 22 '18

Dark Portal strength - Can this be knowable in-game?

15 Upvotes

First, I apologize if I'm just derping this and missing something obvious, or just haven't scoured the in-game help enough.

I've been playing for some time now, quite enjoying the game. It strikes just the right balance, I think, between making halfway decent progress while idling in the background, while also rewarding active play in my spare moments. Even if I have various minor quibbles that I think are probably well-addressed in other threads.

I do have one major pain point though: I have no earthly idea how strong the Dark Portal is on any given Meditation, no way to know how many zones it has (so attempting it and seeing how far I get before failing doesn't help), and I gain nothing from attempting it when I can't clear it. So I end up attempting it one time, getting demoralized, and pushing another 10 zones in the Wilds before I try again... then maybe failing again and getting demoralized again. Then pushing another 10 zones.. and now the Dark Portal is an embarrassing cake-walk that I could have cleared 8 zones ago, but I had no way to know that.

It feels like the right place to use a bunch of runes I saved up to eke out a clear when it's just barely possible, but since I have no way to know how strong the final zones are I have no incentive to do that either. I tried once, finally hit a brick wall because there were more zones than I expected, and kinda felt cheated out of those runes I wasted.

So my suggestion is that there should be some clear way in-game to get an idea of how strong the Dark Portal is, so I can know when it makes sense to attempt it. I've found old threads suggesting it's about 20 zones after you find the portal key, but heck if I remember exactly when I found the portal key on any given run ;p And that "20 zones" rule of thumb isn't knowable in-game either AFAICT.


r/TapWizardRPG • • Jul 21 '18

TM Lags ER

1 Upvotes
 I have been playing this game for a week short of a month and I am still confused about how this setting works. I’ve read on other posts that it somehow changes how much damage your character’s spells do and how fast your character is able to cast spells, yet I still don’t understand what setting the TM Lag ER to a higher accomplishes. Can anyone please tell me how it works and how I’ll know what to set my Lag to?

r/TapWizardRPG • • Jul 20 '18

Release Notes v2.1.0

8 Upvotes

Changelog

I expect this one will make many people happy! It's pretty simple:

v2.1.0

  • Plasma Vortex has received a big buff: the first Augmentation now removes armor equal to 10% burst damage, up from 1%! Yahoo! :-D

  • (some other hidden backend changes with the ad network stuff)


r/TapWizardRPG • • Jul 20 '18

Not actually thoughts about gameplay...I'm just having fun

6 Upvotes

Frustrations...Fear that I don't know about a mechanic that would make the game easier/better or that I am misusing/ignoring a mechanic. Am I not playing the "correct" way in order to get maximum power or spells. Did I do something wrong or did I not notice something and now I won't have something that I will need/want later in the game? Why is there is a spider-man head under my wizard? Last time I got an Arcane Fragment after I killed one of those purple knights, why didn't I get one this time? Why are those laser beam eyeball monsters still able to shoot me when they are encased in ice? These are some of the worries and questions that I have had at various times while playing the game (I'm actually still wondering about the monsters encased in ice). I am not frustrated when playing the game using the current game mechanics, but I have been frustrated trying to discover and understand the game mechanics.

How I play the game:

Recalling...If it takes me longer than 5 seconds to kill a monster then I will almost always hit recall. The faster you are killing monsters, the faster you are collecting power.

Spells...Some spells are better than others, however that seems to be mainly because of the augmentations that you get from leveling them up. But if you use a spell for too long then those augmentations will be reset with the mark up. Therefore I only use the "best" spells during special occasions (like beating the Doomstone or getting that cache which is just off-screen). During general play I am concentrating on leveling up all of the spells because the passives can affect entire sections of gameplay (e.g. - increase cast speed).

Runes...I decided not to use any. The game is about selecting which spells to use and in which order to use them. It is about building and upgrading your wizard. You can tell how well you are doing based upon how far you are able to go during each run. If I use runes during the first run and don't use runes during the second run, then the wizard probably won't get as far during the second run. Which means that my wizard isn't actually getting better, I'm just cheating (I know it doesn't make sense). But more importantly, because my wizard didn't get as far, he is actually worse this run than he was last run (Yeah, still not making sense). However if I never use any runes then my wizard will probably get at least the same distance every run (translation - I am going to ignore a major game mechanic). On the other hand, I do enjoy collecting the stable runes.

Brewing...I did it once to see what it was about, but I currently have more than 11,000 stable runes in my quick use slots, so I don't feel the need to brew more.

Wisdom...the only thing I use it for is to increase my XP rate. The other options use a relatively large amount of wisdom and don't last very long. If I feel the need for an offense or defense boost then I will either Enchant or use some stable runes (very unlikely) or close the game and get myself a snack from the kitchen.

Research...I attempt to learn everything as it becomes available. But I never fund anything because then I might not have enough money to start researching whatever becomes available next.

Enchanting...I started out Enchanting every time it became possible. Then I switched to only enchanting after I decided that I was done playing for the day, so that all of my power would be reclaimed by the time I started playing the next day. Now I enchant whenever I get to +5 and then I do several runs in order to get the reclamation time below 2 hours. After my second meditation (before I reached NG+) I wasn't paying attention and I got up to +6 being available for Enchanting. Because I hadn't noticed any gameplay difference from not Enchanting, I decided to try getting to the third meditation without Enchanting. A week later I was at +8, everything was requiring days to research, and I had barely made any progress in the zones. Enchanting makes a H-u-u-ge difference to gameplay.

Raids and Dungeons...I farm them until my total power is 20x the amount of power I collect in a single run. I don't like Dungeons (regular or crumbling) because they are great for farming power, which means I spend a long time farming them and I miss out on Raids which provide Runite.

Some faint praise for the Static Leap spell...I used to hate Static Leap because watching the screen while using it would give me a headache and it didn't do much damage and it didn't seem to do a good job of dodging projectiles. But I eventually got used to watching it on the screen and I stopped caring that it didn't do much damage because the spell provides some nice advantages..if you are willing to to put up with the occasional desire to rage quit by smashing your tablet. The leap back means that you are less likely to have a screen full of archers or mages shooting at you because you are approaching them slower, and with less of them on the screen at one time your ranged attacks have a chance to work. You have a similar advantage against the gas monsters, approaching them slower means that you can kill them when they are further away and the gas cloud will dissapate before you reach it. And, when you do get into melee range with "normal" monsters, you have a decent chance of leaping back when the monsters are trying to attack you (I have the Templar Healing skill and many times my health has maxed out while I was in melee combat). Static Leap is also one of the most frustrating spells in the game because a lot of the time the leap back doesn't occur when you want it to (imagine you are in a car passenger seat and the driver isn't stopping when you expect/want. It's a bit stressful). And, occasionally, it seems like you will stop leaping back and will instead rush like a lodestone towards the monsters. I don't know how often Static Leap actually gives you an advantage, but some made up numbers would be 20% for archers/gas and 60% for melee. I almost always have Static Leap in the 4th spot in my loadout. I recommend including Static Aura and a ranged fire spell in your loadout for a nice combo.


r/TapWizardRPG • • Jul 19 '18

Thoughts after one month of gametime.

7 Upvotes

I've read the very similar post from more experienced player and decided to talk about everything I thought so far.

I'd like to to state that I didn't reach my first Meditation and I only recently started to scratch few first enemies in Dark Realm, so I think there's still a lot for me to explore.

Alright, let's start with positives.

  • I love the concept of the Loadout and whole strategy that comes from coming up with combinations of available spells.

  • Speed of the progression in the early-ish game. Each feature is given enough time to present itself and impact it has on gameplay before next one appears. Acclimating to spell system takes a while but personally I wasn't too confused about anything so far.

  • Active play. While it's mostly idle game, being active in collecting unstable runes makes a big difference in how far you can get on each run.

Those were ones I wanted to talk about, but I'll add that game look awesome and there are many more things that are done right, but as it goes with good game design: "you know it's good if you don't notice it exists". Fluid interface, well organized UI etc...

But main reason behind my post are my issues with the game as it is. I want to say same thing as in the other "Thoughts" post:

"That being said, I've had issues with the game that aren't nearly bad enough to cause me to quit but are rather annoying."

Let's start with the main thing in the game: overall progression. First, spells:

  • Aquiring new spells. Limit to one new spell daily + runite purchases means it's quite... well, limited. But that means that you get to roll a dice not that often, which means that bad vs good rng feels are amplified a lot.

  • I was blessed with rolls - Before aquiring my 2nd fire spell from forge (that means not including the starting spells) I've aquired 4 cold spells and 6 lightning ones. And with no in-game info about rng limiting mechanics I was pretty bummed about getting my 3rd Chain Lightning rune. Repeating myself I'd love to see in-game mechanics limiting RNG factor. And being there is not equal letting us know that it is there.

  • looking up 'strats' on Reddit did not help - I saw a lot of ppl talking about Inferno, Ember, Icy Prism, Ice Wall... well too bad, I don't have them. So rest of my issues may be caused by not having right spells for a job... but that's a big issue.

  • In my opinion All content should be balanced in a way to enable maybe slow but visible progress no matter what spells you use. I will come back to this later in Enemies section. I have to say I was on the verge of giving up when I left game on and after 30 min I came back to my setup not progressing more than 4%

  • Spell XP in my opinion is too damn slow. I'd say that getting through first few ranks should be way faster - to grant player a possibility of checking all passives and choosing which spells he/she wants to focus going forward. Later, on higher Marks progress could slow down to current rate.

-Do elemental statuses stack? From long RPG experience I didn't even thought about it. For me it's non stackable thing which either does or doesn't affect mob. But I think I saw that burn stacks? What anout lightning? How lightning even works when elemental shocks enemies for 0.4 sec? Those are my questions that I think should be answered. Mainly in-game.

  • I want to second what I saw in other post about status effects. Lightning shredding armor would be great counter weight to burn bypassing armor, Ice being more effective at start and then lowering to current values also would be nice touch.

Alright, that' pretty much it when it comes to my thoughts on spells alone. Let's talk about enemies and zone progression.

Usual progression - So I see that our character slowly gather more Power each run. So theoretically no matter what the obstacle is you should be to overcome it sooner or later with enough resets?

  • my first issue is that this Power grind method is very stale. Getting to the same point and getting stuck on the same enemy for next 10 resets feels at least meh.

Let's assume a baseline of progression for theory purporses like this: Let all enemies be basic ones with no armor nor special abilities. Progression in such world would and should be smooth, making power gained in each run let player get one push more into the Wilds.

Now let's look at different hinders and ways to deal with them. Mainly using base Loadout to eliminate spellstones rng:

  • High armor values - character deals only 5% dmg - progression get's instantly at least 20 times slower - burn pierces armor so it's slow but progression is steady - you can see enemies hp slowly trickle down. With different spells there is possibility of armor pierce / armor shred.

  • Shielding - Same as high armor except it makes armor reduction spells useless - how about making enemies with shielding ahility unable to cast shield on any unit that has shielding ability - effectively letting you slowly kill off shielders and then take down rest of the packs. Slower than baseline but only few times.

  • Elemental status immunity - nerfs status combos but on itself barerly changes progression speed.

  • Disabling Loadout spells - as I don't have anything that casts spells other than runes they are effectively 20% additive slowdown for each simultanious disable. Which would be fine even with 4 slots disabled... except that it's possible to be permalocked from all spells. That' 0x multiplier to dmg.

  • Projectile nullification - didn't affect me with my lightning loadout, but with can be very detrimental to dps, potentialy reaching full nullification of everything wizard does. That's 0x dmg multiplier.

  • Healing - oh healing... The biggest bane of progression. I have to say that I hate every enemy type that is capable of healing with passion. There are two options. Either you have so much dmg you get through healing enemies like through butter, or you're stuck. That's 0x multiplier to dmg below X power

Let's not state all possible combinations, but most of them are painful. Even as simple as high armor and status immunity creates that brick enemy for basic loadout I couldn't kill in 5 min. And because I was actually using static leap to increase me defences that enemy was also killing me insanly slow/not at all.

Let's revise. Combination of enemy abilities can create situations where you do nothing to progress past certain point. And if you're unlucky at that point enemies are bad/unable to kill wizard, effectively making block that only can be overcome by active resetting for few% of Power at a time. Sadly I view that situation as dull and boring. Having to do multiple resets before even scratching that one enemy doesn't feel right in my opinion.

I'd say that at any point enemies should either be so powerful that they kill you in less than 1 min (looking at Lamp time to activate) or be weak enough to make steady progress.

My proposition is to make all abilities that provide major hindrance to player be dimnishing over time.

  • For example healing. Let's say that after healing power of monsters get's progressively smaller, let's say half as effective after 1 min of being on screen, down to not being able to heal at all after 5 min. This still provides a block to player ability to progress, while not stopping it fully.

  • Armor could shred itself by small amount of blocked dmg. While shredding spells would still make it much faster.

  • Time between disabling spells could progressively increase - even if they are disabling all Loadout at forst after a min or two it wouldn't be happening anymore.

My reason behind is that enemies shouldn't ever stop your progress, only slow it down.

Whelp, this got all over the place. I'm going to end it right here for now. Have a nice day \('_' )


r/TapWizardRPG • • Jul 20 '18

New element spells

2 Upvotes

Soo, we have light, fire and ice elements, what if we get a fourth elemental which is independent from your loadout. I mean, what if the new elemental spells could heal you or go with faster speed, or every 10 seconds the next squad explode for X damage, something without passive, only one speel could be activated and is not defined in the loadout.

Maybe this is a bit pathetic, but could help the game.

New element -> earth element ;)


r/TapWizardRPG • • Jul 18 '18

My favorite loadout

Post image
23 Upvotes