Idle Earl, home-made

Indyocracy

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I just started and have been playing for about an hour but I have 4% of a credit seems slow heh
 

Hateyou

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I just started and have been playing for about an hour but I have 4% of a credit seems slow heh
It’s very slow at first. Rebirth and buy your doublers when you can and it snowballs. People here have been playing it since it linked so it’s obscenely fast (and slow to get endgame upgrades) in their case.
 
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Aazrael

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Parachuting in here and reading the latest pages:



Steam Deck verified!? :p
 
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Haus

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Not sure what can be done/troubleshot about this, but just had the second instance of the game locking up (not bullet time slowdown, haven't seen that in a while, this is complete freeze) right at the end/beginning of a round. Last time it froze on the "Round Start" point, this time it froze right after last mob dropped...
1758392588388.png

Just refreshing brings it back around.
 
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pwe

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Not sure what can be done/troubleshot about this, but just had the second instance of the game locking up (not bullet time slowdown, haven't seen that in a while, this is complete freeze) right at the end/beginning of a round. Last time it froze on the "Round Start" point, this time it froze right after last mob dropped...
View attachment 602786
Just refreshing brings it back around.
This might be fixed in 0.83. That fixed a freeze after the computer had been on sleep for a while. That was also a relatively new issue, so could be related.
 

Lanx

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can the skulls at least start off firing forward, half the time a skull gets fired behind his ass, which just makes cryptmaster worthless cuz its like you just need that one skull to make up for the retard ass skull

also a lot of time these skulls love to bounce up and down, up and down
 

pwe

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can the skulls at least start off firing forward, half the time a skull gets fired behind his ass, which just makes cryptmaster worthless cuz its like you just need that one skull to make up for the retard ass skull

also a lot of time these skulls love to bounce up and down, up and down
It annoyed me too.

Changes:
  • Skulls now always launches forward at a steep angle (but after attacking a target they may still suck).
  • Necro Ninja: skulls now always jump straight to closest target, no aggro range. Huge improvement.
  • SkullCrusher: damage reduced since skulls just got way better.
 
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Ridas

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A little bit less DPS overall, but also less frustration watching skulls derp around.

Good change.
 

Haus

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A definite improvement to the skulls.

Any thoughts on buffing the other damage so that it's not always a game of "get all 4 skulls on your high HP target of you're gonna run out of time" at the higher tier arenas?? ;) In the 30k arena territory you quickly notice dagger are measured in K, fireballs in M, and Skulls in B. You can be going full blast (Daggers+zap+fireballs) on a HHA (high hitpoint asshole) and not even move the red bar until your skulls attach.
 

pwe

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A definite improvement to the skulls.

Any thoughts on buffing the other damage so that it's not always a game of "get all 4 skulls on your high HP target of you're gonna run out of time" at the higher tier arenas?? ;) In the 30k arena territory you quickly notice dagger are measured in K, fireballs in M, and Skulls in B. You can be going full blast (Daggers+zap+fireballs) on a HHA (high hitpoint asshole) and not even move the red bar until your skulls attach.
It sounds like a big increase is needed to catch up. I think I could just tweak some numbers and that should do it.

1758469519020.png
 

Hateyou

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It sounds like a big increase is needed to catch up. I think I could just tweak some numbers and that should do it.

View attachment 602864
I suggest adding +damage % to the ones that seem like they should but don’t. In addition to what they already do.

Dagger cooldown
Master Wizard
Dagger master
Necro ninja (maybe do dagger damage since skulls are already good)
Voidgazer
Windwanker
Crypt master (also maybe dagger or zap instead)
 
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Haus

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It sounds like a big increase is needed to catch up. I think I could just tweak some numbers and that should do it.

View attachment 602864
The trick might be doing something to help daggers that doesn't further amp up skulls.
As for fireballs/witch doctor, I dunno. Maybe something at the higher tiers to help them so it doesn't stupidly disbalance the lower arenas where they're more relevant.

Right now the arenas are a three step dance.

Step one - Fireballs and witch doctor clear out the WAM (Weak ass mooks) leaving you with maybe 3-5 HHA (High Hitpoint Assholes)
Step 2 - Skulls start chewing up HHAs. You can be blasting away at one but without skulls you aren't moving the bar.
Step 3 - BLA (Big last asshole) you focus fire on them, but like step 2, if skulls aren't attached you're just blasting for show.

Question is, if that is what the arenas should be like at the higher levels then cool. But if you want to see Earl possibly taking down an HHA while his skulls are chewing up something else, then some adjustments might be in order at the higher tiers.
 
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Runnen

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P pwe 's going to have to roll the game back to version 0.13 once Trump cures autism some time this week.
 
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Haus

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OK, cooking .86 this morning. Initial reactions :
  1. Balancing feels good man.
  2. Did Fireballs get "un-squiggly"? Originally we had fireballs which were straight line fireballs. Then somewhere, I think in the .7x timeframe, they changed slightly. When they hit something they would then make a bee line for the next nearest target. This made them take "Squiggly Paths". With .86 they're back to just straight lines. Intentional?
 

pwe

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OK, cooking .86 this morning. Initial reactions :
  1. Balancing feels good man.
  2. Did Fireballs get "un-squiggly"? Originally we had fireballs which were straight line fireballs. Then somewhere, I think in the .7x timeframe, they changed slightly. When they hit something they would then make a bee line for the next nearest target. This made them take "Squiggly Paths". With .86 they're back to just straight lines. Intentional?
Intentional they are back to straight lines. The squiggly was unintended but I'm thinking of making a new tier with that effect (+ some fireball damage).
 
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Lanx

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Intentional they are back to straight lines. The squiggly was unintended but I'm thinking of making a new tier with that effect (+ some fireball damage).
maybe a cooler multiplier like, skulls do more +dmg when 2 or more are on the same target

this way we can get rid of the last lingering guy faster
 
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