Daily UtU feedback - part 3.
Bubble barrier "feedback" (that i'm tempted to call bugs): in summary
- you can end with more shield than you started (when it "auto recast" and have more than 1 turn left, it basically give you free shield)
- It does not behave at all as the tooltip made me think it would
From it in game description ("Gain 10% HP as shield per turn left on this spell"), I was expecting something like : "every turn while bubble blast is active, clear bubble's shield, and add remaining turn * 0.1 * maxHP shield". The in game behavior seems to be:
- When you cast (or it proc), gain a nbTurnLeft * 0.1 * maxHp shield
- Every turn, if bubble barrier is active loose 0.1 maxHP shield
I don't think the current tooltip suit that behavior ("Gain 10% HP as shield per duration of the spell, that shield decay every turn bubble barrier is active" would be a better description) ; and it is potentially give you way more than duration * 0.1 * maxHP shield, depending on the amount of proc and when they happens. I'm undecided yet on how balanced I think it is.
Suggestion
- When you take damage with a shield on ; the damage number popup appear on the life bar and not the shield ("why I'm taking damage I have a shield! Oh wait, it's just the damage display that's there)
- Goblin merchant can do a trade of 1 enchanted crystal for a lots of E (I was able to finish a run with 250+ emerald without having these unlocked - it feel a bit too strong)
- When the shield shatter it make a "icy" sounds (which does not make much sense now than it's the bubble barrier that give you shield). Changing it may be a good idea
Bug
- Ice wall's armor expire before you take damage. Which mean 1. It last one less turn and 2. the opponent damage estimation is wrong (since it take ice wall into account) ; and 3. since ice wall bug/reduce your def when it expire you better not touch it at all.
- Lily's Dark queen display 0.0 bonus to damage at LV 1 ; then 0.4 at lv 2 (and then it correctly increment .2 by .2)
- When you kill a mob by triggering a reaction with thing that don't consume a turn, the combat does not seem to end (not sure if that one is a bug)
Bubble barrier "feedback" (that i'm tempted to call bugs): in summary
- you can end with more shield than you started (when it "auto recast" and have more than 1 turn left, it basically give you free shield)
- It does not behave at all as the tooltip made me think it would
From it in game description ("Gain 10% HP as shield per turn left on this spell"), I was expecting something like : "every turn while bubble blast is active, clear bubble's shield, and add remaining turn * 0.1 * maxHP shield". The in game behavior seems to be:
- When you cast (or it proc), gain a nbTurnLeft * 0.1 * maxHp shield
- Every turn, if bubble barrier is active loose 0.1 maxHP shield
I don't think the current tooltip suit that behavior ("Gain 10% HP as shield per duration of the spell, that shield decay every turn bubble barrier is active" would be a better description) ; and it is potentially give you way more than duration * 0.1 * maxHP shield, depending on the amount of proc and when they happens. I'm undecided yet on how balanced I think it is.
Suggestion
- When you take damage with a shield on ; the damage number popup appear on the life bar and not the shield ("why I'm taking damage I have a shield! Oh wait, it's just the damage display that's there)
- Goblin merchant can do a trade of 1 enchanted crystal for a lots of E (I was able to finish a run with 250+ emerald without having these unlocked - it feel a bit too strong)
- When the shield shatter it make a "icy" sounds (which does not make much sense now than it's the bubble barrier that give you shield). Changing it may be a good idea
Bug
- Ice wall's armor expire before you take damage. Which mean 1. It last one less turn and 2. the opponent damage estimation is wrong (since it take ice wall into account) ; and 3. since ice wall bug/reduce your def when it expire you better not touch it at all.
- Lily's Dark queen display 0.0 bonus to damage at LV 1 ; then 0.4 at lv 2 (and then it correctly increment .2 by .2)
- When you kill a mob by triggering a reaction with thing that don't consume a turn, the combat does not seem to end (not sure if that one is a bug)