Idle Champions of the Forgotten Realms

Idle Champions of the Forgotten Realms

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2 days in and one character is doing 99% of my DPS
I'm two days in and one of my characters is doing 99% of my DPS. So all my other characters are just there to buff and protect that character. If it doesn't buff his damage or heal/shield whoever is tanking whatever trash manages to reach me it is wasted gold just trying to get to a level which does one of those things. Given how all the buffs tend to be multiplied I can't see this changing until I'm swimming in so much cash that I'm maxing out characters levels.

So does the actual strategy of this game start after you're pulling in so much gold that gold ceases to matter?
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Showing 1-9 of 9 comments
LostSoul Aug 27, 2018 @ 3:23pm 
Congrats. You've achieved peak Idle Champions party mechanics. And no, it doesn't really change. Same basic strategy applies, just with varying champions that depend on the challenges of a given mission. Sadly, this is how the game is currently designed (though there are rumblings of rebalances ahead to healing, tanking, and party damage).
Last edited by LostSoul; Aug 27, 2018 @ 3:23pm
The Goat Aug 27, 2018 @ 3:25pm 
In addition to the response above, the devs are still experimenting so it could be subject to change.
PowerSworder Aug 27, 2018 @ 4:03pm 
Originally posted by LostSoul:
Sadly, this is how the game is currently designed

It's a really weird interpretation of DnD. One character does damage, and basically nine champions buff the dps.

I'm sure the game would be much better if healing was meaningful, tanks used damage mitigation rather than just relying on hit points, and most of the buffs were toned down so you could use several dps characters. It would be more intuitive as well as more true to the spirit of the source material.
Soth Aug 27, 2018 @ 6:02pm 
I found this out also, would love to use more the one DPS but just buffing that one dude completely is all I need. Kind of boring, but still EA so I am very hopeful of change.
Cesspit Aug 28, 2018 @ 6:53am 
Probably not likely to change without a major overhaul of the game.

The tanking/healing rebalance might change something (but likely only making healing or tanking buff that one dps more).
skryble Aug 29, 2018 @ 8:00am 
I'd add that after a certain threshold, your auto-click damage and familiars clear enemies easily until level 50 or so - with divine favor, items, blessings, and everything else, most optimal party comps for farming maximize gold gain and attack speed.
Muffey Aug 29, 2018 @ 1:44pm 
It's sad, but true... that after a very short while your game becomes a 'formation strategy' game, rather than - as you say - an adventure for all characters.

You'll see posts come up about 'how should I arrange my formation?' etc.. and those will almost always end up with :

arrange so-and-so buffing people around [dps of the month guy]

But, apparently this is the way idle games work... Personally, I'd prefer something a little more even where all characters do their thing, and don't just 'enable some other guy to do their thing'.
Psylisa Aug 29, 2018 @ 10:20pm 
Originally posted by Cesspit:
Probably not likely to change without a major overhaul of the game.

The tanking/healing rebalance might change something (but likely only making healing or tanking buff that one dps more).
Pretty much, this.
Changing it would require a vast overhaul of the game mechanics. As long as buffs are >100%, it will be far better to stick to a single DPS or dual DPS where you lose no buffs.

It's just math.
LostSoul Aug 30, 2018 @ 5:44am 
Originally posted by Psylisa:
Originally posted by Cesspit:
Probably not likely to change without a major overhaul of the game.

The tanking/healing rebalance might change something (but likely only making healing or tanking buff that one dps more).
Pretty much, this.
Changing it would require a vast overhaul of the game mechanics. As long as buffs are >100%, it will be far better to stick to a single DPS or dual DPS where you lose no buffs.

It's just math.

Even if they aren't 100%, it's not going to change anything. It's when buffs become additive instead of multiplicative that the option of stacking or diversifying remains valid. Unlike multiplicative buffs, which gain power as they increase in value, additive buffs lose value as their individual values increase. As a result, speading them around becomes the best usage...assuming that you have enough equally capable DPS champions on which to utilize those buffs. Right now, there are clear winners for DPS, and that makes things more complicated.
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Date Posted: Aug 27, 2018 @ 3:17pm
Posts: 9