This game had all the potential in the world, but now it's been neglected to the point of death. This game had its run, but it could never keep it. I said it before and I'll say it again, recipes aren't enough to keep people playing. there has to be content, something other than just crafting and farming and mining. There has to be more playable content, not farmable content.
Fix the spell hot keys, maybe make them above jkl keys, rather than awkwardly move your right hand to the number keys or number pad, or sacrifice moving for a split second with the left to press the number keys. I suggest y,u, i, o, and p as the spell keys.
Seems all right, not enough players. My major pet peeves with this game is that the blue wrestler-in-a-thong character has too much speed and range with the upward strike, and despite fixing the hit detection, if you're on a platform above them, you're out of luck. They keep hitting you, and because of the awkward upward-only jump, you can only manage to land on the edge of the same platform before you get KO'd to death. Try to make characters more balanced, because when we choose initially we go for looks, we have no idea about how each one plays. Also, I like how jumping height is fixed, but distance isn't. It only slowly levitates you up, then straight back down. Allow for more movement during jumps.
Well, looks like we're in the same rut that we were in pre-shogun update, not sure how long our numbers will last, or if any new updates/suggestions will ever be implemented, but there has to be something more to keep a player playing than extensive recipes, there needs to be something that keeps players active, rather than farm the same places and mine the same places over and over until they get the best gear, but then what do they do once they have the said gear?
Seems as though the fourth unlockable character, the Samurai-looking fellow, is way too fast, MUCH faster compared to the other characters, thus making him much more overpowered and making this game p2w.
Oh yay, another game with (somewhat) great gameplay and idea, but oh wait? Artifacts? Overpowered weapons at early levels? Meager rewards per kill? 1 sp per level, considering weapons need much more than 1 stat point? This is totally not a sword-version of TDP4, great job Jav, thanks for giving us another absolutely wonderful piece of shit!
With all the tips going around on how to beat level 5, the best way I found was:
-max archery level, and spam arrow/shotgun/cannon combo against drakes
-have 3 rows of maxed poison archers, followed by maxed spikes
-have maxed iceball/fireball and iceball/fireball upgrade
-use one ice ball every time you see a fire elemental, then continue gunning down drakes
-if given the opportunity, spam fireballs against orcs/regular mobs.
Hmm...great concept? check. Great reference? check. Great card game? check. but wait........God damnit energy!? Based on how difficult some of the rounds can be, the amount of energy needed and amount gained per minute is unrealistic. Plus it's a bit hard to "test" decks when we're so constrained on the amount of tests we can even accomplish.
Pretty great game so far, each race has its own different and unique playstyle (albeit each one can easily overpower any provided the right tactic, at least from what I've seen so far with insect rush/mibbz stall and rush, haven't tried humans/simians). Though the general game is short, and it's easy to max everything once by the end of campaign, yet it's sorta useless since there's nothing else to do after that.
Well then, I used to think recs were difficult, but somewhat reasonable (other than some flame recs) before, but this is ridiculous. Recs need astronomical amounts of rares that almost never drop, along with crafting prices that alone costs more than normally crafting level 20-50 elites. Well done, you've just made even more impossible recipes that've rendered old recipes we saw of the similar difficulty useless, like dragon and flame weapons/armors. It's obvious it's aimed towards higher-leveled players, but that doesn't necessarily mean higher-leveled players have millions of denars and resources flowing out of their pockets, since by dragon/flame we're just about spent out.