I find it frustrating that every time I log in it defaults back to the starter deck. Its very annoying to have to go into a match and realize you're not using your good deck. Why can't it just remember what you use?
I like that some of the campaign missions have imbalanced maps, like some that make their buildings inaccessible. But why do those maps show up in ranked?!?! That's screwed up when you give a player that advantage.
8 hours to upgrade 1 card. I understand slow progression and wanting to influence players to pay. But that's just ridiculous. Just another instance of a way to greedy developer getting in the way of its own game.
The game is a free to play game and balanced in a way that you will be able to experience all content without paying. We don't feel that 8 hours is that much time for something that is meant as an added bonus for dedicated players!
However the game is still in beta, and if we recieve much feedback that suggest a shorter time would be preferable, we might change it.
I'm constantly having to refresh because of glitches. If this has been on facebook for a while, why haven't they fixed the glitches before they launch here? If you're gonna have a pay 2 win game, that you're making players stuck way behind other sites, you definitely need to polish out all the glitches first.
I lost 100 credits hitting the instant button by mistake. It really needs a confirmation box. Its somewhat shady that the only resource you can spend real money on is the one that doesn't have a confirmation for spending.
Hi Chuck, is this the button on the planetary extraction window? Not having a confirm on premium currency is unacceptable and drives me nuts too. This is already on our bugs list and we are hoping to push it in an emergency build this weekend. I am sorry you have to go through this trouble. I will make sure you get your credits back as well.
Every other credit spend does have a confirmation.
Even doing randoms I end up facing the same paying players and losing my dice. Also I defeat their hero and they don't lose but mine dies and he loses despite my monsters living? WTF? PVP needs major fixing
The pvp is terribly broken. Your opponent is based on character level. However, you end up facing payed players with unobtainable epic monsters who far outclass yours. pvp needs an approximate ranking not a lvl based system.
Hi Chuck, there is a quite a few factors that will determine who your opponent will be in the pvp. And as you progress through the game, you will have the chance to capture similar monsters. Thank for playing TDD and let us know again if there is any feedback or suggestions! - Haruki
my only problem with this is that often the portals down or in the open maps you start completely exposed and surrounded and its instant death. Otherwise a good game.
2 complaints I have: 1) we need to see what the first wave is before the first tower is built. Its frustrating building a ground only tower for the first wave to be air. I can hit restart but that's unwanted hassle. 2) the circle around a tower for range doesn't factor terrain height in the visual. From some angles it will look like it doesn't hit a path, from others it looks like it easily does so. Not such a big deal with short range but a major pain with long range like mortars. We need to be able to know what's in range to effectively plan.
The maps are rotated on the side levels but often some of the background blocks part of the map from those angles. It would be nice if we could manually rotate the maps.
ChuckDaRighteous, actually you are able to rotate level maps by pressing "<" or ">" on the keyboard. Also you can use mouse scrolling to zoom in and out. Hope that helps!
My only complaint so far is the inconsistency of the random side levels. You block or enhance random squares. I like how it forces a change in strategy to keep it interesting. However, because of how many and which are blocked or enhanced, there is a drastic difference in difficulty between each game. There needs to be more consistency.
why can't I remove an equip while upgrading a unit. So up supposed to speed so I can switch up my equipment? Its dumb design flaws like this that prevent this game from gaining traction. I don't know whether it was greed in forcing people to pay to speed up or just idiocy but stop turning simple actions into an inconvenient hassle.
I hold off on doing stormfront mission because I was fusing my main squad. Come back and find the reward was changed from halefire humvee to phoenix. Talk about an evil taunt. Stop taking away good rewards!
This may be a mobile game, but that doesn't mean you have to use the same interface. Copy/pasting the mobile UI is inexcusable. If you want to make a quality game you need to adjust to each of your mediums.
I find it rather annoying that the majority of the time enemies in my battle don't have artifacts. Then one gets stolen by someone who half the time is protected by shields. A rather broken system. More fail by the devs.
For some reason the earlier the hero attacks in the queue, the more exp it seems to get. Even when my later heroes clear more tiles. I'm guessing its based on the damage dealt, which means if my blue hero kills a monster and my yellow kills another, my purple, who may have been fully loaded for attack, doesn't get exp for that attack. leading to huge exp disparities.
We just have not made it that way, but we will so it is coming :) This is fixed now :D