could we at least get an "open packs until one has something besides xp" button for the free players to actually open the ton of packs you need to to get the super rares.
I almost have to agree with Gorge that platinum gauntlet is an exercise in frustration, but it's not the decks so much as the 2X draw, 200 life, triple mark. But honestly, I find mono darkness the hardest to beat there consistently.
I enjoyed this alot. It was a good blend of randomness and controlability, and the power ups felt like they did something. 4 stars and good luck on a sequel.
Alright, I have to admit, after beating the game it does start to get stupid grindy when going for diamonds, maybe blue blops:red blops could be 1.5:1 after finishing 4-5??....
The horror stories of grinding are grossly exaggerated, had no problems finishing this game with my Saturday night, and am now working on diamond and powerset badges. If you're struggling, focus on maxing one arm at a time, one spike ball launcher beats the bejesus out of two triple dart launchers, use your core to kill what your arms cant, and focus research on blop magnet, and making your arms kill what they shouldn't be able to. And if you get sick or grinding, play through from the first level and have fun whaling on stuff with superior firepower.
About 4 hours in, it's pretty obvious that Vampire needs a nerf, and Assassin needs a boost. Floor 60 and finding that 999 is max health is a bit broken for a rougelike....
I really hope this gets badges. After being somewhat disappointed in some of the questionable design decisions in CT2, this was a breathe of fresh air. 5 star for doing something new in a stagnating genre..
Feel like the tactics are too focused on one hit kills, and as such buff, debuff, and damage over time abilities are fairly useless. Feel like it would be a better game if say ALL creatures got +50 hp.