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Recent reviews by Norroar

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13 people found this review helpful
1 person found this review funny
13.2 hrs on record
After playing a fair few hours I've come to the conclusion that the game is simply too buggy and not fun.

- There is very little feedback on what happens. If you have a turn with cascading events (e.g. duplicating a spell that makes all your minions attack), the game has trouble keeping up and reflecting which attack goes where and when. This is especially a struggle in certain scenarios: Summoners' minions attack their master when they get hit, if your minion can stun on hit, it has a chance to stun you and entirely skipping your turn. This isn't really shown, you simply skip a turn yet you draw two turns worth of cards.

Another way it shows is that Multishot (automatically casts Arrow cards) is bugged and will apply effects of your arrows/buffs to enemies. If you have a large hand of Arrows and lifesteal, you will intermittently heal your enemies. Combined with the lack of feedback on combat, this took a while to notice as I figured initially some of the enemies might heal on death or hit.

- Balancing is all over the place. It's great that there are leaderboards on a per-class basis, which means that different classes can have their own difficulties and whatnot. This isn't really working out in practice, though. Due to the meta-progression and runes, items and many buffs not being balanced to fit the specific class, their values are more generic. What does this mean?

Example: Zealot has multiple perks that increase the damage of your next hit or 4th hit (examples) by 25%. This would be fine, even compared to other classes which may have +100% damage on next hit. However since some runes can end up giving you a flat effective +50% to +100% damage permanently, this aforementioned multiplier becomes insignificant and meaningless.

This is persistent throughout the game. It's clear that either they had different people working on certain classes or they are of an older design.

Additionally there are severe issues with events that interact with your health. Your runes that increase max HP by 30 will add it as a flat amount to your maximum, effectively lowering your health percent (e.g. 70/70 to 70/100). However since events use your health percent for their payments at times, it means you should simply unequip the item before entering the event dialogue. This is tedious. It is also inconsistent, as some perks will add the health both to your current and maximum HP (effectively healing you), as well as other bonuses not being immediate.

- Numerous bugs. Between the healing enemies with your own lifesteal, summons not attacking the correct amount (eg. Abomination's AoE attack combined with Attack X times equal to enemies in combat), and countdown buffs not resetting their progression properly, there are just many small annoyances or even larger ones, like the game freezing when the game ends, not letting you see the leaderboard or what meta-progression you got, heck even taking away some of the things you should have earned (eg. wealth turning into tokens).

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Many other things I can forgive, as they are just nuances in game design or polish (and boy does this game need a lot more polish). Voice acting is fairly over the place, though a large portion is good. Some things aren't voiced for whatever reason, though that could just be another bug. There is also a severe lack of feedback on what items do, like the Stagfather's Charm. One item will say it might kill you, yet it just deals 5 damage to you, yet others will outright kill you and end the run. It feels absolutely horrible to lose a run because you wanted to test an item.

All these points aren't necessarily all-encompassing, and it isn't meant to highlight the positives of the game -- it should however be clear that the negative far outweigh the positive in terms of impact on player experience.
Posted 6 June, 2021.
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