Diamond in the rough kept down by those around it.

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So really, you should honestly just go around and check out the product
visually to see that most reviews aren't being truthful, if they're
event trying to be a review at all to begin with. I'm more towards the
gameplay aspect and what the developer does, especially if it's a
product that is continually updated, so issues when recognized don't
have a lot of excuse to be ignored, which this developer is really good
at, among other things. If you want a good example of that, you can
check their facebook or discord, plenty of suggestions or issues
avoided. Unless it's fluff for facebook, got an account issue and can't
log in? Too bad. Want level 80 dungeon for awakening materials in 2021
and makes sense? Well level 89 and still nothing.
First, the game is deceptive at the start and you can get some comments that
will probably showcase this if you mention running into issues on
W10/11. They're just easy, even on a fresh account, the difficulty for
these just aren't there. Which sucks, because this with give a skewed
view of the product. If you can just ram into everything and not have to
do anything, when problems arise with the games design, ignored bugs or
just outright unfinished content, you probably won't notice it. Most
comments with W10/11 will get players who are past that to mention that
you've been doing just that and why you can't pass those because they
require "skill." that the game has failed to teach by either doing it or
discussing it by text. I'll point out some flaws with video context.
Auto Aim: This is a big issue. Even if you know of it and can take
"advantage" of it, characters will aim at things that make 0 sense, or
don't work with how the character is, like being a low def ranged unit,
but their best weapon skill use is being 1 inch from an enemy unit to
void the bad AA. Melee units will sometimes fly across the screen to
enemies you can't even see, you can attack enemies that you can't
actually hit, like on a second or lower layer to you and it tends to
defeat the purpose of certain units, who's AI will tell them to run past
a unit to attack someone in a backrow area, to simply WS the unit they
just ran past.
As a side note to it as well, due to the amazing level design of W11, AA
is a big contribution as to why it's "difficult", as you won't be able
to target the units properly that you need to target. It lowers the
amount of units you can use effectively.
This game's comparison is Zelda, but I never once while playing that thought
to myself, "Man, it'd be nice to see things." Which is impressive in a
top down style game, it shouldn't be possible, but Kong Studios went
above and beyond making fog of war a thing for their product. It's very
easy to get cheapshotted or have a lack of information from close the
camera is. Most screens tend to be in a 1/6 format for your camera, so
there is a large area of hidden information. Sadly there is a way to fix
this if you use emulation, but the game shouldn't be doing this in the
first place. As well, they've had a serviceable camera when they did W11
on the final boss area, but decided letting you see decreased the
"challenge" of the product, so decided against it.
Now, I've seen people say that the community is good, which you can
experiment on this if you want. Trust me, if you do as your told and
don't disagree, you can pretty much have anything be "Good". That's how
cult behavior works. So, let's discuss one that will likely get you
harassed and downvoted with no argument point if you bring it up. So
this developer doesn't have any issue reducing rewards or making things
worse simply to cut the reward structure down. For this, there is many
if you look to compare, will be Labose in the Coop mechanic. This is a
mechanic that is meant to take around 25%+ of your hp while in it, so it
can kill you pretty quickly. The changed they decided to do, instead of
making a new difficulty, making the mobs harder, etc, was to rush this
mechanic further in all modes, which increases the time frame for a
newer player to get to a higher reward bracket.
At one point you could simply play the mode for fun, which apparently the
developer didn't want, as they've done little things over it's
existence, but this one pretty much forces specific team setups now, for
no other reason but hindrance. Great thing to do as a developer.
The AI for the game can be quite horrendous, despite the fact it's
something you'll be dealing with for a majority of the game. Whether
it's the 3 buffoons following you, the multiple modes that are just AI,
or being forced to use it when unlocking sweep functions, these will
underperform or destroy themselves like no other. Some units are
programmed so poorly they'll just stop working entirely, walk into
corners until they die, run past enemies to end themselves, lots of fun
things. The ones that I generally don't like at all is when they'll
attack the air because they just don't wanna move anymore, which plenty
of characters can do attacks and move while being AI controlled, so
they're just badly programmed.
Units can get locked up as well when their aggro target moves away, which probably isn't reported when seen and more bugs would be obvious if the game had a replay function or people who called them out when seen.
Seems anyone can trigger it as well.
This one will probably be excused, as the product is basically only standing
due to that, no, having the AIs for this one run past the person
they're "Avoiding" instead of moving back to the massive area to the
left, is just bad programming and makes the game a dice roll based on
it. As with most shortcuts the game does in its design, once units get
on a side, characters tend to backline themselves to death, even if no
legit reason is shown to do so. This is a core design flaw, so don't
worry, more to show.
Sometimes
the AI will just kamikaze themselves, which considering how often the
AI tends to regroup to die easier in most cases, feels intention. Just
FK running to the damage spots to simply die. Course, needing to punch
your targets when you use a gun is a must have as well.
The game has a Weapon skill system in place that makes no sense and goes
into a lot of bad programming that is just never likely to be fixed. So,
pretty much, anything and everything will try to take priority over a
weapon skill, which is really stupid because the game has mechanics to
increase the speed at which you get it. As mentioned before, it
basically becomes a dice roll at times if a unit will decide to use a
skill before you get screwed over for the games flaws. It also hinders
units pretty badly, like Tinia for example in this clip. The units who
are effected like this will simply stop doing anything to placate their
secondary ability. She doesn't reload, she can continue to attack till
you let go, but the AI just does nothing, which lowers her value more
then just bad stats, etc. Even if the unit got a buff, it wouldn't
matter as her design is broken and needs fixing. Lina is a good example
of a popular unit who has this problem and one where I've encountered my
Lina with FK against a Lina tank comp, where mine went after their Lina
because of this forced badly done system. Kinda impressive to get a
unit who's at around 10 seconds to go last against someone getting shot
in the face by FK because they're forced to finish a basic attack then
secondary fireball. This is what tends to happen with Lina though if you
do it.
Hit detection in the game is pretty bad at times, some attacks just hit
areas that don't match what is shown. The W9 boss has some pretty
outrageous box when doing his chain charge. Some hits are just left
lingering or go farther then showcased in the warning, or don't match at
all. Sometimes the AI will actually do as its instructed, to simply be
punished due to bad coding.
If you check into reddit, you can get a post of someone mentioning the Rue
achievement being dumb with an example of it's bad hit detection. The
attack that comes out doesn't even match the warning, so it's not a
surprise its hitbox is botched as well.
If you mention that first link there on facebook, they'll hide the
comment. If you wanna get a comment removed, call them out for ignoring
posts where people are actually looking for assistance, like not being
able to log in. Fun times.
The game as well is simply just unfinished. Where not talking about a dumb
dark/light mechanic they abandoned, we're talking just a lack of coding
in general on mobs, stuff like that. Sometimes this will be contributed
to the dumb AI, but it's actually not the problem, though will be
getting into that all the same as it goes both ways. Things like the
laser tower, big bombs, like half the bosses, just don't have any
reaction coding whatsoever, so they just bumble through the attack,
since nothing is there for them to dodge it. Then, we have the exact
opposite, which honestly, in a majority of cases it'd be a better game
if they didn't have any reactions at all. I can attempt working around
damage, not so much with a spazfest dodger.
Most units are hindered as well when it comes to this and will underperform
to massively underperform, like Rue, where they'll have so much distance
they can do when you use them, but once it's AI, that area goes from
100% to like 30%. Most units do this, to a point that even if they'd be
capable of shooting, they simply won't due to this. Again, in some cases
I could understand if Rue wasn't able to shoot say past the fairies
laser, but most units can do it fine and still stand there doing
nothing. Heck, before I reported it and it got fixed in a rework, Lapice
would reset her attack when AI used for no good reason. It took around 2
years, because this community who supposedly loves this game and cares,
never mentioned it. These are the people dropping 5s but letting
problems drag on to infinite. It's a total joke. Back to it.
Now first, the AI has a special way of walking and can't really run, so
they're pretty bad by default, but they'll go into "FULL DODGE MODE"
when trying to get away from a warning.  It sucks enough that you'll be
losing damage when this occurs, but it has so many problems. Some
warnings end prematurely before the attack goes out and the AI will just
walk into the attack it wasted time avoiding. Other times, like in the
warning/hit detection video above, it's flat out wrong, so the AI just
waits to take damage or die. Then you have the blatantly lazy mapbox
warning that makes the AI freak out when nothing is happening at them at
all. It's incredibly lazy.
Assassin goes for Oghma bottom right, everyone not in that location freaks out and runs into the corner.
Dash enemy units tend to have a huge area that makes AI not even remotely
near them to freak out, other enemies like fairy will just have a huge
portion of the map instead of it being a distance in front of the
actually attack they're dodging. Fireballs also for her will cause the
map to trigger them, which in most cases, they'll just run into said
fireball when it gets close, so it's just awfully done.
Example of Kamael attacking the air as well that his trigger for WS is outside
the damage location, great for his numerous issues.
Units bodies still stay on the field after death which can lead to some ridiculous bs, likely what causes Mayreel's corner bug.
Bosses can still attack at times while stunned.
Now, let's get into the server aspect of this game, or some of the worst
I've ever seen, both as in general for fully finished games and gachas
alike. This developer doesn't even try for this. Go to any pvp video and
you'll see desync issues on people at 20 and lower ping. The more the
difference in ping, the worst the distance of getting hit, as both
targets will be hitting ghosts. This is so bad, when I did Masters, I
reached 1460 and got top100. For a game that's so amazing and 5 stars,
that's pretty pathetic that no one wants to playing this astounding
modes, it's almost like the game has flaws and lots of them. Example of
it being so bad, people are attacking before the timer even finishes.
Desynced by like 2 seconds from other players, I'm sure that'll work
out.
They
don't do anything about that by the way. Exploitation is fine by Kong
Studios, seen the same people after reporting them, especially things
like this.
Issues in coop can cause enemies that died by teammates or button presses
not occur. In defense, enemies can clip through objects or simply be
invisible except to one person. Games that aren't garbage don't have
these kind of issues, heck, most that aren't that great about it don't
try to implement something like this, like 7DS. If you can do real time
combat, don't. Doing so anyway just makes you an idiotic developer.
Found a better example for the dash warning with Kamael's broken programming.
For the developers generous nature, one, you won't be seeing the best the
game has to offer for a good bit, as it's Arena, colosseum and Coops
that give the most a week, which they actively don't care for, as shown
above, to being nerfed to hurt players. Let's see what a good amount of
diamonds can get you though.
Now, comparing for 7ds again, the amounts look nice. But if I gave you a
million dollars, then put the cost up to make that million worth less,
then I put in other mechanics to waste diamonds on as well, yea, it's
not really all that generous. Sometimes you get lucky, the thing is, on
average it's gonna be bad. It's at best your standard typical gacha. 300
tickets is on the lower end and you usually need the unit and weapon.
Most people will outright admit to not doing the weapons and it's worse
then doing the unit. This isn't a game where you only need a small
amount either. Some units are so niche that they're used for one mode
only, so are just fodder, even as a unique, with basically no real
improvements (Balance in the game is pretty awful, it's mostly just
popular units getting unnecessary buffs, sometimes side buffing units
with similar effects for more recent. Units that need reworks pretty
much, outside the rare Lapice, are just ignored or given nonsense buffs,
like Eugene.) Some items as well are so bad that it's obvious to not
waste your resources on it, like 300 diamonds for an option stone, where
unless you get absurdly lucky, you need more like 20 to do one item,
but only get like 20 a month without spending real cash.
This one isn't as important but I like that they're bad at this as well and
why you shouldn't feel bad to not give them money. The game has one good
option for spending, which is comparatively. There is a monthly pack
that gives diamonds, a good amount up front, then 100 per day for 30,
it's 4500. It's 4 dollars last I saw, though I think it went down to 3
from cost changes. Everything else is horrible for what it gives for its
cost by comparison. Some will say that the stamina one isn't that bad,
but the 2 I saw was a limited for like 8 dollars and a 10 dollar one for
500 energy. Even if you did the monthly and did only 50 energy
refreshes a day, you'd blow the 500 one out of the water. They're all
massively overpriced, but they know their community, so cha ching.
Anyone who is swindling gullible people isn't gonna need your money to
keep the lights on.
Despite having a ton of units, whether really usable or not, the games
progression is horrifically bad. Now it was mentioned up top for some
ignored issues, but that awaken mats one is really important. If you go
into the game and check the resources you need to get a characters stats
up to utilize them, it's absurd. If it wasn't for Kamazone's monthly
rewards, you'd basically get barely anyone in usable shape. Now Hero
Crystals and the like can be bad as well, but even if you 5 star a unit
and lvl cap them, they'll still be useless without states, which is the
lowest given resource, despite needing to be used the most. Most things
basically don't make any sense in this regard. Option stone has awful
rates to make a weapon useful, 300 diamonds for one, barely given out.
Heroes need mats to be useful, you get like 50 a week when it takes
upwards of 300+ for specifics, middles nodes ranging from 150+ to around
80 on high, barely shows up outside luck or incredibly small amounts.
160 diamonds for 5 high middle node material. When they don't want
something in their game, like better potential rewards from a level 80
dungeon, it's based on greedy intentions.
Speaking of Kamazone, it's real main issue is how it wastes the players time.
We're not talking to simply go from pt A to pt B, it's how bad the quest
structure is done. This was a suggestion in quite a few spots, but most
people simply don't want to do the quests, which if you've played the
game, is reasonable. To do a quest, you have to walk on ?s blocks and
get a very low % quest to continue a quest chain, which can go on for
quite a bit and there can be multiple quest chains. If you know what
you're doing, it can still take, based on luck, to a half hr or more to
do just that one specific thing. With the awful rates and the fact
you'll basically need to beat it at least once on diff5 or higher to
unlock perks for a smooth experience, it's just genuinely awful. This
could go for the pt gain as well, where you basically can just go in and
out till you get your 2k points now, 1k if you're on a earlier server
like switch, when they could simply just not waste your time.  This
isn't even the full thing, so it's more around an hour to simply unlock
the perk, longer if you went in completely blind.
This is for NA2, maybe NA did it in general. At one point pretty early on
when I started, I brought up the maintenance issue of them giving the
100/250 like 12 hours after maintenance, which makes the 250 pretty
impossible without using resources or spending money. They choose to be
vindictive about this and outright removed the rewards on maintenance
day. Pretty nice right. For comparison, check other servers and see that
they still have it. They did it simply out of spite.
This will be the last I mention outside a closing statement, but if you go
to training dummy and use it, you'll see that the Skill chains have no
slowdown to them when used. If you do anything in game though, you'll
either see slowdown when an enemy dies or when using a SC. This is used
to hinder the player. Not only does it come with bugs, but doing combat
with no timer, attacks that stay on the field like a lobbed bomb, will
continue to move at a normal speed while you're slowed, which can cause
you to take bs damage. This as well, not in this issue specifically
though, can damage your grp when they reform, running into damage that
shouldn't be there anymore, really cheap. The biggest issue bar none
though, each slowdown steals around half a second+ when it occurs and
stacks if you get it in a row, whether from 2 enemies triggering it like
in the school coop as of recent, or you use 2 SCs close together.
Most content will be timed and later on, it will steal several seconds away
from you, which can easily mean a worse score, like in expedition, to
less damage on raid. It's very easy to get screwed over by this.
So this doesn't necessarily mean there isn't more issues, or that the
product in and of itself, is entirely bad. This is a diamond in a rough,
but due to the lack of accountability from the community and a
developer who is actively progressing backwards, it's probably gonna
keep being that way. If you really wish to test it, parrot some of these
into the places the community resides, you probably won't be in welcome
arms like people would lead you to believe. Depending on the context,
big issues will tend to be ignored and the developer can even be
downright abusive, now, it's not verbal mind you, they'll just abuse
their tools to hide said information or block you to prevent factual
information to prevent needing to make the product functional. Whatever
to save some money.
Then finally, this is a review of the product. Now I understand why some
people would get that confused, as most reviews, ahem, "reviews" here
have the substance of a fart, but realistically if you're actually
looking for some criticism of the product to know if it's worth your
time, look for substance. If someone is being vague, ESPECIALLY on a
site that allows links, as some don't, then they're probably misleading
you. Even if I only put down just a few of these, this game is not a 5,
nor is it useful to state it is. Games can still be worth playing even
if flawed, so why find it necessary to lie to get people to try the
product, why the lack of confidence in the product? This also isn't for
people who gush over the devs, you made up your opinion that is easily
disproved long ago. I could mention good things about the product as
well, and really I should, but eh. Only reason I should is the sheer
lack in the higher rated reviews, basically being told nothing while
saying it's a 5. It's free, give it a try, but know you'll be walking
into a slew of issues the developer is not interested in fixing, as some
of these have been addressed to them from over a year ago personally,
more if you bring in other people's complaints or suggestions.
If you comment and your statement is basically pointless, you'll simply be
ignored. If you can't even try if you're "Defending" it, then you
should be treated just the same.
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