Posted: December 28
Good concept, poor implementation.
The hack-n-slash element starts off feeling basic and never really goes anywhere, don't expect your character to develop a great deal beyond slightly shinier loot. The classes and skills never felt particularly well balanced, with a lot of the balance patches at best feeling arbitrary and at worst made by people who don't actually appear to know very much about their game.
The dungeon building element at first feels like it could be good fun, with some good potential for murdering attacking players with a variety of traps and monsters. You'll quickly begin to realise that it's exceedingly shallow, with repetitiveness kicking in quickly. The only practical differences between two random player dungeons is what monster and castle skins they wanted and, importantly, how much real money they were prepared to spend.
Pay to win is strong with this one and, if you aren't dropping real money on it, you're going to be at a significant disadvantage attacking or defending against those who do.
The whole thing has the feel of a mobile or browser game that you dip in to now and then, playing short sessions and paying money to make things happen quicker. It doesn't stop there though, you can spend money to buy outright stronger dungeon defences and markedly better weapons. You could likely get there eventually without spending a penny but it's going to take a very long time and a whole lot of grind.
Top all this off with a nice dollop of mandatory Uplay client and you have fairly shallow and dull game, that will never tire of you spending money on it.