Posted: June 16, 2014
REVIEW OF RECENT GAME CHANGES by ALVARAKK, 16/01/2014 (updated 09/09/2014)
I started playing DnT with first released on Facebook about one year ago and I have been playing regularly since. I was admitted to play-testing group and granted access to the developer's test-server. I am a pro-player, with some 5,000+ ranked PvP matches and reached top 3 ranking position consecutively in the last three PvP seasons and last stats show me at highest KDR (Kill-to-Death Ratio) in the game. I am currently ranked #9 in PvP season 4.
Trust me when I tell you, Dragons and Titans is NOT WORTH your time or money. .
* The game patch of 01/04/2014 introduced lock-on auto-aim which drastically changed the movement controls in the game, made several dragon combos obsolete, and completely removed the need for players to learn and master their maneuvering and aiming skills. In the recent months Wyrmbyte carried on to dumb-down the game in hopes of attracting more players -- ultimately failing in that too as player numbers in Multiplayer PvP at peak times of the day stand at around 400 now (compare that to DOTA2 or LOL where you have tens of thousands). They reduced the competitive aspect of PvP into a witless and uninspired routine of holding down the fire button and moving your mouse back and forth to control the firing range. Teamplay and coordination have been rendered obsolete in lieu of a contest where players compete only on who can dish out more damage fastest. The advantages of precise timing and tactical thinking have been stripped out of competitive PvP and matches have descended into routine of blindly rushing the opponents in the hopes of out-damaging them. Outcomes are primarily decided on what combos individual players picked up, which is random and unpredictable.
* The update of 10/06/2014 continued the steady decline changing the mechanics of the matching-system.
-Teams are now truly and completely random and unpredictable. The most shocking change is that the pre-match setup stage was removed, which is where you used to be able to get a minute's worth of chat with the 4 teammates the game picked up for you and discuss combos and tactics. Now, you are plunged directly into match with no opportunity to plan and prepare.
-To make things worse, players can not choose or predict what map is going to be played (there are 3, each a completely different mode of play), so they don't get can't pick a suitable combo and enter matches blind and ill-prepared.
- The other drastic change was that the restrictions on selection of dragon and weapons was removed. In the past players could only pick a weapon and dragon that was not already in use by one of their teammates and generally whoever was first to click it, got it and mostly refused to relinquish it. Whilst this caused a lot of heated pre-match bickering and some truly foul behavior between teammates, it also forced players to think about what combos best supported and complemented that of the rest of their team. This is no longer the case and players have foregon support roles and invariably stick with the cookie-cutter combos that give them the biggest DPS advantage. This change has also taken away from the formerly enjoyable variety offered by DnT 's myriad of choices, and along with it the need for new players to familiarize themselves with all weapons/dragons and take time to learn their strengths and weaknesses. To illustrate the point, most matches now include a bland carbon-copy selection of combos, with most players equipping Winter Floe and Skyburst and riding either an Imperial or Gemtalon.
- In the same stroke, Wyrmbyte hammered-in the last nail to DnT's coffin by preventing players from teaming-up with more than one player. Thus, they dashed all hopes of players being able to form into clans or guilds and fighting it out in Full 5v5s. We are now left to suffer matches that are little more than a frustrating lottery and where skill and experience have scant impact on the outcome.
Disappointingly, Wyrmbyte continues to ignore feedback from their play-testers and experienced players alike, resulting in a completely unbalanced PvP and proving to the gaming industry that their diminutive team is just too amateurish and does not have what it takes to deliver an enjoyable gaming experience. Also characteristic of Wyrmbyte is their complete inability to improve and fix their game code, where the blight of bugs seems completely out of control. Major bugs that have been in existence at the early stages of the beta testing, persist still with no indication from Wyrmbyte as to whether they have any plans to sort them out. The introductions of STEAM client failed to stem the constant flow of speed-hacking cheaters that continue to abuse the game and take all fun out of it for genuine players. On top of that, new game issues and exploits are cropping up at an alarming rate and each new game update from Wyrmbyte is a guaranteed source of new and persistent problems.
Somewhere along the way Dragons and Titans drifted off-course and lost all sight of becoming a balanced and challenging 5v5 arena and is now being precariously carried-away into the chaotic waters of a mediocre free-for-all. The spectacular dragon themes and above-standard quality of art alone fail to sustain player interest and unsurprisingly their numbers are dwindling daily. This game had promising potential in its early life, which was however ultimately squandered by Wyrmbyte who failed time and again to improve and polish their product.
This game will disappoint and frustrate you. Stay away from it.
There are better free MOBAs out there.
As of 09/09/2014 there is still no option to choose map or predict which one will be played. No pre-match team screen to discuss tactics. Speed-hackers continue to dominate the game and the cheaters are completely out of control. Whoever in Wyrmbyte is making decisions on game development should hang their head in shame and just leave the gaming industry forever. So much fail.