Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This game doesn't cheat, at least not on Purist. Enemies will always try to avoid moving into position to get pushed, no matter what you have in your hand.
Block can be viable through the endgame, but you really need the right cards and enhancements, and you're not guaranteed to get them every time.
(Actually, it DOES sort of "cheat" in your favor on the lower difficulties, autodrawing move cards and giving rollbacks, but I don't think that's what you meant)
I have a rule, when there are more elements of frustration than there are of joy, i stop playing the game and that is what has happened here.
It was fun in the beginning tho and i cant really say ive experienced such a hard drop in enjoyment of a game ever...*shrugs.
Either way, i'd say i got my moneys worth but i wouldnt recommend it to anyone.
Which is funny, cause i did recommend it to my friends the first two days of play.
I have since retracted that statement. :)
After a few dozen tries being obliterated, I've begun building my deck focusing on what I needed in this final stage and I did go to the ultimate fight a dozen time in a row and won on purist level.
It's hard to find the right balance but moving isn't effective since ennemies follow you when you use move cards. So I designed a deck to move with attacking and grappling cards.
And then I focused on momentum to pile up counter and dodge (counter and dodge together is waaaaaay more effective : You use dodge to avoid being hit since counter is less effective with ennemies hitting harder and you use counter to hit back)
Since I don't use movement cards, my combo don't drop and I can use combo cards to hit hard.
The fun in this game is, you can always progress and the random card deal add some fun since you can always find a way to cover your need. I don't have the momentum mastery or the opportunity to get missions that give momentum ? Then I just use a combinaison of focus, jab, split kick...
Yes it's quite frustrating when you begin a turn and you've been dealt cards that, no matter what, will make you loose. I however declined the redraw upgrade earlier that would have saved me...
Is the IA cheating or did I took risks that didn't pay ? 99.99% of the time, I failled because I lost concentration and/or I put myself in a bad situation where only a lucky card draw could save my ass.
There is no cheating in this game, just bad planning or risks that didn't pay.
Thats just me tho.
But here is how i know the AI cheats sometimes.
They will move into a "kick out" position always when I DONT GET any cards that can kick em off. And when i do get a card that can kick em off, they are not in pos.
Its so obvious.
I just want you to know that from a game design and coding perspective, it would be *really* surprising if they designed any of the enemies to move based on what's in your hand. It would be more difficult to code for basically no benefit.
You're blaming the wrong things.
This is from one run:
https://steamcommunity.com/sharedfiles/filedetails/?id=2789865245
https://steamcommunity.com/sharedfiles/filedetails/?id=2789865361
https://steamcommunity.com/sharedfiles/filedetails/?id=2789865473
https://steamcommunity.com/sharedfiles/filedetails/?id=2789865600
https://steamcommunity.com/sharedfiles/filedetails/?id=2789866291
https://steamcommunity.com/sharedfiles/filedetails/?id=2789865709
https://steamcommunity.com/sharedfiles/filedetails/?id=2789866410
https://steamcommunity.com/sharedfiles/filedetails/?id=2789866581
https://steamcommunity.com/sharedfiles/filedetails/?id=2789866681
https://steamcommunity.com/sharedfiles/filedetails/?id=2789866763
https://steamcommunity.com/sharedfiles/filedetails/?id=2789866837
https://steamcommunity.com/sharedfiles/filedetails/?id=2789866989
https://steamcommunity.com/sharedfiles/filedetails/?id=2789867047
https://steamcommunity.com/sharedfiles/filedetails/?id=2789867141
https://steamcommunity.com/sharedfiles/filedetails/?id=2789867232
Its whatever tho, stopped playing the game but not mainly because of that.
The game just took a nosedive in the fun department.
It happens.
As far as this game goes, I probably get more ring out kills than regular ones. Those rooftop maps where they keep dropping ninjas at you turn into a Monty Python sketch.
AND that's not why i quit. That was just a sidenote.
Again, the game just took i nosedive in the fun department.
THAT IS THE MAIN REASON I QUIT!
And that's fine, it happens to some games.
This was just so noteable i had to vent and i have zero desire to venture back.
Which rarely happens to this degree.
My main problem with the game is there wasn't any content added since a while, and at the moment the content as it is can't keep me hooked. For me new cards isn't really content, I don't feel much joy at seeing new cards. I think the game could benefit from having more themes of enemies, more levels/storylines with branching paths, more classes... That kind of thing.
The AI in general also always try to NOT be in a position where they can be pushed out of the board. They are smart enough to do that, so in some cases, unless they have no choice to hit you, they will be content to always stay away until you have a way to move them and push them in the same turn. This has nothing to do with card reading, it's a general behavior.
And yes, block by itself is often not good enough when you reach middle to late game, hence why you need very strong dedicated block cards combined to dodges. Counter deck as such are often underwhelming to new players because when you're new, you actually don't have dodge cards unlocked, or the really strong blocking ones. As people have told me when I was still learning, if you want to play with a counter deck, you REALLY want to go all out in the defensive play. Half-arsing it just won't be enough.
Game needs some quality of life fixes. They have something, but we are all getting upset over how cool of an idea it is, but something is just missing.
About the final mission, first time I too fought it was cheesy. But once you know what to expect, up some levels to get better cards and have decent lucky in the early missions, it's doable most of the times. You will get your ass kicked if you can't counter what the "final boss" brings, but anyway what you need to defeat him is actually very good or even OP in the rest of the game so you should be getting it anyway.
That said, the first final mission, the "melee" one, becomes very easy after you learn the game and have good cards unlocked. The second one, the "range + melee" one, is difficult most of the time, but winnable most of the time. But, well, I only play in the difficulties where you have rerolls. I can't imagine it will be very nice to play without it.
Plus: what I miss at least on those difficulties is the AI being more agressive. It seens it will never have more that two enemies moving to attack you at the same round and it becomes kinda sad when you have a great deck and want them to came at you with everything they got.