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raid shadow legend is pay to win, but this game ? nope sorry its not :3
you call this an open world? Go play genshin and you will see a real openworld
The most important is that the game is simply bad. 0% chance to drop a legendary in purple dices and we rarely have orange dices.
The RPG part sux, we are playing/summoning characters from the ennemy faction, then they fight against themself. WTF
We are forced to steal from npc to advance in the story. Never saw that in a rpg
And I saw ppl saying it's more a rpg than a gacha...
This game auto isn't smart so it can fail where manual can win and you do control more:
- Ultimates timing - and your player created hero has 2 skills you control, so a total of 6 buttons.
- Placement in the grid. This isn't quite as advanced/cool as say Watcher of Realms, but it does matter a lot. Various monsters have mechanics that wreck you if you put heros in teh wrong lane, need to line up your tanks to help your AOE unts hit as much as they can etc. - It even has a tower defense type mode like watcher of realms - tho it doesn't seem to be a big part of the game or well thought out as other than melee only units, every ranged unit has unlimited range except for there ultimates. More of a mini game afterthought, but it's a fun mode.
Outside of those raid like things, the rest is completely different. It's like a full on single player RPG with D&D flavor:
Run around a huge semi open map, (opens more and more as you play more ) with tons of side quests, vendors, and lots of little fun rpg mechanics like stealing from merchants.
- Lots of D&D / Baldurs gate dialog options with D20 rolls + your relevant stat modifier, which you do level up SORT of like real D&D.
- Very true consequence to your decisions and rolls there because ya it's only online game, no cheating or save scumming possible. I can't know for sure since i haven't watched much other plyers play or do multiples, but I think failure generally results in a bit less or no rewards at all for side quests.. While the main story ones things tend to proceed railroaded regardless.
- Slowly adds on tons of more little fun mechanics / things to do daily. (EG: if you fail the stealing , you can retry the next day)
And in terms of the pay to win:
-They have actually balanced out the game pretty strangely with some rare hero'es being incredibly strong, better than some legendary for certain content, and many epics being able to top the leaderboards at endgame too.
-Because while yes it has the usual legends have higher base stats, the difference is not big and they don't have anything else really to keep epics/rares held back. Everything gets 3 skills and what said skills do varies wildly. As well as most have 1 "captain" skill - and a few rare's have captains skills identical to legendaries.
-Beta players reported 100% of the content could be completed at the highest difficulties with only epics, and most of it even with only rares.
-Game even has a checkbox to "only partys without legandary units" in the list of players who beat content to help you figure our strategies to win. You can even view back there entire recorded run there to see there placement and ultimates timing.
So yea 100% pay to win ofcourse in terms of the leaderboards and usual pvp arena. But to complete all the content? Doesn't seem like it. Raid you definitely need to pay to do that if you start today. (I know a few players who started from day 1 and grinded like hell managed to keep up, but no longer really reasonable)
Plus theoretically may never get to taht point with the seasons system.
So yea i'd put it closer to watcher of realms in style. It's fun so far.
Don't like how the company handled the pre reg gifts / gift codes / not on steam and bad customer support, but otherwise good so far.
Pay to win isn't even an argument when the bulk of the game is PVE related. If someone is better than you in arena, who cares? You're not the best at your job in real life either. You don't need to be number 1. When PVP has mattered has been in scummy games like Naruto Online where the PVP ladder top tiers offer loot rewards that cannot be obtained anywhere else. Locking progression behind PVP is a problem.
could get reward from hardest cw boss with 2 keys.
and do pretty much 80-90% of content. except legendry doom tower.
I did good in events. sometimes taking first place with careful planning.
problem with raid was amount of content and time you need to complete it. felt like second job. playing for 5+ hours on second monitor.
and with time they where more and more greedy. adding champions with even more skill books needed. adding OP as f**** champions for pvp. like turtle.
I heard they added even more monetization right noww.
for this played for 5 days.
its gatcha game? yes.
its p2w? probably yes.
for pve? so far manged to do all pve content. just need some brains.
and game have kinda limited content mechanic. so you can't advance 5x more on day 1 than f2p player.
so I would say this > raid. because raid is much much more monetized
not sure how greedy devs will become later
I did enjoy the campaign and story though, the quests are mostly interesting, barely any fetch quests in fact.
The question I keep asking, is how the ♥♥♥♥ is seasons going to work if you get to keep materials that you paid irl cash for in the season before. How stupid is that?