FAIRY TAIL: DUNGEONS

FAIRY TAIL: DUNGEONS

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Electric Wolf
I was pretty hyped about the update. But then I've encountered the Electric Wolf boss and decided that playing other games is a better time investment.

Being stunlocked is never fun.
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Showing 1-15 of 16 comments
Ohh you're gonna hate the mesmerizer boss.... spawns with the two new shield goblins and they constantly drop defensive buffs....
Same.. there's so many flaw design ever since release, and I thought this patch will be solving it..unfortunately no, i am just so sad because this game have so much potential
Originally posted by Second-Hand Memes:
Ohh you're gonna hate the mesmerizer boss.... spawns with the two new shield goblins and they constantly drop defensive buffs....
That sounds like "fun".
Honestly the defense buffs aren't too big an issue as it just forces "remove block" attack cards to gain value in deck space.

I can't say the same for the thunder debuff or the buff steal/buff removal attacks/counters respectively.

They feel like they go against the face of the game design entirely. Sure some of it is skill issue on my part, but it's also just not really fun challenge or intuitive to what the game teaches you prior.
Originally posted by Safiliwen:
Honestly the defense buffs aren't too big an issue as it just forces "remove block" attack cards to gain value in deck space.

I can't say the same for the thunder debuff or the buff steal/buff removal attacks/counters respectively.

They feel like they go against the face of the game design entirely. Sure some of it is skill issue on my part, but it's also just not really fun challenge or intuitive to what the game teaches you prior.
well for buff removing attacks you can dodge them and the wind shield buff some bosses have means you might need to skip 2 turns on your damage dealer and only use support moves with the rest of your team. I guess thats why they added so many new skills that activate when you skip a turn. Still feels kinda like bad design imo. The only thing I really don't like is the paralyze debuff. It's just too annoying.
Originally posted by Termignartor:
Originally posted by Safiliwen:
Honestly the defense buffs aren't too big an issue as it just forces "remove block" attack cards to gain value in deck space.

I can't say the same for the thunder debuff or the buff steal/buff removal attacks/counters respectively.

They feel like they go against the face of the game design entirely. Sure some of it is skill issue on my part, but it's also just not really fun challenge or intuitive to what the game teaches you prior.
well for buff removing attacks you can dodge them and the wind shield buff some bosses have means you might need to skip 2 turns on your damage dealer and only use support moves with the rest of your team. I guess thats why they added so many new skills that activate when you skip a turn. Still feels kinda like bad design imo. The only thing I really don't like is the paralyze debuff. It's just too annoying.

Yeah I was mostly referencing paralyze mostly, it wouldn't be so bad if the mob(s) in question that apply it, also happen to chain apply it. There's at least some counter play to wind shield etc. I do like a lot of the new card power we have with deck building etc. But the crux of the issue is it doesn't really fit all that well into how the game currently plays (skipping turns in higher diff labyrinths is typically a death sentence for enemy scaling)

Paralyze itself is slightly less punishing in multi man dungeons (but is still by far the most debilitating debuff by a country mile) doubly so if it happens to get chained onto a key turn.
There's definitely been more solo runs I've lost now though due to either chain para or chain sealing (the latter I still can't tell if it's a skill issue on my end or if seal really is that crippling)
Yeah... the first floor run is frustratingly luck based. I'm certainly taking notes on which bosses appear on the last section of the first new Labyrinth to build each character around. It took more tries than expected to get my first clear. I think the -hp and item freeze penalty choices are the way to go getting started...

The 3ed labyrinth level where you have to take one of 3 random choices into boss fights is quite frustrating. The boss art there is kinda jarring... yeah they got some ridiculous details into those giant sprites, but I almost wish they were vectored/scaled to match the player character sprite size.
Funnily enough -hp and item freeze were the first 1 + duo I used to get clears, the others seem a little too punishing and I haven't quite figured them out yet for the other unlocks. Will keep doing runs and report back though.
Any support mage with the ability to clear status ailments basically just destroys the difficulty of that fight.
Bringing two with that ability makes things even more of a piece of cake.

Wendy is my strongest character, hands down. Her constant attack buffs and healing to her and the party make just about every run a piece of cake.

I even completely destroyed the Nebula Dragon (I think that was its name), Acnologia, and Deliora just by having her in my party.
The electric wolf double paralyzing me has ended two of my 1st floor ⭐ Mira runs. I hope it's patched to paralyze 3rd card instead of 2nd or more. In my experience, even though it says randomly, it paralyzed the 2nd card every time so my luck must be terrible. 😅
Originally posted by One True Andrew:
The electric wolf double paralyzing me has ended two of my 1st floor ⭐ Mira runs. I hope it's patched to paralyze 3rd card instead of 2nd or more. In my experience, even though it says randomly, it paralyzed the 2nd card every time so my luck must be terrible. 😅
That sounds about right lol, it says random but in my exp it's a fairly high chance to trigger, don't have definite numbers or anything but from all my runs it seems around 60-70% lmao. Haven't checked since the new update dropped earlier though reducing rates/actions.
You can't even counter paralysis, the block spam can be countered since block removal is at least available, and is useful in most fights.

But once you get paralyzed you're stuck on the ♥♥♥♥♥♥♥♥ express, it's going to get reapplied every turn, on a debuff with a 2 duration, you can't build against it since debuff removal is rarer and while strong, most other debuffs aren't so strong that you can't push through the effects.

The smaller enemies who inflict paralysis can at least be reliably taken out before you're stunlocked into game over, but the big dog is just going to lock you out of playing your card combo game simply by virtue of touching you once and removing your ability to play a 2nd card.
Originally posted by jelleluyten1:
You can't even counter paralysis, the block spam can be countered since block removal is at least available, and is useful in most fights.

But once you get paralyzed you're stuck on the ♥♥♥♥♥♥♥♥ express, it's going to get reapplied every turn, on a debuff with a 2 duration, you can't build against it since debuff removal is rarer and while strong, most other debuffs aren't so strong that you can't push through the effects.

The smaller enemies who inflict paralysis can at least be reliably taken out before you're stunlocked into game over, but the big dog is just going to lock you out of playing your card combo game simply by virtue of touching you once and removing your ability to play a 2nd card.

Can confirm since latest update it's no longer pain train express after the first para anymore in the solo runs. So at least they're listening! It's still one of the more lethal debuffs to eat but there's enough counterplay now that it doesn't feel as frustrating as it did pre patch imo.
Originally posted by Safiliwen:
Originally posted by jelleluyten1:
You can't even counter paralysis, the block spam can be countered since block removal is at least available, and is useful in most fights.

But once you get paralyzed you're stuck on the ♥♥♥♥♥♥♥♥ express, it's going to get reapplied every turn, on a debuff with a 2 duration, you can't build against it since debuff removal is rarer and while strong, most other debuffs aren't so strong that you can't push through the effects.

The smaller enemies who inflict paralysis can at least be reliably taken out before you're stunlocked into game over, but the big dog is just going to lock you out of playing your card combo game simply by virtue of touching you once and removing your ability to play a 2nd card.

Can confirm since latest update it's no longer pain train express after the first para anymore in the solo runs. So at least they're listening! It's still one of the more lethal debuffs to eat but there's enough counterplay now that it doesn't feel as frustrating as it did pre patch imo.

I just lost to a paralysis wolf, might be character (Gray) but i spent 10 turns only getting one card and nothing else, you're telling me it was worse before?
Originally posted by jelleluyten1:
Originally posted by Safiliwen:

Can confirm since latest update it's no longer pain train express after the first para anymore in the solo runs. So at least they're listening! It's still one of the more lethal debuffs to eat but there's enough counterplay now that it doesn't feel as frustrating as it did pre patch imo.

I just lost to a paralysis wolf, might be character (Gray) but i spent 10 turns only getting one card and nothing else, you're telling me it was worse before?

It was pretty bad before yeah you'd get chain para'd every turn which combined with how common the para effect actually is was brutal, Gray can be a little slow if you don't have a ton of offensive cards so you can deff feel it more.
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