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I also really liked the updated heroes, I hope they make more variations and in fact I want to try them all.
I would also like to have the opportunity to also engage in crafting with the collection of resources, but it seems that this is not planned a bit in terms of gameplay (
Combats feel tight, fast, tactical and the mechanical and build diversities are honoustly splendid. This game in no way tries to challenge Dofus/Wakfu in a way that makes them redundant, but leaves a pretty damn good individual identity to play alongside.
With that said though, it also worries me a bit. With so much detail spend on all the things that 'are' in, it really leaves a noticeable impression on what 'isn't' (yet?).
- The relatively small pool of hero choices available from the familiar pool of World of Twelve classes.
- The sort of static-ness coming from your/fellow players characters when playing cards from hand (It's somewhat boring and confusing when it is another player's turn from lack of visual animations). A bit odd again given the attention of detail everywhere else. Better visuals to address who's turn it is, is also definitely needed.
- Lack of visual personal character customization in the extreme. Not even different colour palettes etc for hair/clothing, only alternate preset skins, making the hubs looks way too cluttered with same-ishness and lack of personality.
- Unfriendly alt/rerolling of characters, with quests only giving their bonus rewards the first time per account.
I really want to see them focussing on these aspects asap, some of which I hope will be taken care of during its early access period. The class thing I hope they will somewhat roadmap for the future, give some clarity if it is truly their intention to bring classes in at a somewhat steady pace on its release. It's be a big bummer to me if it'll take multiple years before we can finally see the likes of say Ouginaks or Masqueraiders.
there's 25 already.
You still have the combo + synergies + class related mechanics, but some things are simplified like how you no longer have line of sight / terrain and some things are more flexible like having access to companions or the bonus mana.
It's very different but I don't have much hope for this game considering the insane grind they're trying to push.
I have a level 20 character (which is the soft max for this demo) and only 2 of its items are higher than level 1 and I barely upgraded spells past the level 3.
Also the game will have 6 classes at launch, each having 5 weapons for a total of 30 playable characters.
They will very likely release more later on.
I played the teleporting xelor and found it kinda mediocre until I got the passive that let me hit the lowest hp guy too on teleport, letting me go all-in from the start with a full 4 element teleport build along with the really good spellbook(12-15) rings that boosted the playstyle + armband that gave me shields on attacking. I'm not sure if the water sinistro exists for xelor but I got all of them except that. Also didnt get the full spell list for air and earth(unless xelor doesnt have that many spells for them) from playing until lvl 20 and opening a lot of the super spell chests from the dungeons.
Also I really want them to change the leveling system for Items and Companions, the current one feels so much like a pay to progress mobile game in all the wrong ways. I guess at least there isn't an opening timer for the chests like those games have but its still really hard to get equipment you want to use and then to level it up. Also the spell system I think can be improved, they are how you actually interact in combat so why are they also locked behind random chests. The class progression as you level feels fine but acquiring spells is not good imo.
UI improvements could also be made, I know this is supposed to support a mobile market which is why the UI is so bare-bone and simple which is fine but having the option of have a detailed UI with turn order similar to how it was in the previous games. And speaking of turn order, why is it random? I know people did not like initiative as a stat but it made for building reliable team compositions as trap based characters typically wanted/needed to act first. The fact that its random is very strange and I hope that a way to manipulate starting turn order is added.
Starting placement and AI is also another weird one for this game. Again its a mobile supported game and I get that but with random turn order, locked starting positions, and random equipment, spell, and companion drops you have very little control over how to play early on. If you are getting low quality or underwhelming drops early you just have to suck it up and hope your numbers can edge out the AI's. Speaking of AI, why is it that the AI seems to almost instinctively avoid area challenges? If you need to eliminate an enemy in a corer I hope you have a ton of forced movement because it seems like even if you move near those corners the AI will sometimes just skip its turn or move away from you. Also movement is very meh currently, MP seems like an after thought when half of the enemies can teleport and the maps are so small.
Ranting over, overall I honestly did mostly enjoy getting a Sram and Iop to 20 and the sub class system is pretty cool as it gives you more options to specialize your class over what Wakfu had. But the personal complaints I have with the implemented systems I feel like are possible to change maybe not before the actual release but are possible in the near future.
I bet it will be empty in a year or so. Our hopes lay on Dofus Unity and maybe in n Wakfu rework.
Ankama has this way of never hear what the playerbase is asking and just delivery random things nobody wants.