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Zgłoś problem z tłumaczeniem
The problem will be less upgrades and more communication, I was able to duo into some gold dungeons with a friend but it would be impossible to group otherwise because there's no way to talk to people outside of friending them.
I'm more concerned about the absurdity of some of the concepts of abilities and passive abilities of characters within a class. I would really like to talk and understand the developers who are involved in this, since sometimes there is simply no logic in their decision
If you've played the others you should have a grasp on what abilities compliment each other. Currently running an earth/water ♥♥♥♥ for SP generation and enemy position manipulation, part of the fun is coming up with your own functional combinations instead of playing one cookie cutter build until it gets nerfed or something else gets buffed. Become a little adventurous.
Upgrading legendary items is going to be a huge pain.
Purchasing items with tokens is even more stupid. You need a LOT of them.
As for abilities, I talked about such as activating a passive when installing a mechanism (it works 1 time per installing Xelor) Getting Depshift when applying an element (Eniripsa, in fact, either we refuse passives or healing abilities by hammering everything with cards for elemental overlay (and we have you won’t be able to use a weapon with an element since it’s a movement passive)) and so on
imo, there's a few classes that get railroaded super hard into running a tiny fraction of the spells available. ex. support for Kokoro Brush's passive only appears on fourteen spells (out of almost 60) or Dephasing Gem has only eleven options to get dephased - and over half of those do no damage or healing on their own.
(gem is especially sad when compared to the Iop one - they get it for ending their previous turn in melee)
otoh, something like amber or blade can use whatever, or scalpel has the option to pick up a passive that'll heal her (and therefore proc the other things) at the start of every turn (plus way more options for ways to proc her stuff than the two that're hurting).
it'd be good if the worse off ones got revisited with stuff that'd help diversify their build options.
However, there are three things I really dislike:
1. No character customization. Wakfu had reasonable character customization with hairstyles and all that, but here you just select class>subclass>skin and that's it. This obviously allows them to have more diverse character models that don't use the same base rig and body shape, but I'm still torn over it. Feels more like selecting a premade hero than creating a character.
2. No real big world or ecosystems to explore. Obviously not the focus of the game, but I personally was hoping that they would refine what they had with Dofus and Wakfu.
3. The biggest flaw for me: Lack of strategic gameplay. There is no line of sight, everyone has access to long-range spells, no interesting combat maps. There's just no strategy required at all. Just build your deck and brute-force it against the opposition.