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I have some suggestions and requests.
For the daily and weekly points, I've noticed that you get more points than you can actually use. You get 160 daily points but there are only 5 boxes, leaving the extra 60 points unused. Similarly, there are 30 points left over for weekly goals. Can you please add some reward for these extra points? There are a lot of possibilities. The obvious choice is more boxes - maybe even an epic box? Though something more fun would be special event for getting all of the extra daily and weekly points for the week. It would go well with the idea that the commander has been working extra hard and gets something special.
Can you also lower the cost of extra slots? Since fighting is the main goal, this is like the cost of entry. You chose to make the game free but if it weren't free, I'd say this is a $20 - $25 game. So if each slot was $5, I think you'll find that the people that only play for free would be more inclined to purchase the slots (obviously no other bonus items at this price - just the slot). I bought the first slot because I don't think games should be free and it seemed like the logical choice to pay you. I'm probably going to buy the 2nd because I'm enjoying the game, but I have a feeling that the 3rd and 4th slots are going to be a lot more than $10 each. Or perhaps, have the options that you have now at the same prices, but a cheaper $5 tier that only provides the extra slot.
For the special events, can you make them just a little bit longer? I'm super busy and I missed buying some things on the last one and when I logged in the event was over. Maybe you could close the event and leave the shop open for a little bit?
For the events where you draw cards (like the current one, Big Score), can you put some information on how much it would cost to spend to get to the end and if we can stop early? For Big Score, I'm on table 8/10 and need 50 Silver Talers to draw once more. If I buy those 50 Talers and draw, can I stop drawing or do I have to have 10/10 cards drawn? And how much would it cost to get to 10/10? Is it 50 talers each for the 9th and 10th draw or does the price go up? I'd be more likely to spend money if I knew the total cost. I see you have the Jackpot Chances in a google doc. You could just add the cost of each draw to the table.
I noticed that there are 33 mercs for legendary, epic and rare but only 23 for common. Are you going to add them?
Lastly, can we get facial shots for scenes? You can add an option to ask where you want to come. Actually, more control in the scenes in general would be nice. I was totally expecting the commander to shove that candle in Dominica's butt.
I think that's it. Thanks for the great game!
1. Salma: The ability to reduce enemy's ATT to 1, even for 1 turn, does not belong to this game. At higher Leagues, matches can easily be over within 3 turns (Yes, THREE EFFING turns). To reduce one's ATT to 1 even for only one turn spells the death of your opponent, especially if you play Salma in your first turn and you go first as well. There is no counter for her after Rachie or Ceres used their Turn 3 commander ability.
2. Ariane: Her second ability to deal damage on death in single line has ridiculously high value. No other legendary cards with damage on death can deal that many to a single target, much less than all 3 characters in a whole line. Even if you avoid putting your cards on the line she occupies, she will gain ATT next turn and deal additional damage when attacking commander directly if no one is on the line facing her, which only added more absurdity to her skill combo.
3. Sharon: Elusive (avoid all range attack) is one thing, but to combine with buffing HP to ALL allies when being attacked by Melee (the only way to counter her with normal attacks), AND having high HP at the same time is not reasonable. I have not been able to kill her or the others characters after I have exhausted my commander's ability, which shouldn't be the case for any card.
4. Korben: his healing ability has the highest value I have seen so far, with the characters in his lane virtually impossible to kill, especially if they are also standing on his Cyber Nodes, which grant an absurd amount of additional health PER turn.
5. Zara: Another one of those characters that pretty much spell Game Over if played on the first turn by the one who goes first, unless you use your commander abilities. Even then, subsequent turns with her are still a headache because she has high HP, and when attacked, will gain Multi attacks PER each, then gain even more HP after defeating a foe. If you combine her with any healing characters and they survive for more three turns, your enemy can only surrender. I have her in my collection and I still feel too unfair.
1. Nymeria: Her abilities are good in theory but severely weakened by the low value. If you scroll through the Gallery, no other char has damage-type ability that is even remotely close to 200 at R5 reboot and level 32 at a single instance, yet Nymeria does have both abilities at merely 72 and 106. In other words, compared to other chars of the same level and reboot times, she barely did any damage.
2. Dominica: a useless char that doesn't see any utility beyond League 15 as both of her spawn minions (range and melee) can be easily killed without much difficulty (sometimes all at once with chars such as Trixie and Madeline). She herself are slightly below average in terms of stats as well, making her not worth it to invest at all.
3. Luther: Another one in early game that was good in theory but severely weakened by low value in his abilities. Low blocking buff against same-level chars that can deal massive damage. His reflective damage is too weak as well, serving no purpose other than a mere annoyance to your opponent.
4. Hannah: A char good at buffing and debuffing, but die too quickly due to her low HP and no ability to defend herself, making her utility as a long-term char pretty much usesless in a high League game that can be ended within three turns.
5. Kayya: Another char that is used for long-term games similar to Hannah, but again, because of how fast high League games are, is pretty much useless except for 1 out of 10 games where your opponent also have a long-term ability team.
The fact that we have to scroll through the top and only have the ones mentioned at rank 40 is pretty telling, isn't it? Even though they can be acquired extremely early in the game.