Helsynge's Feedback
Posted: Sun Dec 15, 2013 9:40 pm
Hey, I've just joined the beta and first of all I want to say thanks for responding to my key request so hastily
Now, down to the feedback...
I've only been playing for a day and although I loved the game at first I quickly began to notice a great many faults and limitations in what I could do to play competitively. I've only really played undead but this is from observing how other factions performed as well.
Faction Imbalances;
Undead The play style of undead is extremely time and position dependant. This is because their elite units are too weak defensively and get focused down easily, their debuffs are extremely situational and aren't immediately effective and their only effective composition that requires lots of minion spam with archers takes two turns to effectively position and even then, minions can be bypassed as if they weren't even there.
Light They seem the most balanced of all the factions, I don't have much to say about them individually other than the fact they possess the best archers (which are a separate issue entirely).
Wolves By far the most ridiculous of all the factions. When played aggressively they can decimate any team composition, especially undead because of how time dependant they are. Their melee units destroy most units outright in one attack and then go on to do other things like hide or heavily damage another unit depending on their situation. They might be easy to kill but by the time you get the chance they'll have already done enough damage.
Movement From Threatened Spaces
Threatening a unit from moving away from one of your cheap units seems pointless as they'll only do a negligible amount of damage or simply be parried. This makes the strategic use of cheap units worthless in any regard other than doing damage or blocking narrow passages.
Archery & Line Of Sight
Archery is by far the most powerful thing on the table due to the lack of defense vs range and because they deal a large amount of damage at long ranges. Line Of Sight doesn't trouble them that much either as regardless of the amount of creatures trying to block line of sight to an important target the chances to hit it remain high.
Denying the ability to shoot whilst engaged is a nice touch but as mentioned above, if performed by a cheap unit the risk is pretty negligible. If an assault unit engages them they'll more than likely be focused down in no time and unless the player was completely wreckless with his archers any other elite unit would have difficulty reaching them without taking damage along the way and eventually being focused down themselves.
End Of Turn & On Turn Effects
The end of turn ends all effects from the previous one regardless of whether the unit has acted, this needs to be changed as it limits the use of certain things too much and removes the drawbacks of others before they've been taken advantage of.
Suggestions
I'm rather surprised that as a french developer you haven't taken any ideas from the highly successful dofus/wakfu franchise. Things such as the initiative and dodge/block mechanics could have prevented a lot of the issues in your game. At the very least you could have made a units turn end if it received damage from moving out of a threatened area.
I like denying ranged in melee with archers but when something stands in front of their target, regardless of side, there ought to be a larger accuracy penalty and increased chance to hit the unit in front (at least 50/50 of hitting either). This counts for any occupied hex that the shot crosses through, its simply too easy to ignore LoS blockers.
Give undead more useful and immediate defensive debuffs (not just making a single attack on a single creature miss, that's near enough useless). Lower the damage/accuracy of wolves that make multiple attacks as default.
Conclusion
I like the game, it was a fun distraction for a couple of hours but then that was pretty much it, I certainly wouldn't spend any money on this game. I began to notice a pattern amongst the high tier competition and it involved playing the same limited unit compositions over and over which simply seemed boring to me. I like to be able to vary my units at the same time as being competitive. I personally don't think the game will get too far, there seems to be too many flaws and balance issues to address.
P.S. It's never a good idea to build a competitive multiplayer game with factions, something you ought to have considered by looking at the evolution of mmorpgs and pvp. Balance is a bitch otherwise.
Now, down to the feedback...
I've only been playing for a day and although I loved the game at first I quickly began to notice a great many faults and limitations in what I could do to play competitively. I've only really played undead but this is from observing how other factions performed as well.
Faction Imbalances;
Undead The play style of undead is extremely time and position dependant. This is because their elite units are too weak defensively and get focused down easily, their debuffs are extremely situational and aren't immediately effective and their only effective composition that requires lots of minion spam with archers takes two turns to effectively position and even then, minions can be bypassed as if they weren't even there.
Light They seem the most balanced of all the factions, I don't have much to say about them individually other than the fact they possess the best archers (which are a separate issue entirely).
Wolves By far the most ridiculous of all the factions. When played aggressively they can decimate any team composition, especially undead because of how time dependant they are. Their melee units destroy most units outright in one attack and then go on to do other things like hide or heavily damage another unit depending on their situation. They might be easy to kill but by the time you get the chance they'll have already done enough damage.
Movement From Threatened Spaces
Threatening a unit from moving away from one of your cheap units seems pointless as they'll only do a negligible amount of damage or simply be parried. This makes the strategic use of cheap units worthless in any regard other than doing damage or blocking narrow passages.
Archery & Line Of Sight
Archery is by far the most powerful thing on the table due to the lack of defense vs range and because they deal a large amount of damage at long ranges. Line Of Sight doesn't trouble them that much either as regardless of the amount of creatures trying to block line of sight to an important target the chances to hit it remain high.
Denying the ability to shoot whilst engaged is a nice touch but as mentioned above, if performed by a cheap unit the risk is pretty negligible. If an assault unit engages them they'll more than likely be focused down in no time and unless the player was completely wreckless with his archers any other elite unit would have difficulty reaching them without taking damage along the way and eventually being focused down themselves.
End Of Turn & On Turn Effects
The end of turn ends all effects from the previous one regardless of whether the unit has acted, this needs to be changed as it limits the use of certain things too much and removes the drawbacks of others before they've been taken advantage of.
Suggestions
I'm rather surprised that as a french developer you haven't taken any ideas from the highly successful dofus/wakfu franchise. Things such as the initiative and dodge/block mechanics could have prevented a lot of the issues in your game. At the very least you could have made a units turn end if it received damage from moving out of a threatened area.
I like denying ranged in melee with archers but when something stands in front of their target, regardless of side, there ought to be a larger accuracy penalty and increased chance to hit the unit in front (at least 50/50 of hitting either). This counts for any occupied hex that the shot crosses through, its simply too easy to ignore LoS blockers.
Give undead more useful and immediate defensive debuffs (not just making a single attack on a single creature miss, that's near enough useless). Lower the damage/accuracy of wolves that make multiple attacks as default.
Conclusion
I like the game, it was a fun distraction for a couple of hours but then that was pretty much it, I certainly wouldn't spend any money on this game. I began to notice a pattern amongst the high tier competition and it involved playing the same limited unit compositions over and over which simply seemed boring to me. I like to be able to vary my units at the same time as being competitive. I personally don't think the game will get too far, there seems to be too many flaws and balance issues to address.
P.S. It's never a good idea to build a competitive multiplayer game with factions, something you ought to have considered by looking at the evolution of mmorpgs and pvp. Balance is a bitch otherwise.