Game becomes terrible somewhere around level 8

Discussion in 'Feedback and Suggestions' started by Johnny Rocket, Oct 3, 2013.

  1. Johnny Rocket

    Johnny Rocket Kobold

    So, I played in the beta, and had just finished the compass of Xorr when the accounts reset. I thought the beginning levels were entertaining and well-designed, with a some good art, and a somewhat amusing storyline. I thought, "good job," and have been levelling back up to go ahead, but all of the post-Compass adventures have been terrible. The equipment system is not fun enough that I care to redesign my deck between every adventure, and in any case, I am limited by slots, power tokens, and what is avalable, such that I cannot actually design a deck which meets the needs of the various adventures. For example, with a relative lack of armor discards available, and all of my attacks being low-damage, the golem in Lord Stafford's treasure is extremely grindy. There is, however, absolutely no reward for grinding, nor is multiplayer an option, because it is 1. not fun and 2. obviously balanced for people who are buying decks. I must say that this has been a big disappointment, and I would not recommend the game to anyone, much as I thought I would, based upon the beta.
     
  2. Assussanni

    Assussanni Ogre

    What level are you now? Which adventures do you have available?
    I never found the need to grind, but the reward for grinding is surely more equipment, which might help to address at least part of this issue:
    Failing that you can try and strengthen your decks through the shops. There are some very nice common and uncommon items, some of which don't require power tokens, if you have a particular focus for your deck in mind.
     
  3. Cazliostro

    Cazliostro Kobold

    I think that if you enjoy the game enough to replay the same scenarios a few extra times - as well as make the rounds between all the different stores a few times - it becomes fairly easy to collect a good selection of cards that (with a few replays to account for luck) can get you through any scenario... eventually... :rolleyes:

    Half of the game, really, is fiddling with your decks.
     
  4. lemonpips

    lemonpips Mushroom Warrior


    I agree that the tinkering of your deck is an inherently fun and important part of the game, although I wish the UI made it a bit easier to do mid-adventure.

    As far as the OP's post on mutliplayer, I can't speak for whether s/he is having fun, however, I do think that unless you have a certain level of gear, be it garnered through playing far into the campaign or buying chests/items, multiplayer can be pretty brutal.
     
  5. Questor

    Questor Ogre

    The campaign is there to teach you something. There are certain levels or quests where the difficulty gets ramped up. Thats around level 6, 9 and 13.
    If you dont grind you wont get further, it is as simple as that.

    Just save one deck for the max equip you have and if you get frustrated with a quest, reload to the low team and farm lowquests for rares.
    or
    Analyse your failure and come up with a new plan, like a different team.

    I did both and it worked for.
    After i failed too many times at the level 10 Garnet Demon Portal, i got frustrated and tried a new team, instead of the startteam i used 2 human wiz and 1 human war and is fantastic for my playstyle.

    But you really have to grind a bit and have 2-3 setups saved, if you are not willing to do that, just quit and dont stress yourself with a silly game.
     
  6. Assussanni

    Assussanni Ogre

    I have not found any grinding to be necessary. I have yet to replay a campaign adventure and I've only got two level 17 adventures + the level 17 treasure hunt left to play. Of course maybe either I was lucky or you were unlucky with the loot that dropped.
     
  7. rephikul

    rephikul Mushroom Warrior

    For wiz, the Armorbane Pendant and the Sulphuric Staff are both obtainable from shops with Arcane Crown a good substitute vs many short range enemies. For priest, they have many bash weapons plus Oak Roots which's also shop-obtainable. Memory Loss and Wavering Faith are also very nice if they are to remove the armor or the movement card of the monster needing avoidance. If you cba to twink your gears, just go with a chop fighter, a spear/snare priest and an armormelting/discarding wizard. Pretty universal, no matter the opponent.
     
  8. Gerry Quinn

    Gerry Quinn Goblin Champion

    If you get the tactics right, I think you'll find that the campaign is perfectly playable with a single run-through and average drops. It does get harder as you go on, but everything is doable with a bit of luck and the right tactics. I think some people hit a wall where they keep trying the same tactics that don't work, and conclude that their cards are not powerful enough, when in fact they are using the wrong cards.
     
    Aiven and Assussanni like this.
  9. piotras

    piotras Goblin Champion



    Fully agree. Don't worry, part of the difficulty cure in the game is to choose the right equipment for the job, even if it involves picking up lvl 1-3 stuff in your lvl 8 campaign!
     
  10. lemonpips

    lemonpips Mushroom Warrior

    I believe that the OP feels that regardless of the viability of changing your deck to fit the encounter and the availability of cards to do so, that particular system is not inherently fun. As s/he writes, "The equipment system is not fun enough that I care to redesign my deck between every adventure..."
     
  11. pliers

    pliers Goblin Champion

    I redid my items based on the encounters a whopping 0 times through the campaign.
     
  12. actionjack

    actionjack Mushroom Warrior

    I am curious what would you suggest to make game better?

    I feel challenge is part of the fun of game. Sure, it is not for everyone (maybe need a "easy mode" if want to capture general public who got used to the hand-guided style of gaming.
     

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