Over the course of playing I have noticed a lot of inconsistencies. And they are prevalent across all platforms. They don’t make any logical sense and only cause frustration when trying to figure out rules/mechanics.
For example:
1. Black beast.
The ability CLEARLY says “Devour an Ally, heal back to full”. Which according to the wording states that it requires the beast devouring an ally to get the health. After all, that’s how any other devour skill works in the game. My troop devours something, he heals and gets a boost to attack etc. He doesn’t get it if he doesn’t devour anything. Yet Black beast can be the only troop in a team and just instantly heal to full whenever it gets the mana. There’s no trade-off. It isn’t sacrificing a troop for it’s own health boost. It just decides it wants full health again and poof, it has it. It’s like fighting a resto druid in pvp in WoW. No other troop I’ve discovered so far (and certainly none of my devour ability troops) have such a luxury. Which shows the Black beast is an exception to mechanics and therefore inconsistent.
- Big/Immense traits.
So, this one is a little different. It says “Gain X life on X gem matches”. But that’s also a whammy against the player and their team. Whenever I am getting gem matches the enemy troops with these talents are getting healed. What kind of logic does that make? I need to get 4-5 gem matches so I get extra turns, and mana for my own troops so that I can use their skills, but every time I do well with gem matching I get punished by handing out free HP to my enemies?. Really?
I was fighting a team with Behemoth. It had 30 HP. I did pretty well with gem matching and got a few 4+ matches. Next thing I know Mr. Behemoth had over 100hp and was wrecking my team and almost impossible to kill. Even with troops doing purely “True Damage” to bypass his armor, he had so much health it was insane. Then when he gets his ability off and blows up half the board, BAM!! another 100 health. Point is, the player shouldn’t be getting punished for being good at matching gems or getting lucky with it.
And having enemy troops getting freebies (especially 10hp+) every time I do well feels like I should just stick to 3 gem matches and play sub optimally. Oh wait… then that leaves the 4+ matches for them and they get the boosted Hp still.
It’s a lose-lose situation for the player. Especially in the case of behemoth where his ability is to wipe dozens of gems and potentially get oodles more 4+ gem matches on his own.
- Troop Traits. Also wildly inconsistent.
For example, if my character (Hero) has traits like say… elementalist or slayer. Where when I match 4+ I throw out status effects, or when I kill something I throw out status effects, that makes sense. and when my hero dies, those effects don’t happen anymore… that makes sense. The hero isn’t in the team currently to give that effect. Okay… cool.
HOWEVER, that doesn’t apply to enemy troops. When I fight a team with “Accursed” talent ppl, and I kill them. I don’t suddenly get my armor or attack points back. They’re just gone for good because the traits on that troop removed them. So their traits are persistent after they die, but mine aren’t?
ALSO! I’ve seen on dozens of occasions where a troop has a trait like “Death Mark an enemy when doing skull damage”. Okay… pretty straight forward. Except it’s not. These troops are in the last slot on a team. They’re not doing skull damage to anything. Only the top troop is. Yet when that top troop hits me with skull damage, suddenly I’m death marked. And the top troop that ACTUALLY hit me, doesn’t have that trait. But it’s still being applied.
Funny enough, when I have troops that have a skull damage modifier, it never gets applied if they aren’t actually the troop doing skull damage. (Just like the elementalist/slayer example, it makes sense. They aren’t in the team/doing the damage, their traits don’t get applied) But whenever the enemy troops have a trait It sure seems to apply all the time simply because they’re on the team.
I’ve been constantly death marked, stunned, poisoned, burnt, feared/terror right out of a match because of a skull modifier trait on a troop that isn’t actually doing any skull damage. Yet none of my own modifiers ever apply any effects against a troop unless A) That specific troop is the one doing skull damage , and B) it only applies to the troop specifically hit.
It’s never apply x status to whatever troop I want, regardless of what troop of mine is doing skull damage. Ever. That’s an enemy team special ability only it seems like.
And even that’s inconsistent. Yes it’s in 90% of occasions, but there’s sometimes where it doesn’t happen, because some part of the programming acknowledges “Hey! this troop didn’t hit you, so their traits aren’t in effect right now”. And that’s how it’s suppose to be.
There’s times where the game is a lot of fun, and even a great time sink. But the others, I don’t even know what is going on or why a rule is applying or how or if it should or not. And apparently the game itself feels the same way. And if the game doesn’t even understand or even follow it’s own rules. That makes it really hard for the player to.
And just for fun, the suggested matches it gives you (if you have that on) don’t make sense either. When you’re playing, it’s usually going to tell you where the gems to match are. Which is fine, and if there’s a 4+ gem match it tells you to go for that first because it gets you the mana, and an extra turn to do something else… like match skulls AFTER the 4+ match. Since you have the extra turn free and have already matched mana gems.
However, if you have auto play on during explore or trials. The game takes all those suggestions and they go right out the window. I’ve watched it showing me what gems to match, turned on auto play and then my troops immediately match or do anything other than what the computer was just suggesting me to do. (So the computer doesn’t even like the computer suggestions)
To the point that it’s ignored 4+ gem matches in favor of 3 skulls. You know… the skulls it could have gotten for free after matching the 4+ gems.
It’s also ignored matches for gem colors I could use, in favor of matching gem colors none of my troops have. Heck, none of the enemy team even uses it either. So it’s not a case of “well… I can’t use it so I’ll take it just to keep you from using it”.
And last but not least, mana surges. Some times/usually when an enemy troop gets a mana surge, they get an extra turn like they just matched 4+ gems (is this intentional?) But whenever I get mana surges, I immediately get smacked with the skulls that lined up for the enemy after I cleared the gems… because I’m NOT getting extra turns like they did.
Funny how often that keeps popping up in matches. If it’s something that will benefit the enemy team, it’s almost 100% sure to happen (Mana surges for extra turns even if the enemy team is frozen.) If it’s something that will benefit you, it’s like 20% or less of the time.
And that little to nothing the enemy does benefits you. But everything you do seems to benefit the enemy team. (Big/ Immense traits /Behemoth example above)
Please for the love of Gems, make the rulesets consistent. Make them apply to everything, not just certain troops on certain days between the hours of 3am and 3:05 am when there’s a full moon and the wind is exactly 25mph from the north on a thursday in august.
And re-think traits where we as the players are punished for doing well and because we match gems, we suddenly give an enemy troop more health than our entire team put together. And if a troop needs to be present for it’s traits to take effect, negate the traits when the troop isn’t present. Not just from the hero, but all troops. And if they aren’t the ones doing skull damage, (Specifically their) their skull damage modifiers don’t get applied.
This is mind numbing to never know for sure what’s going to happen because the game is just pulling stuff out of a hat to see how crazy it can get.
~Gets off soap box~