Things that make no sense in Gems of War?

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That the maximum zoom out on the world map is so limited, it feels like I have actually the maximum zoom in selected. For me that makes no sense. I want to see ALL the world map when zooming out to the max.


The game asking me to select an enemy in battle when there is only one enemy remaining makes no sense.

4.1 related: with new categories in inventory, it makes no sense to have Vault keys not placed in keys section.

  • It costs 50 gems to change classes.

We can’t choose/purchase multiple amounts of something in the Shop. We need to buy Troops and other bundles one by one E-VE-RY-TI-ME!


I don’t get that either. Same with an Ultra-Rare room having the same chance as a mere Rare room. Why?

I also don’t get why Cockatrice has such a low mana cost and feeds itself yet other mana drainers don’t get that luxury (Florian, Nyx and so forth) so why does that troop get that luxury (He also gets entangle on the ability cast by the way).

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How come the executioner can have nipples and orions herald can’t


There is no clearly defined scoring system in Guild Wars, the game’s most competitive mode.


We have mailboxes, and even a messages tab, but we can’t send each other messages.


Wild Plains. :grin:


Taking away doom from death, but leaving necromancy. Replacing pyromania with infernal armor, and cursed on famine is pretty bad. At least give him indigestable since, well, you kinda don’t get to eat.

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It just looks like a key, it doesn’t open chests like the real keys do. It’s rather an access token, like maps for treasure hunt. Maybe they should change it to something like a vault pass. :thinking:




As much as I love the topic, I thought I should comment to clarify this bit (since I think it actually does make sense). I wrote a little about it here Changes to Faction Events - #10 by Jonathan

but essentially although the multipliers OR percentages may be the same across rarities, it’s never both, as the total will add up to a different static number for each rarity. E.g. Legendary rooms add up to 1.8, as in the example I gave there.

Edit: Rare = 1.35, Ultra-rare = 1.5, Epic = 1.65, Legendary = 1.8 (going up by 0.15 each time).

The problem is that, the Ultra-Rare room has the same low upgrade chance and treasure multiplier as a rare room. You’d think the harder room would at least have a higher upgrade chance or multiplier. The examples you gave don’t help. Both have a very high chance and it isn’t like a legendary room is giving a 20% chance with a 1.2% multiplier.

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I’m not sure I understand what you’re saying. Can you give an example?


It doesn’t, as far as I’m aware. What I was trying to say was that either the upgrade chance or the multiplier may be the same; but not both.

I might get the name wrong but I believe Rocky Cavern has the same upgrade chance and treasure multiplier as something like the rooms that give aflame or venomous to the enemy. They are rare but Rocky Cavern, an Ultra-rare, gives the same results (1.15% with a 20% upgrade chance)


Thanks, I’ll have a look :slightly_smiling_face:

You’re absolutely right!

I think it’s a one-off case, though. I haven’t seen any other examples like it.

Definitely no sense :stuck_out_tongue_closed_eyes:


Dwarf trait that makes them immune to devour…

There’s also room rewards to consider. I seem to recall Rocky Cavern has a higher gold payout than Lava Cracks, other parts of the room reward might differ too. It’s displayed on the center card, currently hidden by the rightmost card within your screenshot.