Hi I'm GraySea, your average Valiant Force player. As a beta tester for more than a month, I've decided to give the game a review and share some thoughts on what I think about the game.
Townhall
I've had backgrounds of playing RTS previously, and the design of Townhall really bugs me. First off it doesn't scale off what a player should be getting. It doesn't help the player at its level. Why do we need to max everything to upgrade Town Hall? There's a few threads similar to this floating around so we can reference to them if you want.
An example would be Armoury -- when I reached the point when I could craft a 4* guardian armour, my Town Hall is level 15 but my account level is 57. I haven't even able to clear Legendary for the required materials, and therefore the Armoury was a waste of gold to build. I hit a roadblock and I could not progress. It serves no purpose other than to occupy a plot so I can upgrade my Town Hall for further buildings.
And in a grander scheme, people mostly just upgrade for the sake of getting gem cavern/strike tower/wishing well etc. People probably will never have uses for Armoury or Salvage Altar. I'm fine with a Weapon Forge starting low level but at least let me use time and gold as currency progress to the point where it's on par of my personal level. I had been keeping 3* weapons to forge but I still couldn't upgrade it to make use of it since I have to wait for Town Hall to upgrade. This is overall very inefficient and impractical. This reflect the design flaw where if we decide to spend on progress our roadblock, Armoury ends up being useless, because we already spent for the armour we wanted to get anyway.
Another problem is that it will be a waste for those who do not utilise this section of the Town, due to how it is only optional whether you choose to use these buildings for your further advancement.
One solution is to unhook the level of the building from Town Hall, while still retaining unlockables. What I mean is that I would like to build a level 10 gold mine at an exponential price in gold and time (preferably scale with player level), but if I want to get further buildings I'd have to unlock by upgrading Town Hall. That way we will all get what we want -- have efficiency and have more freedom to plan what we want in our Towns, and at the same time still provide a legit source of gold sink due to the exponential factor.
As I've also mentioned in one of my forum posts, I really want the Town Buildings to have more elaborate descriptions of what they intend to be. I've been hearing my friends asking each other x or y? And it just seems to me people are unable to make a decision based on the description alone. I don't really need a very detailed guide on what they do, but the game should be playable without any use of external/community guides. Any game should do that, and I'm disappointed that the Town overall is lacking in that. It just seems to me the game designers didn't discuss with each other how to make the mechanics of the town flow with the actual progression of the player. But since this is CBT I'm hopeful to see more changes on that.
Stats - MAG
This is more towards Arena but applicable to PVE. I'm going to go straight to the point and address the most annoying thing I have to deal with: Why is MAG responsible for both M-offensive and M-defensive purposes, while ATK doesn't? The more damage a mage does, the less vulnerable their M-defensive capabilities are -- this doesn't sound logical to me. Are we supposed to have no reliable way to counter mystics? First of all they're already automatically kiting all melee units, which in a turn-based system is make or break. And to be able to build on ATK to get enough damage and crits for them we have no capacity to build MAG. Not to mention since their range is unlimited, they can be placed in backline, adding in lane reduction (which is exponential, btw). Is it just me or none of this makes sense? Yes there are mechanics to counter them but it's not quite as reliable, unless we go for an earlier turn silence, which promotes the rise of Isabella Invoker meta. Is there more to look forward in the future that MAG wouldn't be so overwhelming? I'm able to wait and see changes on this.
Stats - CRIT
CRIT is the most potent stats in the game atm, and I think a few of the people around here have reversed engineer enough to figure that CRIT means crit chance and at least 1.5x damage of ATK. However what I don't understand is why at high amount of crit (<3000) our crit rate still doesnt feel more than 80%.
I've conducted test with a 1800 CRIT Sharpshooter-Cybella (Kratos), and I put her next to an Invoker Isabella, and have her kill the whole room of mobs in Aaria's event, normal 3-3 last stage, which has 6 mobs and 1 boss. Isabella will proc 6 Assault Killblow triggers on Cybella to kill the boss. It's about more or less 100 normal attacks of sample size. And the results were 50%-60% crit chance. My friend conducted another test with his Royal Huntsmen-Kane (Hera) at at least 2.7k CRIT, has less impressive results (at 30+ normal attacks). The only conclusion me and my guildies come up with is that whilst CRIT is potent it has diminishing returns and less reliable than straight up ATK stats, which leads to..
CRIT auras being less impressive than other auras with the similar effect. We have to RNG(Crit) -> RNG(chance of trigger), which I think is quite unreliable, compared to 100% Assault Killblow or Persistent auras. Which definitely affect people's choice on what to go for in their job tree selection.
And it also lead to CRIT faith being less desireable (for me) than Ares or Zeus, as they provide other more consistent stats such as ATK and HP.
My suggestion is to have at least have CRIT cap with actual display of CRIT chance, and have CRIT synergise with the hero itself, such as chance to provide Life Steal, or a higher chance of CC (Aaron's 75% is satisfactory), etc. With Shadows already being underwhelming in late Legendary stages (act 3-4), this would give Shadow's refresh aura a lot more reason to be used due to the Rogue's high risk high reward nature. At current state, Shadows are just sub-par meatshields due to the lack of defensive mechanism and melee.
Teresa vs the World: the state of Healers in Arena
I personally love Lucille Archbishop in PvE way more than Teresa's persistent aura. Why? Because I have a lot of units that give chances for Lucille to proc more of her aura which results in more heal-per-turn potential than Teresa's 1 heal limit. However that wouldn't be true in Arena because Lucille Priests cannot utilise her aura and her heal skill is shield+cleanse and not party, where as all variation of 5* Teresa is party heal. Personally I don't really mind, due to the fact that Arena has effectively nerf healing efficiency. So tell me, what's the point of healers to HEAL in Arena now, unless they're Teresa Inquisitor with 2 Elementalists pointing at them? Healers in general for the current meta of Arena, are more viable for debuff and specific tactics, this includes all Sage lines. Sage lines with Elementalists pointing at them still can effectively perform party heal as well. I would like to see changes in Lucille's kit/job tree to be frank, because it just seems to me, or to an average person, Teresa/Luthor is the go-to Acolyte, not Lucille (which is not true for any other DPS valiants).
These are the main points I'd like to bring light to the table for the developers. Other opinions will be presented in shorter description.
Things I like about the game:
- Good aesthetic narrative (art, music, sound effect, provides aesthetic narrative to the game)
- 2D designs are bae
- Upgrading equipments aren't tedious, they are not locked behind cash shop consumable RNG and have fair gold requirement to reach maximum capacity
- Reliable source of income
- Reliable source of upgrading our teams
- Steady flow of free gems
Things I don't really like about the game:
- 3D graphics needs to update to 2010's
- Simplistic story
- Voice acting (pros and cons, but mostly cons)
- Bad pulls will really screw you up in the game. Aaria event would be unpassable if you don't have a 5*-able unit
- Bad pulls also give you a rough start. I'm not unhappy about my Lucille start, but I progress very slowly which at times feel disappointing. The only good thing is I hit roadblock frequently and have to find all the options I have, which I'm not sure how many people are willing to go through. (Players in our community that have spoken so far sound impatient and seek for more instant gratification, as it's true for more mobile game players)
- Arena meta
- Meta that the game encourages players to gravel towards (WHATS THE BEST CLASS FOR VINCENT?)
- Unsure about how to have a substantial way of earning gems other than Gem Cavern
- Faith is just another layer of RNG to screw with our choices, which leads to...
- For the exception of Zedd and Kiera, job trees of 5* heroes doesn't provide substantial choice of an undesirable faith
- The balance of f2p and p2w. This game so far has no reason for f2p to exist. There's no symbiotic relationship between f2p and p2w players that creates a reason for f2player to work towards a goal to provide resources to p2w players. This would seriously discourage the participation of f2players, especially Arena.
- (META) We should probably work on updating the wiki... A lot of the information in game should be transferred to the Wikia as well.
Special thanks for a few friends on this feedback: Kuu, Jetto, and other guildies and friends~
Thank you for reading this feedback! Please provide your constructive criticism if see fit!