I made a post about tips for newbies because I felt I was playing the game wrong but I was told I should instead give feedback in order to avoid that type of confusion in the future for other new players. So here we go!
- Love the concepts of all the classes and how different they are from typical Fantasy classes
- Love the look and visual design of each class
- The weapons are brilliant!
- The classes feel unbalanced. It feels Hunters are very effective, but the other classes have lots of drawbacks.
- I wish there was a purely support class. Sort of like a shield (Even a whacky one) wearing Cleric/Medic. This class would be there primarily for buffing and healing the other classes and would have little to no offensive skills.
- Love the Knockback and Stun mechanic, it is extremely useful in every encounter.
- Extra Survivavility...sort of? It's there, but it feels like it needs a little buff.
- The taunt is fantastic and very helpful!
- Mobility. This class is supposed to be the first line of defense yet mine are always lagging behind all the Hunters and even Alchemists. By the time my cabers get to a cadence it's dead. This also makes it harder to go help an ally in need. Since they have no range options there should be a way to get them in the fray faster. I understand there is a "Charge" skill at later levels, maybe make them get it sooner?
- Range is great.
- Cloaking skill, once I learned to use it is fantastic.
- Most effective and well rounded class with strengths and weaknesses that make perfect sense.
- Very dynamic class with range + melee
- Extra flask skill is awesome, two attacks in one turn is great.
- The sound they make when they move
- Hybrid class means it's mediocre at range and mediocre at melee. Smaller range AND damage than hunters, lower survivability AND damage than Cabers. I fail to see why I'd want one on my team.
- Running out of flasks makes the class extremely underpowered and a crutch to the team.
- While being able to attack twice per turn is great and it puts it at par with the other classes, once they are out of flasks the ability is pointless.
- Terrible survivability once it runs out of flasks.
- Explosion area makes no sense, why is it just 5 tiles instead of 9?
- Healing/Support/Buff/Utility flasks with a different count than the explosive ones. I thought this was going to be my support/healing class.
Gameplay and Mechanics
- Difficulty. This game is hard, at least at first. The enemies are interesting and varied with terribly annoying and punishing skills that make them all a threat.
- Environmental damage from exploding bushes, etc.
- No cover system. I was sad to see that there isn't a cover system as it adds so much more depth to the tactics.
- No healing/buffs. Mostly the healing, there is no way of recovering from a particularly bad decision or accidental right click.
- A way to heal heroes in battle (A healing class, basically)
- A cover system. I was looking forward to Fantasy New XCOM, but without cover my favorite part of new XCOM is gone.
- I didn't notice that building in certain areas gave the buildings and heroes within buffs. Did the tutorial mention this? It wasn't very obvious at first so I started building based on the way an area looked. Maybe I wasn't paying enough attention and this one's my fault, in which case, ignore it
- I built one of every building with my first three researches and this gimped me tremendously as I ran out of heroes very quickly and I couldn't keep any of my buildings stocked. I wish there was even more emphasis on the importance of keeps.
I think those two could be helped with better Chalice V/O help at the tutorial phase.
- Passive buffs make buildings other than keeps a little boring. I'd like to interact with the Training and Scholars buildings more than just to assign new people when the old ones die.
- I want all of it. The options are all very appealing!
- I love that it's tied into the timeline.
- Doing only one thing at a times makes the progress very slow
- Since I had a hard time keeping all my buildings stocked with heroes and wasn't able to recruit as many as I should have I struggled to get any reasearch done.
- Tying recruiting and adoption with reasearch doesn't make a lot of sense and makes the research process take far too long.
WISHLIST / SUGGESTIONS:
- Make the Chalice building handle all Hero business only. Recruiting, Adopting, and Inventory/gear management. This would be independent from actual tech research on the timeline, they would run parallel. Sort of like in New XCOM you have a time line for researching and one for building.
- Make the Scholars building research new technologies; maybe make it so instead of researching one at a time you can research one per scholar in the building. That would give me an incentive to build the Scholar tower much sooner, and also to fully stock it with heroes. It would also make it a more interactive building.
- The geneology aspect of it is very fun!
- Deciding what to do with your heroes is always tough. Do I put them on a keep to make babies, keep using them, or make them a scholar/trainer?
- Lifespan feels short. I wasn't able to max any of my heroes out which in turn made me not get attached or care for most of them. Losing a hero was only a big deal because I was losing heroes faster than I was gaining them (Since I didn't build enough Keeps), but there was no emotional connection to any of them, losing them was an annoyance, not an excrutiatingly painful moment like losing someone in New XCOM or Final Fantasy Tactics is.
- Random attributes feel weird. If a hero has bad Dexterity, why is he a Hunter to begin with?
- I didn't know children always get the Reagent's class no matter who the Partner is. I thought I'd be building hybrid classes (Hunter with the Caber skill to push back or the Alchemist skill to throw flasks) I'm OK with no hybrid classes, but I would have liked it if it was more obvious which class the children would be all the time.
- They all seem useful and things I'd like to get my hands into!
- The requirements are fair
- Research time is long (Which is fine) and since I can only research one at a time (Combined with having to choose between recruiting and researching) I ended up researching just one thing; the rest was spent recruiting and adopting. (This might not have been an issue had I emphasized building keeps more at the beginning)
- I forgot to equip the one thing I did research, I wasn't a fan of the inventory management being kind of buried as just a tab along with the Hero's info and talent tree/skills.
- It's not clear whether items are a one time use only, in which case it's not worth researching them at all. If they are multiple/infinite use/passives then why not call it "Accessories" instead?
- What happens to a Hero's upgraded weapon and armor when they fall in the battlefield?
MORE in PART 2