I’m trying to write this from a purely critical standpoint, but honestly, I am absolutely livid. So if that comes off, I apologise.
Firstly and most importantly, this game does NOT scale well. What I mean by that is, as you get farther in the game, the difficulty curve does NOT match the player improvement curve. I am level 115 and have “mastered” the art of team building, and yet, I am unable to complete the online story, finish any of the first one events, finish any limited online events, the list goes on. But the problem isn’t my team building, I can make a team to effectively counter any other team after a few tries. The problem is always a mix of the following:
Impossibly large enemy stat buffs
Larger enemy team size
Multiple copies of the same monster in a team
Impossibly high enemy team costs
Cloners
Besides the last one, all of these problems are bias against the player, as in the player cannot through any method receive these buffs, and when a game does this, these battles stop becoming fun and challenging, and turn into aggravating and impossible feeling. I have literally banged my head against some of these levels hundreds of times over the course of months, and have still never come close to beating them. If your game presents a challenge but not a way to overcome it, it need tuning.
Secondly and actually finally, the randomization system for a couple key components of the game needs tuning. I had been saving gems for a long time waiting for a special egg to pop up with baublebash or jingledragon in it, and as most of you know, recently an egg with both popped up. I bought FOUR. FOUR 10 packs. And not only didn’t get either of these legendaries, but in fact didn’t get a single legendary at all. Out of these 40 eggs that cost me a total of 160 gems, I received one mythic. The rest were super epics or epics. THIS. SHOULD. NEVER. HAPPEN. if your randomization system is completely random and unbiased, then it needs to become biased in our favor. If it is biased against us, it needs to become completely random and unbiased. Or, simply do what you did before and guarantee certain amounts of certain rarities. One legendary for 10 pack, or one featured legendary for 10 pack, or SOMETHING. But currently, the odds are against us too heavily. The only other system this complaint applies to is the chance of getting different elements of pixies, bottles, etc.
And actually, after looking everything else in the game over rather heavily, everything else sits in the range of acceptable to very well done, with most elements being in the latter. The story is INCREDIBLE. I loved every second of it, even though there was 0 animation or voice acting to the characters. I wouldn’t change a thing about it. The actual battle mechanics have rigid rules and is almost 100% up to team building skills, and you can actually predict a few moves ahead because it’s so incredibly tightly constructed and balanced. The training system with the cards is good, I like everything besides the fruit economy, IE getting a monster to 99%, using a fruit, and only getting one turn out of it before the monster is fully trained. The upgrade material collection system is good, with the exception being the lack of any reliable method to receive ocarinos, the ticket system works, the “exploration” on the islands and in dungeons is very strange but doesn’t take away from gameplay, and I could keep going on for ages. The only things about this game that NEED fixing are the things mentioned above, and below are some things that I feel SHOULD be fixed:
It’s statistically impossible to awaken a mythic.
You should be able to click the enemy team icon and see what’s in it, just like you can do with your own.
Training point max should be increased to an even 120.
Maximum team cost should be exactly enough to have a full team of legendaries without special moves (208).
Potion upgrade should cost 10, not 50.
Maximum tickets of 105.
And that’s all I can think of for now.