4. 游戏后期的平衡性不行,纯坐牢
TL;DR: The game is a fun grind, but it is not well balanced.
I have about 90 hours in the arena and about 10 in the adventure mode. I have raised a party to around level 100 in the arena. I am recommending this game with some suggestions for the devs. I hope the devs will implement some change so the player feels like they are growing more powerful as they level up, instead of feeling like they are barely holding on and crawling towards the inevitable moment when they will no longer be able to beat a single encounter.
THE GOOD:
1. Arena is a fun grind
2. Great Mount and Blade style adventure map
3. Trading, questing, and dungeons on the adventure map have great potential
4. Customize your party in familiar DnD style (races, classes, core 6 stats, feats, etc...)
5. Turn-based DnD style combat that is well done
6. Semi-balanced up to level 20 or so in the arena
7. Arena allows you to get to very high levels (as long as you build and gear one of a few viable ways. read: dual wield w/ added damage type weapons and mage robes)
8. I really want to love this game
THE BAD:
1. Encounters/enemies do not scale well, this leaves the player feeling like they are getting comparably weaker as they level up. Further, the math simply doesn't work out for the game to remain balanced after a certain point (more detail later).
2. Adventure mode enemy scaling is the same as arena, and since equipment drops are harder to come by, this means its way harder on the player, and the feeling of eventual impotence creeps up even faster.
3. The enemies will ALWAYS focus fire whichever of your characters they have the best chance to hit. This results in frustration and any adventure difficulty other than exploration being almost completely unplayable because you WILL spend all of your money and then some resurrecting your party.
4. Enemies will one-shot your party members with nat 20s. Again contributing to adventure mode being mostly unplayable on anything other than exploration difficulty.
Elaboration on some of the bad and suggestions:
1. MATH: The enemies gain magical equipment every 5 levels, 5 levels behind the player. As +2 equipment becomes available at level 5 to the player, +1 weapons are equipped to all level 5 enemies. Players and enemies also gain bonuses to attack rolls as they level up, and bonuses to AC less frequently. Unless the entire party wears up-to-date mage robes, enemies will eventually have a 95% chance to hit. If the player even lasts that long. If the party does equip up-to-date mage robes, and current level dex bonus items, the enemies will almost always have a 5% chance to hit. I haven't done the math on enemy armor scaling, and its been a while since I went to high levels in arena, but I remember my party having a 95% chance to hit on almost every enemy later on. However, even with almost all +multiple damage type weapons of highest rarity, enemy HP was starting to outstrip my damage and just become a general slog. Finally, this scaling was only possible because I realized after a shorter playthrough that dual wield fighters with +multiple damage type weapons and mage robes were the only thing that could scale to keep up with the enemies HP and +to hit (at least up to level 100 or so).
2. EQUIPMENT SCALING: Unless the player finds a bunch of +damage type weapons, mage robes, str gear, dex gear, and con gear early on (and I definitely haven't), the power creep in adventure mode quickly turns in favor of the enemies. At level 1 I can kill a level 1 enemy in one or two shots. At level 2 it takes 2 or 3. At level 4 it takes 4. At level 5 its nearing 5 or 6. Sure I can gain 1 damage every 8 levels due to STR upgrades, but the only actual way to keep up with damage currently is with weapons that do extra acid, fire, etc damage. And, if they dont have a few of these +damage stats, they won't last for long. As soon as I hit level 5 and saw enemies all equipped with +1 weapons, I knew there would be no way to keep up.
3. FOCUS FIRE: Why does the AI always target my most vulnerable party member without fail? If this is the way it has to be, can we at least get line-of-sight cover from party members, walls, rocks, etc so I can strategize to keep my weaker party members out of harm's way? Many classes are not-viable because of this AI decision. Early game, any ranged enemies will focus fire my casters down in one to two turns without fail. Also, with minion enemies doing full damage, human crossbowmen are some of the most dangerous enemies in the game. Yes they only take one hit to kill, but there are 15 of them and they do 1/4 to 1/5th of a party members HP on a hit, have a really good chance to hit, and super-high initiative. Again, this leads to fighters with cleave (kill an enemy, get a free attack on an adjacent enemy) being one of the only playable options.
4. ONE-SHOTTERY: I can appreciate that in any given fight, a fantasy character could realistically be brought-low by a well placed enemy blow. In DnD games this can have a little more flare, as the party generally has more than one way out of a situation (read: diplomacy) and typically engages in far-less fights. In a game where I am expected to engage upwards of a hundred enemies to gain one single level, and I can expect to recieve at least a couple of attacks from those enemies, thats about 10 nat 20s per level (thats if it was actually a 1 in 20 chance for the enemy to roll a 20...). If each of those nat 20s has a 50% chance of putting down one of my party members, I can expect to pay for at least 5 extremely expensive rezzes per level in adventure mode. I wouldn't want to suggest messing with the math for enemy weapons or damage, but perhaps it would make sense to add a fifth difficulty between exploration and normal where the player characters have death saving throws like DnD 5e
(would also need to change the AI to recognize threats and not just maul the downed characters because they are the easiest to hit). The odds are simply against the player when enemies are neverending, but their party is not.
Conclusion: I want to love this game. It has so much potential. I love the turn-based DnD style combat, I can tell a lot of love has been put into it, and the adventure mode is 100% my style of game. But, it needs mathematical and practical balance. If the devs would appreciate some input on this, I would be happy to help (I am a software engineer and, more importantly, a DnD nerd).