PDA

View Full Version : Bugs I found + the Ice Paladin is imba



Minotaar
12-19-2010, 02:02 PM
(all my comments relate to the game running on a 3GS)

When fighting anyone with a drain (especially poison) I find that if I die to poison before the finishing exp period, then the game messes up. I'm guessing everyone else ran into this too.

Comments on the game:

1) I think it's wrong to interrupt player combos to do the two in-fight transitions. Sometimes it's really hard to get the combos off due to ice slows and other things, and the transitions actually work against the player. They are a pretty effect though.

2) The paladins are always killing FPS on my 3GS. The game gets really unresponsive against them, even though the 15 footers are not so bad. It's really frustrating to be pressing dodge and not see my hero dodge, just because of the weird choppinesses / lack of response.

3) It would be nice if there was information on the actual effects of all the various weapons. Poison and life steal seem to be pretty obvious. But fire and ice are not clear at all. I think that ice makes me "scratch" more, if I do not react faster, or that it slows down my reactions. But I cannot say for sure. I dont think that fire does anything except extra damage. This I also cannot say for sure. If the mechanics were better described, I think it would help everyone play the item/equipment game better.

4) sometimes the hero simply does not react when a command is issued. if I dodge a slash and then command my hero to attack, against a paladin, sometimes he just stand there. The same is true for telling them to dodge. A positive graphical indicator that the game has received this signal would really improve our understanding of when we can dodge, and when we cannot, given the current buff/debuff effects affecting the hero (e.g. ice).

5) similarly, the mechanics of blocking are not well explained. How does damage relate to blocking? It is unclear when the enemy can break my block, and when they cannot, though it seems that stronger enemies can break blocks more easily than weaker enemies. Since it appears that there is a logical trend here, ti would be nice to understand the rules better - and switch between the blocking game and the dodging game more rationally.

5) it also seems that some attacks are not blockable. This includes the shield attack that sometimes comes out of the assassin characters, and some other rarer attacks. Other attacks appear to often hit through blocks, while other attacks seem to rarely hit through blocks. For example, strikes that involve a big windup appear to hit through blocks more often, even if the shield is not destroyed. It would be nice to have an in-game explanation of these rules, so again we can play better by understanding when it is smarter to dodge, and when it is smarter to block.

6) attacks seem to get delayed after some dodge breaks and block breaks. The hero simply does not react to attack commands unless you issue them twice sometimes. This is frustrating, and makes me feel like my device is too slow to play the game. If there is a reason why I cannot attack (perhaps I am too slow because I am iced, or perhaps being mid-dodge slows my attack) it would be nice if there was a graphical indicator that showed me that I was currently unable to execute an attack quickly. With such a graphical game, any lack of responsiveness "Feels" like it is making my device slow, even if it's not a question of speed, but rather an aspect of the game's interactivity.

7) Thanks for such a wonderful game, I hope that these comments can help make it even better. Looking forward to the update.

curi42
12-19-2010, 03:06 PM
yeah there are times when your hero is busy (like still finishing up a dodge) and you can't do anything and it just ignores your swipes. so if you're not used to the timing, and you do the next thing you want to do too early, it will get ignored (rather than queued up to do later). with practice this happens to you a lot less.

for some of the other stuff, more info could be nice (like explaining clearly what gold++ vs golddrop++ means), but I don't think it's a big deal. as I see it, figuring out what stuff does can actually be part of the game. like you can learn which attacks go through blocks or not by testing it, just like you can learn which attacks can be dodged in which direction by trying it out in game.

Minotaar
12-19-2010, 03:37 PM
Well, I think there are some things that are more obvious, like the difference between gold+ and gold++, but there are far more obscure things that we should get some info on. It doesnt take away from the game to have that. Especially if you're a casual player and not some hardcore character optimizer.

røger
12-20-2010, 07:51 AM
Well, I guess that's a hardware problem, since ethos was meant for 4th gen devices, I don't experience lagging problems, only stiff fingers ;p