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narsegan

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  1. I played this map for the first time, and on expert as well as solo, and personally I would say a big problem with this map is the instant fail in the form of the final objective, it's essentially a cheap death, which would happen on all difficulties. The final objective shows up when you claimed the final elemental tower, several waves spawn and they will march towards the shard, however the problem is that at no point in the game does it make you aware that you actually need to defend the shard, this resulted in me losing the game as my army was at the top left of the map and I of course did not have enough card charges to stave off that absolute massive wave of enemies as I only had a single charge left on all of my cards, this is in my eyes a surprise instant fail objective and bad game design, since the only way to know about this, is to die to it first, this is one of the ''sins'' of video games, as this takes away the skill of the players and forces them to die to a ''cheap death'' and only then they would know how to avoid the cheap death next time. As players naturally you play to complete the objectives you're given, yet if you do exactly as the objective says you will find yourself losing the first time as it does not give enough time to move your army to the shard in order to defend it. This can be solved by either making the player more aware of this happening, as it can be easy to forget about if you haven't played the map in a while or have been playing on the map for nearly an hour and when you're playing for that long you tend to only focus on the objectives. Or by including a countdown timer, you have x minutes to get back to the shard and set up defences. Though I believe it is better to make the player aware of it during the game as that way they have more time to setup their defences. Furthermore I would also find it counter intuitive that the best way to play the map is to ignore the objectives for a certain amount of time, though you would of course only know to ignore the sole objective of the map if you have already played and lost to it before. The other map I can think of that has a surprise mega wave like that is Crusade, however the important difference there is that you already have defences setup as that is naturally part of the objective, not the case with nightmare's end. I therefore wonder if perhaps another way to encourage players to setup defences around it is to just make it similar to the previous mission and have the shard give power(description says it gives power on nightmare's end but I'm not noticing it) and send enemies at it now and then. This will encourage players to defend it as they gain bonus power from it. Or alternatively if that wouldn't fit in with the lore place power wells there. A player should never be punished for doing what the game tells them to do, nor should they have to die first to know how to avoid that death., theoretically if one is skilled enough they could avoid any death, yet this could never be this case with this mechanic as it completely surprises the player. One could argue I wouldn't have lost if I tried the map on standard first, however the problem still persists on standard, no matter what difficulty you play it on for the first time there will be a very large surprise monster wave at the end which you will lose to if you're not aware of it, be it on standard, advanced or expert. At the end of the day this will be a problem for everyone who plays the map for the first time, or everyone who hasn't played the map in so long that they forget about it. There were some rather rude people on Discord not open to discussion, so I will simply leave my feedback here and leave this forum, do with it what you want.
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