![]() ![]() Dofus Arena was a budget team builder and likewise that had everything to do with its combat. They were distinct games: Dofus was an RPG and that has a lot to do with what its combat is like. You can easily give the player too many pieces to play with and actually lessen the need to be imaginative.Īnd I don't think comparing to Dofus's battle system makes sense. to choose from, IMO it was a good amount, not too much or too little. If you mean the amount of items, spells etc. But that was the meta it was born with and the only one we had.Īlso I'm not sure what you mean by limited. I never got tired of it or felt I reached any kind of limit, even with meme builds I had incredibly fun games and many, many weaseled wins against good players with good teams, and I knew exactly how I managed to win and it felt great. It was, to me, a remarkably enduring meta. So if you're saying the game was stagnant, of course it was. There's always a "meta", and because that's inevitable, cause it's just common sense, they do things like reslease new cards, change existing cards, have different playmodes or a current pool of cards considered "standard". That type of balance exists in games that aren't about contruction.ĬCGs, for example, are very much about constructing a deck and playing it well, but we see ALL of them always have top tier decks. As nice as it is to imagine a game where every build can live up to any other, it's a pipe dream we should never expect. If you can't have fun without winning or reaching high on the ladder then I understand.īut in any competitive game based on a construction element (in this case budget team building), there will alway be the optimal builds, it's inevitable. I agree that at one point up the ladder no amount of clever playing or luck could get me a win against a good player with an optimal team who didn't make a mistake. ![]() I made creative teams I never saw before and did climb the ladders with them. I totally disagree with lack of build customization. The moment they f*** that up they're done. ![]() If it wasn't for the resonating success of Dofus I think this company would have died, a long time ago.Īs of now it seems that Dofus is the only good thing they have to offer. Maybe I have a higher hope of key talent walking away with IPs than Ankama straightening itself out. And I must say, unfortunately, that it's altogether a shitty company. And I've read on GlassDoor reviews by former employees of Ankama. I also played Dofus for years and years, which I loved, and got a feel for the company as a consumer. We still yearn for it in 2020.īut unfortunately Ankama's significant talent is dragged down by other parts of the company. ![]() It was deep, creative and replayable, and fun and I loved every win as much as every loss. I owned and I got owned and we went right down to the wire. Maybe Beta could have used some balancing, being Beta, but just from my experience, and I played a lot, I never felt like I won too much or too little, I never felt like any play or strategy was cheap or OP or anything. And I think you can always monetize a game if it's a good game and you have good people on the job. The game looked worse, played worse, seemed almost designed to be monetized instead of just being good. I played Dofus Arena Beta and it was my favorite game ever while it existed, and is certainly still one of my favorites now from memory.Įvery step Ankama took with Dofus Arena from Beta, which I assume was the first incarnation, was a step in a bad direction. ![]()
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