Dragon Ball Legends The best DRAGON BALL GAME YET?

Well, after playing this game a lot I decided to write a review (although I do not usually do it) and give it negative score, although I must admit that it’s maybe a bit too harsh. This game has its qualities. Especially on the arts side (music, graphics, the world design, etc. ) it’s simply marvelous. It also has deep, complex combat system, that in theory looks awesome. But not in practice — more on this below.

Many criticisms of this game boil down to simple statement: Explorer mode is much too easy, but Classic mode is way too hard. There is a lack of “sweet spot” in difficulty between the two. But I do not think this is really the problem. I’ve beaten it at Classic and got as much fun as frustration and annoyance during that. So there isn’t a problem with difficulty, but rather irritating game design mistakes the developers made. A few examples: dragon ball legends cheats

– The AI cheats and certain mechanics are unfair. For example, there is a Charm spell which makes enemies to fight on your side for short time – but enemies also can use it on you. When enemy charms you, AI takes away the control from you over your character but if you charm the enemy, the game will not give you the control over them. And the AI behavior differs. Charmed enemy characters frequently just skip turns or flee, while your characters will either attack your party, or senselessly waste your resources (potions, scrolls, SP). This is obvious cheating. Similar problem is with Taunt ability.

– Dragon Ball Legends tries extremely hard to be “physical” in restricting your casting and ranged abilities. The target must be in sight, the path must not be interrupted, etc. This looks cool on paper, but really leads only to some tedious gameplay. Isometric perspective is not convenient to judge spatial relations like this with required precision and you constantly are forced to adjust your position by trial and error – but every movement costs action points. So you must frequently save and reload if movement result is not right. Basically the only effect on gameplay of this “cool mechanics” is forcing save/reload scumming. “The Pawn” talent fixes it, but consumes one talent slot which are very few. This should be enabled by default. In addition to the above, terrain navmeshes are buggy and often the game thinks the path is blocked although visually it is not.

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