You fellas who are already raid-leading across that colorful map, do battles consist only of bosses plus a few summoned minions?
Together with the low number of classes, the fact that each hero can only use two perks at a time, and what seems like rather slow action (the comparison to Battleheart does not necessarily have to be made, but I'm making it
), it seems the lack of large-scale horde battles might make the gameplay a tad rigid and lacking in variation, as the player is not forced to rearrange and keep his heroes mobile to respond to different incoming threats (as per Battleheart). Perk management seem to be the order of the day (i.e., mostly standing still and activating perks), and compared to having to manage perks (abilities/skills, etc) AND move about the map nearly constantly, just having to activate perks seems considerably less dynamic and engaging.
Originally Posted by GeekyDad
Same, looking forward to it arriving in the U.S. But I wonder if there are any story/RPG elements at all, or if it's straight-up combat.
From what I can tell from the trailer, the RPG elements are the purchaseable perks, plus some form of less dynamic leveling. As for story, I think the few lines of text in the intro plus the bosses' short dialogues might be what we get.
(I hafta wonder... while story is generally not the focus of many games, especially of this casual, easily accessible mobile kind, why even bother writing a story as superbly, deeply, overwhelmingly archetypical and shallow as this one?