Gotta agree with JDub re: gold cards. They're good, in theory, but their actual implementation just feels off. In the later stages nearly all the cards the opponents play are either the high-costing, most powerful, or the low-medium costing but gold cards. Putting the players at an even worse disadvantage is how the gold creatures we can craft early on are barely even worth the effort. I also have to agree with some of the above who noticed the Cool Chest drops being noticeably different this past weekend. After the update and before the weekend hit, I was able to get 2x Well-Dressed Wolf cards (rare, Niceland; 3-cost, 10atk/18hp; 2 floop to heal all damage from it), as well as a gold Farmer Tom, and just a small handful of other gold cards. Once the weekend came around it's been nothing but a fairly limited pool of cards. If I had to guess, KFF moved gold and other rare+ cards to the Algebraic Chest to create further incentive to use it; I imagine many, if not nearly all, of us were skipping it in favor of the Cool Chest. Additionally, the drops do seem focused: the cool creatures are typically ones we're going to need to make their gold version. I like that the update added more levels and thus more chances to get Gems through 3-starring the levels, and the inclusion of new cards as well (both drops and crafted), but it feels like some fine-tuning needs to be done here and there. I was really excited to see the Sand Jackal as a new card, but damn, the costs to make it are unbelievable. I get it's powerful and all, but 5x Sandfoot, 3x Sandwitch, and 1x Sand Sphinx?! I guess I'm conflicted by the update. I know KFF worked hard on it and there's bound to be more changes in the future (for better or worse), but this latest update has the same feel as before: opponent plays the best cards in the game and we hope to get lucky defending with the combat wheel (which I still feel spins *way* too fast in the end game) and keeping up with summoning new creatures to kill theirs before they overwhelm ours.
I'd love to have four Sand Jackals but there's no way I'm giving up all of my Sandfoots and Sandwitches just to craft one Jackal. I'm definitely looking forward to the next update for the same reasons as you, Metronome. Although I don't have a problem with the battle wheel. Hopefully Ricci & KFF take on the feedback received here and on Facebook and continue to improve the game. On a tangent: I'm thinking that the game could really use an arena that's off map. You could take on increasingly tougher opponents/decks with a gem or two as a reward. Five or ten opponents, you go back to the first opponent if you lose against anyone, the cost to enter could be half of your hearts (or maybe even a rare card?)...it would be a good alternative to the map for those of us who have finished it and snagged all of the gems.
On a tangent: I'm thinking that the game could really use an arena that's off map. You could take on increasingly tougher opponents/decks with a gem or two as a reward. Five or ten opponents, you go back to the first opponent if you lose against anyone, the cost to enter could be half of your hearts (or maybe even a rare card?)...it would be a good alternative to the map for those of us who have finished it and snagged all of the gems.[/QUOTE] Not sure when this is coming, but this is something thats's on our radar in some shape or form... Ricci
I'm pretty disappointed with the game after the most recent update. Before I was always excited to progress in the story because I knew there would be new cards I never saw before and it actually motivated me to pick up the ipad that's was collecting dust, and grind for coins for the chests/try and get those great gold rare cards. But now it just seems as though the effort of grinding never pays off. The Peppermint Butler levels give cards we've seen 100 times before and the cool chests only give the same cards over and over without any variety. Sorry if my rant is obnoxious to read, but seeing developers come here and read what you post and actually make changes is pretty rare in my experience. Even if this doesn't change anything, I know you guys will continue to make changes to the game in an effort to make it better. Also, getting a Gold Field Reaper when I was literally in the process of grinding for the cards to craft one was the highlight of the game experience for me. Are there any plans for crafted cards to have a chance of being gold instead of normal?
Questions to developers: Can we have new card drops from cool chests? Or just the same drop that was before lowering the price of the chest? Or do you consider allowing to buy algebraic chests for coins? (for example 1.000.000 coins for 1 chest). Because there's no way for non-paying players to improve their decks beyond some game point as cool chests drops are set and level rewards are mainly spells.
I agree with card drops... If they stay like this when multiplayer comes out (or even if it doesn't) It will be pay to win 100% Which would probably boost the money you earn however when the app already cost us it really puts us a disadvantaged position not to pay a lot more..
One more thing, I think that especially after the last update, when the card drops changed, it would be nice if there was a built in list in the game that would tell us what we got in each level. Maybe have the cards that you can only get after 5+plays in a row be highlighted and have it be an extra achievement for us to get (like 3 starring all the levels). I think it would be a good way to keep interest up in the game!
Since finishing all of the current levels and gaining all of the stars I've kinda cooled on this game. Looking forward to further updates, especially since the gargantuan change to the loot table (haven't had anything useful drop from chests won in battle or from the cool chest for about three weeks now).
I've made an experiment of 100 consecutive runs at the same level. I've chosen level 109, it's the first one with Hunson Abadeer in dark forest. So I was battling him and writing down all my drops and the final result was disappointing. After 100 runs I've gathered 300 chests and did drop only ONE good card - golden Sand Jackal. There was in total 8 golden cards but the rest is not worth mentioning. Here's full list of my drops with drop chances: https://www.dropbox.com/s/oifjljwev4yld40/Level%20109.pdf
I agree. I've been holding off in this one. Looking forward to impressions. Also, when this game first came out, I read that the game REALLY wants you to spend money on IAPs. Apparently there's even an energy meter that you have to wait to recharge (or spend real money.) Has this been changed at all or does the IAP system feel greedy?
Hey! There was an update today, so Deck Wars is finally out! Check my review at: http://jakeoria.wordpress.com/ For me it's a bittersweet update, I see how it is going into massive IAP...
I really want this game but from what I'm reading in the comments it gets stale after a while and it's becoming a pay to win money grab. Pay to win on a game you have to pay to download is pretty lame. I think I'm going to keep holding off on downloading it until I hear some major improvements in the game
This game has been broken since the first update. It freezes in the title screen and will not progress. I have restarted, reinstalled multiple time and also reinstalled my os. I have an iphone 5s and no other games have this issue. Has anyone else had this happen?
This company is disgusting I have never seen a paid game become a extreme pay to win game. It's immoral to screw your customers like this but not have the courtesy or guts to admit it.