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First, I wanted to say that I am enjoying the game a lot!
One balance recommendation I have is to increase the rate at which you get crystals to unlock new items.
I am currently at the witches maze and I find I am lacking the unlocks to make a strong enough team to beat floors 10 and up.
Going back and doing other dungeons only gives me around 15 crystals / hour, which I think is a little slow.
Thank you for loving Vivid Knight!
We will share your written comments with our development team as valuable suggestions.
Thank you for your continued support of "Vivid Knight".
sorry but you need to manage your mana better, get more from the alchemist or something or just heal the damage you get when you are at zero mana. Had full golden team at the witch https://i.imgur.com/XwbuQLp.png
My only comment is it is too difficult. The bosses are extremely strong, and I feel like I can never get enough carats to buy enough gems. Please please please tone down the difficulty.
You don't even need that many gold characters. I beat Witch's Maze my first time with only 4 gold characters. Sometimes, the silver characters are more useful because of their abilities and being easier to upgrade twice. Green Wind Chrome and Selen the Perfumer are great silver characters.
While I don't have problems with gems, I think the bosses could be looked at again for balancing issues. I don't think they're way over-powered, but a slight damage tweak down is something I could see, imo.
Having 4x shield gems is usually because enemies are unpredictable (as you don't know how many Danger attacks you will be facing in a row), so it's for emergencies or covering CDs. This usually leaves you 2-3 gem slots remaining to play around with and what you put there are often still very important (Forest Medicine to prevent enemies scaling off you getting Shocked or disabling you with Paralyze, nuke gems, Shock/Freeze gems if your symbols aren't providing you those bonuses, that Trueblade gem I don't remember the name of for setting up quickly in certain Trueblade spamming comps, etc.).
Also, the 4x shield gem setup is merely standard given that you have no sources of gem CD reduction. If you do have some good sources of gem CD reduction (like high Pink symbol synergy or a few Arcane Cores), you can sometimes cut 1-2 shield gems. It just happens to be that the defense requirement is a lot higher than the offense requirement in this game, so it's easier to leave offense scaling to your symbols and use gems to help scale defense.
I do wish that a true spell-nuker build was available with Amelie, but I suppose that's what the other character is for anyway, so *shrug*.
Which is a bit funny since Amelie has access to Sunlight to boost her spell-damage but the Witch doesn't have an equivalent symbol for Sunlight buff. Seems a bit odd, and I'd like to see the Witch get that symbol buff.
More economy choices would be nice. Right now there are a few incentives to save gold (10% gold gem, hole event) but otherwise it's pretty one dimensional.
There should be more ways to use mana. Players should be rewarded for good mana management instead of only punished for bad mana management. Could convert excess mana into gold (1 to 1) at end of each floor.
Unlocks should come faster. The end-game should be climbing ascensions, not slowly unlocking stuff. I think you should have everything unlocked by the time you start climbing.
Freeze is overpowered and makes all normal enemies do zero damage even up to floor 13. It should have a power curve (either strong at start and falls off, or starts weak and ramps up) instead of being so strong the entire game.
Green is also overpowered with mass symbols. You can run non-upgraded units up to like floor 10 and still have 300+ hp. I think green should be a flat bonus instead.
Not enough sources of sustain (small amounts of healing every fight). Without sustain, it's easy to get chipped down and need to heal with mana/crystals, which snowballs into a losing run pretty fast.
1) Make Thunder Lion Topaz's ability quick instead of battle - in my opinion this fits his theme more since he gives all enemies shock. Since he tends to go last or nearly last in the turn order it means the first turn his shock does nothing.
2) Slightly buff handmaiden Morion, she's pretty weak when compared to the other gold units. Her only redeeming quality is she double hits with plum crest for 2x healing.
3) Nerf shield. In my opinion it would be better if there was 2 forms of shield; 1 for phys damage, and another for magic. Currently the game state basically just forces you to run 3-4 shield gems so you're basically unkillable. It would be much harder and require more planning if there was a shield for each damage type, rather than all damage.
Other than that overall the game feels well balanced to me. Really enjoyable and interesting kind of deck-builder-esque concept.