Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Another huge inconvenience is how much information that is not included in appropriate menus. Needing to go between the character screen and the training schedule info screen over and over to compare player stats. Needing to push alt on several areas to find key information like champion abilities and class. HP bars being tiny and off to the side during battles making it impossible to track who is winning the fight.
Game needs a searchable glossary, still have no idea what most skills do and there is information hidden in sub folders of the help menu where you just have to know you can click into them, and many terms come up before they appear in the tutorial.
On a whole other note for design of the game I haven't played that much but I don't understand waiting until 8 energy or whatever to be able to act, this game would be much more interesting if you could act as soon as you have enough for any of your cards in hand. There already seems to be functionally to bank from 8 to 10 instead of using any, not sure why it doesn't always at least give you control in turns of 2 energy if you have something to play.