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Dark Road General Discussion Thread



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zander1995

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Not as bad as I thought it would be. Magic does a real dent in the level 50 Watermelon so I was able to take it down, much to my surprise. Let's see if I can do it in auto though (use Cure, auto. Use it.)
I can get through it on auto (with me tapping for deck refresh), so it's honestly not as bad as it sounded.
 

Katsagu

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Watermelon Heartless event is from 6/30~7/31. Event consists of 10 rounds; Round 1~8 pit you against lv15 Watermelon, then Round 9 is a lv50 Huge Watermelon RIP

Mission board:

Defeat 10 Watermelon: Charm x 1
Defeat 50 Watermelon: Mickey x 1
Defeat 100 Watermelon: BP x 1000
Defeat 250 Watermelon: Mickey x 1
Defeat 500 Watermelon: Charm x 1
Defeat 750 Watermelon: Mickey x 1
Defeat 1000 Watermelon: BP x 10000
Defeat 1500 Watermelon: Mickey x 1
Defeat 2000 Watermelon: Key x 1
Defeat 3000 Watermelon: Mickey x 1
Defeat 4000 Watermelon: Key x 1
Defeat 5000 Watermelon: Mickey x 1
Defeat 7500 Watermelon: Mickey x 1
Defeat 10000 Watermelon: Mickey x 1
Defeat 1 Huge Watermelon: Mickey x 1
Defeat 100 Huge Watermelon: Mickey x 1
10000!? There is no way I'm ending this...
I can kill 9 on one run, and with 31 days to do it I have to run this 36 times every day... Oh no
 

maryadavies

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Looks like I might have to do a few draws, but I'll wait until I got plenty of jewels since I refuse to spend money.

But they did give me a bunch of cards; the one that does Dark Break, which helps.

Can't beat the 50 watermellon right now, and i refuse to use the continue things. Those I'd rather save for missions!
 

Chaser

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How do people feel about the last monthly mission being to defeat 50,000 heartless? If you only defeat 1613 heartless every day then you'd get the jewels on July 31st.
 

Sign

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How do people feel about the last monthly mission being to defeat 50,000 heartless? If you only defeat 1613 heartless every day then you'd get the jewels on July 31st.
I'm fortunate enough to be WFH and can leave it running all day so 50,000 in one month isn't going to be difficult in the long run, but not everyone has that luxury right now.

50k for the first full month seems kinda excessive. Could have worked our way up from like 30k, or something. But I guess if they're already asking us to take out 10k watermelons, the other 40k doesn't seem like much :\
 

zander1995

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So update on that "auto mode breaking" issue.

If you have Protect (red), Potion (red), and Attack Boost (red), but the other two cards are blue and green, the game will just sit there until you turn off auto mode and select manually.

Presumably other boost cards will have similar effects to the ones I have.
 

Cumguardian69

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Just saw the game literally use Thunder (green), Cure (green, tinkerbell), and some red card over healing. This cost me a fight against a lv50 watermelon (I don't use charms). Thanks SQEX :^)
 

zander1995

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Just saw the game literally use Thunder (green), Cure (green, tinkerbell), and some red card over healing. This cost me a fight against a lv50 watermelon (I don't use charms). Thanks SQEX :^)
The game prioritizes doubles over single cards, and won't play singular cards if there are any other doubles/triples. So if you don't have any other blues, it won't cure.

Auto mode should definitely be balanced around cures when you need it, but it's not exactly broken for not doing it.
 

Chaser

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There should be an option in the menu to tell it what you'd like to prioritise, e.g. attack, defence (Goofy and Donald's cards), cure, magic, buffs/esunas, so you can get a set up that applies to the difficulty of the content you're attacking.

If it was customisable to be able to tell the game "every time a cure card is in the deck, play it" then a lot of people would be able to grind more efficiently. I don't think the card colours matter for non-attack or magic cards (maybe for cure? idk I haven't tested it so it might tick someone off that Minnie is played before two red cards and their cure is smaller than it would be if it was played with one or two other blue cards, but in saying that I've had auto hold back a Minnie until I had more blue cards in my deck and then it decided to play an attack rather than the cure I needed soooooo idk, I'd much rather any cure than the "perfect" cure)

I also wish the timers for boosts were changed as well. Right now it just puts a 1, 2 etc. next to the icon depending on how many have been played and stacked, but when they're 10 seconds each then I'd much rather there be a countdown on display but that might just be me.
 

Cumguardian69

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GAMBITS. I knew I was missing an auto battle feature and the name is GAMBITS. If you've never played Final Fantasy XII, essentially in that game you can tell your AI partners how to act in specific scenarios. E.g: If Ally: <30% HP, cast Curaja. In a list of gambits, you can assign priority to each one, so if you have conflicting orders (such as If Ally: <50%, cast Curaga and If Ally: <30%, Cast Curaja), you can tell which order has higher priority and this keeps the micromanagement to a minimum.

More Info: https://finalfantasy.fandom.com/wiki/Gambits

Basically, there are a few missing feature of KHDR:

  • Absolutely missing auto-tap as a feature, the fact that you have to manually turn Auto off just to tap is ridiculous as well
  • Missing auto-grind customization, even FEH lets you tell Auto battle to group your team around a specific player
  • Missing a "skip the bullshit grind" feature teehee :^)
This game will never reach the decent tier if they can't get past these features. The game's literally designed aorund grinding but the grind is painful, even worse than FFXIV 1.0.
 

GreyouTT

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I'm scared the next batch of story missions is gonna require kill counts from 2* worlds, and I don't have the cards to cut it.
 
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