Dungeon Fighter Online Critique
Despite all these great aspects for the game, it does come with a few flaws. The biggest issue that players will have to contend with in DFO is the fatigue point system. Simply put, this system puts a limit on how many dungeon rooms a single character can run through each day. Once the player is out of fatigue points, they cannot enter another dungeon for the rest of the day. If they run out of points while in a dungeon, however, they’re still free to roam through the entire dungeon as normal. This system puts a huge damper on single character progression and can be incredibly frustrating, especially when a player is close to earning their next level or being one item drop away from crafting that fancy new piece of armor they’ve been working towards.
Still, there are a few features in the game that do not require any fatigue points in order to use, including PvP modes and the Endless Tower mode which acts as a basic gauntlet challenge. And of course, since fatigue points are only tied to a single character, playing on an alternate character for more dungeon action is also a possibility.
DFO also takes some of the more common aspects found in MMORPGs. By doing so you’re stuck with quite a mixed bag of things you’re fond of, and other elements you wish would have died off in MMORPGs by now. Elements such as passive stats on equipment will affect a player’s success in a dungeon more often than it should, and at times it can feel downright unfair. For instance, it is possible to “miss” an attack even if a player is attacking an enemy at point blank range, simply because the accuracy stat on a player’s equipment wasn’t high enough. Despite the core combat being heavily based on dfo skill, command execution, and timing, all of this can only get a player so far when statistics are involved.
The quest design is also a bit overwhelming at times as the game will generally bombard players with tons of available quests. Even though players can only have five quests visible at a time, completionists (like me) will attempt to complete as many as they can. But without careful planning and management over fatigue points, players may have to run through a single dungeon multiple times to complete all quests, which of course will waste extra fatigue points that could be used in the next dungeon.
Lastly, since bouts in DFO’s PvP are centered on combos, players will spend most of their time attempting to bait opponents into dropping their guard, allowing them to combo and juggle them for long periods of time, with most combos being able to deplete 30% to 60% or more of their HP. Anyone familiar with high level competitions of Ultimate Marvel Vs. Capcom should feel right at home. While these long combos are very difficult to pull off consistently (and are very entertaining to watch), players that are on the receiving end of a fat combo cannot do much to escape or recover from the attack unless their opponent screws up and drops their combo all together. Those that are not too fond of combo-heavy PvP may be turned off by DFO’s PvP altogether.
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