"Crein's Dispute" embeds DBG and meat pigeons into the framework of role-playing, rather than equating role-playing. So "Crein's Dispute" is essentially a role-playing game with cards as the combat gameplay, and its roots are still an RPG - it is very different from a card game like "Lord of Fraud" with role-playing elements.
Even if the former is not proficient in strategy cards, you can find a different approach through the cultivation system under the RPG framework. The rich mechanics included in role-playing games can provide players with rich means of passing; the latter has much higher requirements for players - no one else, only hands and ears.
So players do not have to pursue the perfect match of Build in "Crein's Disputes", do not have to rely too much on luck, and do not have to rush to achieve success in polishing card skills. In the game, as long as you make good use of the character cultivation system and even spend more time to improve the character's performance to perfection, you can successfully experience the complete content of the game.
This is a major feature of the game system of "Crein's Disputes".
However, as a game with constructive DBG gameplay as its core combat content, the convenience of the development system occasionally seems a bit too far. For example, characters in the game can be upgraded like traditional RPGs, and the skill points obtained by upgrading can be assigned to four attributes - cost limit, cost reservation, turn draw, and turn reservation card.
When the attributes provided by the cultivation system are too strong, the necessity of building a DBG game will be infinitely reduced. The powerful cards you have worked hard to collect and the powerful combos you have worked hard to figure out may not be as true as the hard to upgrade - after all, as long as the character is strong, it can cover up the lack of deck potential.
The original intention of the developer is to use the functionality of RPG games to soften the excessive difficulty threshold of the meat pigeon card, so that the player's learning stage will be smoother. The current training system has obviously become a means of truancy and a limit to performance - when a character is insufficient, no matter how deep your deck potential is, it is difficult to exert your full strength. You will be forced to upgrade to play the cap, but the cap is a desire black hole that can never be filled, becoming a pursuit of higher damage, making the fun of building a combination unpalatable. The core content of the game has also evolved from who has more imagination to who can better understand.
On the other hand, if the deck performs poorly, it will cause the player to be crushed during the exploration stage, and in turn, it will be suppressed by the attributes of wild monsters, and fall into the trap of monster sweeping again, causing the status of the construction to decline repeatedly.
Beating monsters will make the game difficult to plummet and reduce the status of strategy construction. But if you don't fight monsters, the player will be suppressed by the enemy's attributes in turn. This dilemma is exactly the embarrassing situation facing "Crein's Disputes" - if you emphasize playing cards, why do players waste time to sweep monsters and upgrade; if you emphasize role-playing, where should card fans go?
developers did not use the process to divide a clear gameplay dividing line and allocate the element ratios of each part, so players can only adjust the proportions of the two elements themselves to achieve a more self-consistent situation - making the difficulty of the game just match the strength of the card, which can not only exert the charm of the building, but also allow the characters to perform the idea of assisting the card, so as to achieve a complementary benign operation. However, these should be led by developers.