I strongly dislike the game mechanic where the acquisition of hero-specific spells depends on which hero opens each chest.
Why it’s bad
Players who don’t know about the rule can get stuck with one “best” hero, even if they play other classes and earn chests with them. This is because ruby and diamond chests are mostly opened using minions rather than immediately with keys.
Players who know about the rule, and want to play optimally, have to spend a lot of time on things other than playing the game: learning about spells they lack and which dungeons they’re found in, cross-checking their plans for each challenge dungeon, remembering that the chest that unlocks at 5:24 am should be opened by the Paladin.
And it’s just weird. Physical containers don’t do this. Switching to my Assassin just to open a chest doesn’t make me feel like I’ve earned an Assassin spell.
Alternatives
- Chests could contain spells of the hero who earned the chest instead of who opens it (although this might just get players stuck in a different way)
- Chests could contain random hero spells, or a choice of hero spells, or a bundle of spells for different heroes.
- Class spells could be earned from leveling up and completing story chapters.
- Duplicate class spells could be exchangeable for other spells from the same dungeon.
- Xione could have an option for crafting missing class spells.