Board Thread:General Discussion/@comment-10443859-20130628091208/@comment-9505008-20130730230850

49.144.245.50 wrote: Oceanazoe wrote: Apparantly that's not the case with this game (according to other players), you are likely to get powerful cards even as a cash free player - money you spend is mainly used for potions (since it's a RPG like game) Dude, it's EXACTLY the same thing. Light is the currency in Devil Maker, much the same way HP is for Ayakashi. Spending gold to buy a Light Potion so you can take more turns is no different than buying a Remedy, or Spirit Water so you can take more turns.

The Petal event is what? A 5-star for 80k petals right? Obviously a cash player will get 80k way more times than a free player. Plus needing potions to heal your demons in the middle of exploration widens the gap between free and cash players even more.

Just face it, until the game actually becomes about skill instead of luck (MOBA games like LoL or DoTA), then cash players will always have a HUGE advantage over free players. You can't "outskill" someone who takes 10 times more turns than you do. You do realize that the 5 star 80k Devil is a Unique Devil right? Meaning you can only have ONE of them in the party? While it's true that cash players can obtain multiple copies, there is no point in doing so, except may be in transferring skills. Also, 80k Devil can be gotten through Petal Summons.

Cash players will always have advantage over free players - this statement is true. I mean, if they didn't, what would be the point in paying in the first place? But... HUGE advantage? Like in AGG? I can't agree with you there.

Yes, money certainly makes the road easier to tread. However, once you obtain powerful/ easily accessible devils (Jack the Ripper, Gaia, PD Chi-toes), the problem with potions becomes negligible, unless you're doing Crystal of Abyss. And even if your Devils aren't that powerful, potions are readily available via 5000 silvers, like Z said.

As for strategies, well... it's a card game. It's unrealistic to expect the level of intricacy of RTS or even MOBA in a card game. The strategy part comes from rearranging your skills and setting up your bonuses, which are fairly complex and luck-based. Take bosses in Hell, for example. For a weaker team, switching members/rearranging skills is practically compulsory. Even for stronger players, both cash and free, it's impossible to advance without specifically exploiting the boss's weakness.

What I like about DMT is its accessibility to all its playerbase. While it's difficult, free players CAN stand at the same level as the whale players, given enough time. I think I made this analogy in the past, but I'll make it again: Money in DMT is analogous to a fast lane pass in an amusement park - everyone will eventually take a ride, but those who choose to pay will ride first. In AGG, money is a ticket - you can't get into the park, unless you pay for it. And this sole factor makes it possible to "outskill" someone who takes 10 more turns than you do.