
Enter the new and improved world of chivalry, class warfare and off-beat pop references. Knights of Pen & Paper 3 is a true sequel to the turn-based, retro style, pixel-art adventure full of danger and saving throws you hold so dear!
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So, this is a weird one. [h3]TLDR:[/h3] As a standalone game it's... meh. But as a sequel to the previous knights of pen and paper games, it's terrible. They did not improve what could/should have been improved from the prequel, they made what was alright worse, and they removed what was good. I am leaving this negative review as someone who expected an improvement from the previous game, and I will explain why it's worse. Yes they removed a bunch of features from the previous games, including the iconic game room that was the whole unique charm of it. The lack of cloud saving and multiple save files is a bit annoying but well, that's not the big issue that deserves the negative reviews. The real bad stuff is that their game design got worse. Good stuff went away, bad stuff appeared. Visually it's stunning however, that's some very great pixel art right there. [h3]Now, some early game impressions:[/h3] - The "highly customizable characters" sell point is a lie. It's the exact same customization for characters as for the prequel, but with less features and less clarity. You can choose a profession and race that only slightly adjust your stats. That's it. Rest is just gear, which is normal for an RPG, not something that allows you to say "highly" customizable. If anything it's less customizable than before since they removed profession perks and dual wielding. - You don't get visuals telling you which stats a profession boosts, leaving you constantly switching from one to another and checking each stat change one by one as you cycle. Sure these stats changes are small and don't matter much in the late game, but minmaxing and crafting your own team build is part of the fun in rpgs! Hell this isn't even about minmaxing here it's about having the feeling that you understand what you're doing, and it's super frustrating when simple things that should be a given for the genre have a hard time making sense! - The stats system is weird, sometimes you see your defense or attack, or the damage of your skill going up while your core stats are going down and it doesn't make sense. It's hard to get an overall visualization of your characters strengths and weaknesses at a glance. For example, the description of Body says "affects HP, defense, and speed" but when you equip an item that increases your body stats, none of these secondary stat go up! - You don't get told which stats makes your class better. Some skills scale with spell power, some with attack power, same for basic attacks. Some class basic attacks scale with attack power while their skill scale with spell power! - Skills still need to be leveled up to bring some of their properties up, and you can only level up skills with limited tomes you don't find everywhere. - You can't sell items. You can only destroy gear at the blacksmith for some materials that I never ended up using. - The threat mechanic is gone, now there are only some limited skills that serve to taunt certain mobs, otherwise it's about using spells to avoid or mitigate attacks. - The side quests are partly randomly generated. If a quest does not reward anything else than gold and experience, it's a randomly generated side quest you can skip. - The shop is randomized. WHY?! If one of your new character is left without any good gear, well I'm sorry but I still don't understand how and when the shop's stock gets rerolled. [h3]Then, some end game impressions:[/h3] - The difficulty ramps up way faster than your characters do. In the end game, some quests will reward you with epic-quality weapons. The character you give it to turns into a god carry without which you cannot complete the game. - A level one character will be more powerful than any other if you give it one of these weapon. Leveling up feels useless. - The only way I've found to win end game fights is repeat until you get lucky enough for your important characters to not get one-shot by the entire enemy team going first so you can set up defenses. - You don't get told where important side quests appear. You have to revisit every area and check available quests for something good. That's how I found out after dying to the last boss a few times the quest giving the item that allowed me to finally defeat it. - Some bugs here and there. Not gamebreaking, but worrying when your character's health and mana bars disappear from the screen during a battle. An annoying one is when buff/debuff icons show incorrectly on enemies. It can really mess up your play and strategy. - Dungeons advertise rare items but I've gone all the way to level 25 and haven't gotten a single one. - I have absolutely no clue what the "Investigate" feature in dungeon is for. It doesn't seem to do anything at any time or any place. - Battles are slow after a while, so many dice rolls for statuses, these things take up half of the battle time I swear. - Some class skills descriptions are misleading, or plain wrong. The inquisitor inflicts wither, not sleep or weakness, which I counted on to synergize with my build when I unlocked it :c And the spiritwalker's shield says "all incoming damage to other party members is redirected to you and reduced by 3%" In reality, it is: "3% of incoming damage to other party members is redirected to you." The damage isn't reduced, and your allies still take most of it. Quite the betrayal when you find this out by trying to make it your main tank after unlocking it :) [h3]Then, here's a bunch of bull that stayed from the previous game that they should've fixed instead of making bad new ideas:[/h3] - Enemy initiative is still rigged and much better than yours if you don't specialize in increasing it. From the mid game to the end of it, every single monster in every single fight went before my entire team all the time, I'm not exaggerating. - Saving throws are useless. You got a status effect, you keep it until the end of the battle. Especially now that status effects stack, and a successful throw only removes half your stacks. And no skills or items to clear them! The cleric's blessing sounds good but in practice i didn't experience a notable difference even after leveling it up to 6. - No more threat, so your squishies get focused and smashed easier and more often than before. Hell even your tanks get oneshot in the end game. - Still no good single-target heal to counter damage spikes when that happens. Lay on hands requires your physical class (paladin) to have lots of spell power to be worth it, making its other skills useless - Class design and balance still needs some work. Some skills are rarely used, you'll still mostly stick to half of the skills available to you. [h3]And instead of designing good features or fixing bad stuff, as you've heard they removed good things, some of them I've already mentioned:[/h3] - No more game room - Only one save file, if you restart you can't use all the classes you've unlocked - No unique feature for each profession - No more reliable shop to gear up new characters or find better weapons - No more selecting the enemies yourself for free battles, so have fun with quests that require to kill certain mobs - Bestiary gone - No search rolls to discover fun and good items - Can't change a character's class, all start level 1. - No dual wielding. Off-hand is for off-hand specific items such as shields or off-hand knives. When healers start using rogue knives just cause it's better than leaving their off hand empty, you really start thinking you're doing something wrong - Shield action gone. For what? If the only mob on the field reflects damage (that's half the mobs in the late game), you're unsure how to waste a low health chars turn. In summary, I expected so much more from that sequel. I'll repeat myself, but except for the graphics, it's worse than the prequel in everything it should have improved, and made things that were alright worse. And it's infuriating when you know how much better it could have been if you care about the series!
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Poorly made compared to the other games, seems like a cash grab, quest xp and gold doesnt change whether its a level 1 or level 30 quest, item drops don't make sense, the market sucks and you can't sell items, game seems designed to be a money maker on android by having people pay to skip the overly grindy mechanics of this game, don't waste your time or money just play number 2
Pros: nice animations (compared to KoPP 1&2) interesting weapon system Cons: -the economy is ♥♥♥♥♥♥ some upgrade and items cost range from 86 to 55,000 and gold is not easy to come by -escort and travel sub-quest are useless and give dirt for rewards -at least two quest (that i noticed) are bugged and don't grant important rewards intended to help you fight a difficult enemy -shops refresh at arbitrary set times (also some items have stupid high prices) you can even go offline and change your PC's time to trick because it requires an online connection to launch -dark dungeon while thought to be a nice grinding area is boring and drop rate for "super rare" are pretty much 0 -there is little to no explanation for many things or what they do like leveling up, statuses/buff, orbs, where to find needed items (you can hover statuses/buff but if a unit has 4 or more they rotate at at rate the difficult to read) almost all of this can be solve with a Help menu and a bestiary which the game lacks -taunt the system to replace threat from the previous games sometimes doesn't work TLDR: game's ok at best but be ready to fight the game itself to try and enjoy it i'd recommend just play GoPP, KoPP 1&2 instead
Dont know why there are so many bad reviews. This is my favorite out of the 3 made so far. The story isnt the best written or most thought out, but it hits every mark for a fan of Knights of Pen and Paper. No micro transactions, easy grind that isnt nearly as hard as the free mobile game grind, good combat system, earn exp and gold fast enough to progress and not get stuck for hours, cool town square area, way nicer graphics than previous games, easy to unlock weapons, spells, and classes. Im not sure what everyone means when they say this is an unfinished game or buggy. Ive yet to come across any noticeable or game breaking bugs. The price you pay for this game is more than reasonable and there is plenty of content to keep you coming back for 40+ hours. If you read the reviews like me and almost didnt download because of it, Id strongly suggest you reconsider. The worst that could happen is you lose a couple bucks and hours, or maybe youre like me and enjoy the 3rd game in the series.
trust the reviews i did not
There's more content I guess, but looking at Knights of Pen and Paper 2 vs 3 where you have an easier time unlocking all of your other characters vs in 3 you have to look at each city after every story quest and make sure you don't miss anything, such as gear, and character unlocks, it becomes tedious game play and more of a grind fest. Plus if you accidentally quest past it there's no possible way of going back to get said characters or items. Maybe have it be a good idea to invest more into the market and/or the dungeon to make it a better way to get gear instead of having it be a late/post game thing. Also having the market give more items and side quest not completely disappearing if you quest past it. P.S. I had super high hopes for this game but i'd give it maybe a 6/10 purely looking at mechanics, art style, story, but once you factor in the stuff you are locked out of after the fact and miss out on due to not checking every single town it gets some points taken away.
Was on the fence since this installment wasn't mobile like the previous two and because many reviews said it was buggy, too slow, unbalanced, etc. But I took the chance and am glad I did. The appeal for me is the tone, which is aligned with preceding two -- light fun with timely references. Even if you don't laugh, you gotta smile because you know the writers were having some fun. On top of that, it also holds up the balance between customization but not too many choices. It's not a heavy RPG, but there's enough depth for you to feel that delight in tweaking your part to one-shot a boss. Also really like the variability of the orbs -- the spell reflection, adjacent damage, etc. The art is also great -- more advanced than II, but still an immersive pixel-ly feel. Great backgrounds each with an elegant look and feel -- you have four or five forests, and every one is distinct. It's also a pleasant surprise to do one purchase and be done with it instead of have in-app options. It was disappointing to purchase Knights II when it first came out then come back a few years later to find that the game had been reworked around micro transactions. All that said, there are fair criticisms -- greater variability among the jobs, particularly among the support and tanks, would add to replayability, but there are a lot of options and not many reasons to explore about a third of them. Balance -- very early on it's decent but difficulty ramps up quickly. There are the dungeons where you can grind for a good amount of exp, but the regular sidequests look to have a cap on money and exp that's way too low. That said, resurrecting characters is way cheaper than the current version of KoPaPII. Using items also becomes more of necessity here than any other version -- which actually is a good thing. Then, once you start buying some of the top-tier items, there appears to be some bugs that flips the difficulty, allowing you to one-shot everything. By equipping and unequipping some damage-enhancing items, my Rogue went from doing 30K per hit to 1M+. If I swapped one item from the first slot to the second, it went down to 100K+. Bugs -- aside from the damage bug, there were some others -- the first time I entered the dungeon, the battle message would display, but I would never actually go to the battle. Another is a delay in updating the quest log, so if I clicked the quest log after completing a main quest, the same quest would keep appearing -- though if I waited a moment, the log would refresh. There's others, but nothing that prevented me from finishing the game. Tweaks -- It would be nice to have some guidance on how to use the blacksmith and forge -- makes sense once you test it out, but it's not intuitive. New Game+ would be great -- though there's a way to do it in the forums if you delete the current save game (lets you keep your items and gold but not your levels). Trashing items -- you get a lot of useless stuff, and you can smelt it, but it takes a long while -- making the process swifter would be delightful. But the big one is no option for deleting your current save or even starting over. TL;DR: In all, it was worth the purchase -- not as polished as the previous versions, but it gave me the fix I was looking for and was a fun entry into the series. I'd be happy to see some updates, and I'd really hope that the negative reviews wouldn't prevent that (or that the sales would be enough). It's 80 percent or so there and never once felt like a cash grab. The battles can take longer than previous installments, but there's more strategy involved, I feel, and more a sense of accomplishment after winning a tough one.
Don't bother with this game. Everything is either not developed well or dumbed down from the previous entries. They took all that was good from a fun series and made it tedious and frustrating. 2/10
Compared to the previous games, this one aint it.
As it stands right now this game is ripe with glitches and no meaningful way to interpret what the stats will do for your character. Even though I've beaten regular story I can't reccomend this game the item balance is crazy even if you dodge the bugs and theres no way to go back and fix anything if you miss it like a side quest.
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