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There was some bugs (with more or less weight) that I reported to the development a way before the patch release. Since neither of those was fixed with the recent patch I try posting them here.

1. Wrong ship stats
The Frigate and the Galleon has non-working stats. I doesn't know the exact values of the Galleon but I can bring the Frigate as example. The Frigate has 360 offense, defense, and support, however while using it and howering the cursor over the given stats it displays 310% instead. (The ship stats are actually item stat multipliers.) This makes those two ships a way underpowered compared to their named stats.

2. Resistance and effect-defense misscalculation
With the right equipment and specialization the max resistance per element is 95%. With a support around this can be buffed over 100%. The elements' effect stick to your ship if the resistance was buffed to 100% or above while the effect was applied (100% resistance means the elemental effect also can't apply). This means you can't remove the negative effect without respawning in a way or another. (For example having 90% acid resistance and getting hit by a tower with acid shot, then having a support enter the buff range makes the "+sick" effect sticking to your ship forever, preventing effective repair.)

While these was the critical and gameplay breaking bugs, there are minor ones that can be annoying.

3. AI behavior
The AI most of the times focusing on a single ability with all the ships it have. Against sailing ships it use "Noxious Cloud" nearily all the times while against airships it use "Mortar" all the times. The NPCs always trying to close distance no matter the cost and will try to remain like that. It effectively makes them stick directly to your ship preventing any movement. This can be as impossibly wrong as neither you neither the NPC is able to fire a single shot because it pin both of you down near a land. Also this makes them explode next to you causing massive damage all the time. Dragons doesn't use any ability (except volley) on airships. This doesn't cause much trouble but really annoying seeing the same thing all the time when they has a great variety of tools to deal with hostile targets.

4. Essence armor-effect misscalculation
All the dragon essences have more or less armor piercing effect (piercing means partially ignoring armor on hit in this game). This means the Fire for example ignores 40% armor, and the Electricity ignores 70% (values are exact datas from the game's files). However all the essences actually completelly ignores all of the armor all the times, making resistance the kind of defense against those. Once again isn't much of problem but it makes a part of the defense broken.

5. Armor
The NPCs doesn't care about armor most of the times. Doesn't matter if you have 20% or 70%, they do the very same damage with every kind of attack they can use. This is as radical as a good defensive ship at level 750 (thanks to the buff that increase the armor as the healt goes down) can have even 12000-15000 armor, and they still do the very same damage. To make it clear 15000 armor is enough for obsolating the "Explosive" coating's 25% armor ignoring effect AND plus 3000 piercing from stat without suffering damage reduction penalty. Strangely the armor seems working in PvP more or less.

6. "Elite Training"
The support talent "Elite Training" does not grant 8-32% damage bonus as it should considering the description.

And for last there are two balance issue I would love to mention.

7. Sailing vs. Flying
Flying obviously overhelming compared to sailing. Airships have range advantage due to their altitude making them uncounterable in sailing ships when the airship howering at the edge of its firing range. The Drekkar's arror also doesn't apply to even a LANDED airship.

8. Support
The support specialization is overpower, can't be said any nicer. It deals a way higher damage than a damage oriented offensive ship, have better defensive option than the tankiest defensive player, and even can heal itself. The support "Grogolov Coctail" is as strong as two DPS (Damage Per Second) focused offensive player together, deals the same damage over the same period of time. It have the ability to make hostile targets unable to target them rendering any kind of attack useless. The only way to match up with a good support player is being a way more faster (if he/she doesn't have high speed).

I know this is a lot of things but I believe in the game's potential. It could be a super game by fixing the game breaking bug, and making some balance changes based on the players' oppinion.