So, for Reasons (being torqued off at the implementation of Shadow Lairs, switching computers, and getting bored with how long it took to grind out CE to craft stuff) I took a LONG break from SK right after the implementation of Shadow Lairs and Accessories (I have no idea what's with my forum account age, since I know I posted on the forums before. Maybe it has something to do with the fact that I bound my old account to Steam?), and came back earlier this month for Other Reasons (my good laptop died, so I installed this on my old laptop to have something to play).
So, here's my thoughts:
New Energy System: When I first saw this, I was kinda cheezed (mostly because my Mist Tank got turned into sparks of life), but with thought I think it's a way better system; the old Facebook Game-style system didn't really work for a game where a run takes 20+ minutes.
The Forge: Eeeeh... I recognize the need for F2P games to have some sort of Annoying Gate to encourage people to buy stuff, but I think Alchemy Orbs already fill that niche nicely and that the ever-increasing number of crystals that it takes to level gear combines badly with the whole 'upgraded gear doesn't surpass its previous version until level 7' thing (which, being an old bad mechanic, is outside the scope of this thread). And I hear it gets EVEN WORSE once you start trying to level 5* gear. Eww!
Missions: Woot! The ONLY bad thing I have to say about these is that 90% of them are pretty much dead, which makes it pretty hard to do Elite runs and get Fire Crystals. Especially for a Bomber like yours truely. Also, the new beginning missions (made a new knight to try 'em out) are sweet.
Battle Sprites: Meh. I like the IDEA, but the game is hectic enough that I often forget to use mine. Plus the fact that none of them really synergize well with Bombing.
Operation Crimson Hammer: Totally worth the $5 (actually the first money I've ever spent on this game). Like with other missions, though, it's pretty much dead all the time, at least at T1 and T2.
Crystal Bombs: WHYYYYYYYYYYY? No, seriously, I have no idea what motivated this change, but it's pretty thoroughly crippled the ability of solo bombers to fight turrets. Anyone know the reasoning behind the change?
So, yeah, those are my thoughts!
Plus the fact that none of them really synergize well with Bombing.
I'd have to disagree. and I'll tell you why;
Drakon's Fireball can be used for instant damage - a pretty decent counter to your bombs' delayed fuse - and the long range of the Fireball can also be used to hit switches or far away Ghost Blocks. The Fire Barrier can be used as some form of protection and offense when you're zooming past enemies and placing bombs.
Maskeraith won't be as useful until level 50 when it gains Hexing Haze, which tags enemies and deals damage. Monsters can be tagged multiple times for extra damage. As a bomber who pretty is much built for group decimation (works well on lower numbers too) it's perfect for your playstyle.
Seraphynx's Heart Attack can "enchant" a group of monsters to drop hearts more often. Great for groups and team support, though besides its primary ability Ray of Light, it doesn't directly assist you in a fight.
None of the Sprites will be all too useful until you get them to level 50, where they become 4* equipment.
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Crystal Bombs: WHYYYYYYYYYYY? No, seriously, I have no idea what motivated this change, but it's pretty thoroughly crippled the ability of solo bombers to fight turrets. Anyone know the reasoning behind the change?
Shard Bombs were changed because OOO felt that the bombs acted more like a Handgun than an actual bomb with their long reach, and bombs placed directly over enemies could OHKO them. It was never how they intended the bombs to act, thus the change. I wouldn't mind so much if they weren't so weak; you have to spam them to do any real damage.