This game has 7 reported Temporal Dark Patterns. There are 0 votes indicating the absence of a dark pattern.
This game has 7 reported Monetary Dark Patterns. There are 4 votes indicating the absence of a dark pattern.
This game has 5 reported Social Dark Patterns. There are 2 votes indicating the absence of a dark pattern.
This game has 4 reported Psychological Dark Patterns. There are 3 votes indicating the absence of a dark pattern.
|Google Play:||(4.46) with 28,555 votes.|
Mostly this isn't applicable. However, in the Dungeon Draft game mode, a match can take 45 minutes to an hour, and cannot be exited without penalty.
Shows number of Arena wins but not losses. Broadcasts certain clan member achievements in chat.
Events occur at all times. There are no lull periods.
Many items claim that they "used to be" some price that they literally have never been. They entered the shop for the first time as "on sale" and never were taken off sale.
Daily Quest rewards, League win rewards, and Siege chests (especially rune chests) are all prime examples of rewards that *can* be very good or unique but usually aren't.
Due to items being tradeable but only as gifts, some trades can take place only under the honor system (If you send me X, I will send you Y), which predictably results in scams and scam attempts. In the "League" and "Siege" game modes, high-level players find that they need to either cheat with scripts or hire other players to allow them to win.
A limited set of items is directly tradeable. A different set can be bought and sold through an escrow marketplace.
Many store items are geared toward new players and are essentially useless to veterans.
Some high-value heroes are only accessible in expensive random boxes, which can technically be purchased as a free-to-play player, but practically speaking cannot be purchased in enough volume to get the heroes without paying for more premium currency.
Science research and Arena fights "cost" half an hour each.