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"Vi doesn't have much in the way of benefits (ignoring flying enemies)."
Besides flipping, he also simply ignores some defense, so he is naturally good at taking out any enemy with defense.
I mean Vi has a multi-hit move, so she sees the strongest gains from attack boosts. She can target any any in and position.
I just had Vi stand in the front for +1 attack and threw all the defense buffs on her, since 1 attack is worth 5 damage per turn for her (or 3 when using needles). The alternative is using Taunt with Back Support, Favorite One, etc. (Note that when I played, it was impossible to have Kabbu in the back and Vi in front, which made Back Support Kabbu basically useless.)
The thing is that even with the -1 attack per turn in the same combat round, Vi still eventually does more damage with -2 attack than Kabbu does, so Vi should take literally every single turn that isn't Hard Charge/Mediatate/items/freezing enemies with Leif, and Kabbu has no role as a worse attacker than Vi with no hard CC.
Yeah... I've seen the same thing. I think Kabbu should've been given better intrinsic stats so that he has that over V. Maybe a point of innate defense or attack would've helped?
The fact that hit count is by far the biggest factor in dealing damage means he's ultimately a lost cause damage-wise, though, since Vi can eventually hit for like 35-55 damage per turn. And obviously both Leif and Vi are more valuable in most encounters for being able to lock enemies down with freezing spells or numbing needles. But Kabbu can still be made to have a useful role if you want. I was impressed by what someone else did with him here (video is a postgame superboss):
https://www.youtube.com/watch?v=5RhfA9MUSkA
(I personally did the same fight by dipping heavily into powerful revival items and stacking poison + critical HP defense badges on Vi.)
his taunt is also the only way to prevent golden seedlings from fleeing if you are trying to take one down.
I did play on the version where paralyzing needles applied two turns of paralysis and did more damage, though, which might change how important damage mitigation is by a pretty large amount (as normal enemies basically never attacked all game after getting electric needles).
I'm still kinda baffled it takes 3TP, an entire level's worth of FP.
That's been a problem I've had entire way through the game, the characters feel too similar statistic wise that the only thing that sets them apart is how good their attacks are, which Vi has the strongest, and Kabbu has the weakest.
That and the game's progression feels very flattened out, level ups barely change anything about how a character plays and many badges only work when you have a whole set of them and not individually.
You can already stack attack up to +4 or +5 by mid-chapter 3 which makes Vi do an extra 10 or 14 damage.
Front row: Attack +1
Break spell for Leif/Burly Bomb: Defense down 1, which is basically attack up 1 for everyone
Poison attacker: Attack +1
Attack buff items (e.g. Spicy Berry, Spicy Candy, Spicy Fries; the latter two trigger Weak Stomach to poison you as well): Attack +1
Use Hurricane Toss: +1 damage IF the enemy has at least 1 base defense. (Note: This still does +1 damage even if you have subsequently reduced the enemy's defense to 0 with a debuff, as long as it originally was at least 1.)
This is not counting Favorite One which is an option as well, if a bit awkward.
After chapter 3 you also gain access to Deep Taunt (not great, but technically a stacking defense down for a turn), Last Attack (I think two of them by the end of chapter 4 if you can do the related sidequests), Power Exchange, Hard Charge (3 charge stacks for one turn and 5 HP), and of course the almighty A.D.B.P. Enhancer which gives all of Vi's skills an extra hit. If you optimize your build you can kill the next few chapter bosses without them being able to do anything.
You also can see some pretty clear uses for each party member as an attacker at this stage:
Kabbu: specializes in ground AoE with Dash Through
Vi: specializes in single-target damage
Leif: specializes in crowd control, buff/debuffs (with medals), shielding. Also has a full-field AoE in Icefall.
As you get more skills like Vi's needle upgrades and some of the team spells, there starts to be a bit more crossover in roles characters can do, but ultimately no one can even come close to Vi as an attacker (unless Leif wants to spend 11 TP every turn) to the point where it's often correct to give her all three turns in combat.
Might have noticed, but most of those are conditional benefits, not consistent ones. There's nothing in the game akin to getting the Super and the Ultra Hammers from Paper Mario.