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Long as you don't do ♥♥♥♥♥♥♥♥ like that "grab whatever females are available" idea and don't fail to actually READ what the game tells you FK isn't a problem.
SRSLY, FK is anything BUT a spike in difficulty. It's the other way around - he's actually a major let-down.
I'm more wary of the fire hedgehogs (not 100% sure I got the name right but you know who I mean) than I am of FK.
That'd be playing the game for us.
An icon next to a skill isn't hard to miss.
Choosing not to read it before using said skill SHOULD be punishable by loss.
If your illiterate cat can play it for you then it's not a game meant for human consumption.
Easy how?
While all characters have their own quirks I've yet to see even one that would be difficult to figure out. And I don't mean just the characters themselves I include synergies in that statement.
Instant kill in game with a death door mechanic, yeah right.
Anyway, the whole point of the so called "raid boss mechanics" is to break those fights away from the cookie cutter RPG tropes.
A de-buff that would only add 5% more damage isn't going to achieve that.
Forcing you to out-dance the boss to his own tune instead of your own is the whole point.
And unlike MMOs this game isn't a real-time one. You have all the time you need to read the mechanics and plan your moves.
If this WAS an MMORPG then yes, we'd need to either get wiped on the first try or go cheat with strategy guides.
But this game is a step above that - it actually lets you come up with your own strategy on the spot, and IMHO that's priceless.
Learning the game is the whole point of playing the game. Especially with games that don't have a reaction factor in them.
Having bosses and mobs repeat the same patterns essentially means less content for us players.
Game's real content are it's rules and the strategic puzzles said rules create.
Character sprites, fancy music, big flashy animations and story bits are just popcorn to that.
I treat mobs in this game as a way to fine-tune the deck.
They don't have much of an impact on the strategy itself but they provide you with good feedback.
-Do my costs match my mana levels?
-Does my skill rotation tend to deflate or bloat or is it more or less stable?
-How much do my characters contribute relative to one another with their current gear and card pulls?
Answers to all of that factor into my decisions both in combat and out of it.
And that is all the preparation I need before a boss battle.
Everything else I need to handle the boss battle the game gives me DURING said boss battle.
And, naturally, I don't see any issues with that.
You seem to have a lot mental gymnastics to basically say you cannot see other people points of view on basic stuff such as game balancing and how to appeal to a wider audience for an challenging game.
People have trouble with much easier games than this and you can tell me it's "easy" to figure out over a dozen characters with a ton of cards interactions and synergies with one another.
Despite since EA the devs making things more clear, and reworking/buffing items and characters to make them easier to play, inform people on what to do or other features lol
That being said, my win rate against the game's penultimate boss is like maybe 40%; that boss is a serious deck filter.
Here are several core rules to help you if you're struggling. Always apply these rules.
1. Small decks are better: try not to have more than 6 cards per character. You don't draw many cards without Lucy skills in this game, so if you have a big deck, you reduce the chances of getting the cards you need for a particular moment in battle.
2. Get lots of Lucy draw skills. As above, you don't draw many skills per turn in this game, which means you NEED to mitigate RNG - and you do this buy having lots of Lucy draw skills. Go for draw skills that give you 3 draws if you can; you won't always be able to, but they've got the best bang for the buck.
Also, this is more of a personal guideline, but try to grab every skill book you can get your hands on - they're reasonably cheap and you need core skills ASAP.
I mean, what did you expect lol. Some of them just suck without a proper team. Giving you an example: misusing Huz can lead to certain death
My first recommendation? Try to have a feasible all-female team: simple one include Trisha/Pressel and get Lian or Miss Chain, or a harder-to-pilot Charon/Huz and grab Miss Chain
Not sure what you mean, but you shouldn't have any characters at max level - usually they're at level 3-4. That means you forego Lucy draw cards and max mana upgrades - and that's a BIG problem
My recommendation? At least 6 max mana and 5 Lucy draw cards
More games should give you a reward for winning "unwinnable" fights, like the first fight with Gades in Lufia II
If you're going Charon/Huz, might as well go all-in on the self-damage and grab Momori if she's unlocked. Trisha can round it out by mirroring useful skills.
If you're the kind that needs situations where you HAVE to scratch your left ear with your right leg and it's just not fun for you without something of that sort then you're gonna love her. Otherwise she's a liability.
You have to jump through a lot of hoops to get that one to perform right, and in the end, even after all those hoops, she's no better than any other alternative.
Definitely NOT a good recommendation for anyone who's already struggling.
There's a huge difference between not seeing someone else's point of view and not agreeing with it. Or was that your "mental gymnastics"?
"Challenging" game appealing to a wider audience is a self-contradiction.
Do you even realise the nature of difficulty?
Difficulty is an assessment, mostly a statistical one, defined by the likelihood of arriving at a satisfactory conclusion and/or the average costs required for it.
A game nobody ever struggles with is in no way a challenging game.
Get those same people to run a marathon and you'll see most of them having trouble with that as well. Yet a few of them might decide to stick with it, train themselves and eventually have fun participating in a sport activity. That's how challenging yourself works, you know. (But, yes they are all easy to figure out, although that doesn't mean that all of them are easy to play, see above for an example. Don't get me wrong I don't deny the fact there are newbies out there to whom that might be problematic, but that's a matter of their own inexperience, it doesn't mean that the game itself is overcomplicated.)
If you can do it comfortably it's not a challenge for you any more.
If the majority of random people can do it comfortably then it's not challenging in general.
THAT is the nature of difficulty.
The only real question remaining is if it's doable.
And that is why people like myself pop up around the difficulty discussions.
We're the proof that the challenge isn't an impossible one.
The rest is up to each and every specific individual, you can strive to do better, you can move on to find something that's more to your tastes and/or talents or you can keep acting like a child demanding that a difficulty be customised more to your liking.
The latter actually works a lot with video games, but that doesn't mean that two wrongs make a right.
I rarely ever deal with EA because it's raw. You wanna talk about how it was back then find someone who knows and cares.
As for the developers making their game easier, that's their choice to make, and it doesn't actually do anything to prove a point. Them wanting their game to be easier doesn't translate into the game actually needing to be easier, you know.
Besides, you're trying to use the fact that they have done so in the past to reinforce the claim that they need to do it now. Do you actually not see the difference between the two or is that just your way of pulling a fast one?
I'm judging this game as it is NOW. It's "dark past", whatever is was like, is of little concern to me.
In it's current state it is an enjoyable challenge.
But if you drag that down to a level where you can win with something as ridiculous as "grab whatever female is available" and/or without reading what the game's elements do, it'll lose it's appeal for the people who actually enjoy putting in effort into their gaming. Did your own "oh so great" ability to see other people's point of view not account for that before you commenced your finger-pointing?
There's Blood Mist and Expert difficulties if I want some challenge, so a small nerf for Normal wouldn't hurt.
I'm not calling for a TFK nerf for what it's worth, I think his difficulty is just fine on expert BM4 (never played him in normal so idk) but I would rate him between Karaela and the other two white graveyard bosses in terms of difficulty when going in blind and it may take you more than one attempt to learn what his tricks are especially the 40-50% phase. One of the easiest, really? So on terms with Cerberus, the armor, or even the bomber clown? I don't think so, let's not say silly things just for the sake of belittling or chest thumping.
I'm not calling for a TFK nerf, I think his difficulty is just fine on expert BM4 (never played him in normal so idk) but I would rate him between Karaela and the other two white graveyard bosses in terms of difficulty when going in blind and it may take you more than one attempt to learn what his tricks are especially the 40-50% phase where failure to have an effective plan for multiple adds plus taunt restriction plus 1 of 2 members chained can put you in a bind quickly. One of the easiest, really? So on terms with Cerberus, the armor, or even the bomber clown? I don't think so, let's not say silly things just for the sake of belittling or chest thumping.
One of Momori's strongest comps is self-damage. Her kit makes more sense there, and it also highlights just how strong Huz is when someone's a hit away from dying. With Charon's additional healing, Momori shouldn't be in too much danger.