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I think the best way to describe battle is *engaging*. You need to pay attention and think ahead, but also it's not overly difficult. Not sure what the fellow above is saying about balance, I've had no issues and have agreed with the battles I lost.
If you die, it doesn't throw you back to a save point, it puts your right back into the battle you lost with an option to switch up gear and try things differently.
I am absolutely in love with it.
I'm referring to battles in which the turn order is variable at times and for some reason, enemies just inexplicably get to go twice even though they didn't use the ability "act twice".
Unsure if this is a bug or bad programming but either way, combat is flawed in this regard.
Even knowing what you're doing, very back luck could net you a loss from time to time, there's not much randomness, but battles are tight, turn order, and what is needed to keep the overdrive gauge is random, and some skills and triggers are chance based. As said here, you can retry the battle or load a previous save, and auto-save happens very often, so there's little punishment for failing.
Also some harder battles are optional and can be postponed for later in the game progression, like the very first unique enemy on the fields, or the second class challenge.
And that's in normal difficulty: you cannot over-level as progression and leveling are tied, so your only margin is to level skills, explore carefully for the extra stuff, and keep your gear updated and leveled-slotted whenever possible.
There's some adjustments to difficulty, to me is a bit hard but fair, I will keep it on normal, still, you can tune a few things like enemy stats/aggressiveness (I guess they focus-fire more/less and use more/less skills) to make things easier/harder if you're uncomfortable with the difficulty.
2. Not sure if it ever got fixed, but when I played there was a bug where enemy buffs and player debuffs could stick around after game over and you choose to 'retry' the battle.
You can over level; that's what the reward board is for. You can even kill those really hard field boss monsters obviously intended to make you come back later if you try really hard as well. I was super on top of the reward board for the entire game and had very little difficulty even on hard. And you can just straight up overlevel Sky Armors the normal way.
That said, the difficulty does somewhat catch up in the very late-game for the endgame optional lads.
It's kind of like FFT where the difficulty starts brutal. but as you gain more options you start to see the game as something that can be broken if you know what you are doing.
Obsolete isn't the word. Ineffective is. It's ineffective from the first minute you see it. It's just a lazy tack on to address a regret.
The system makes sense: you warm up, until you enter "the zone" (overdrive), if you go all out too much you enter a frenzy state, and this is reflected with a lower defense.
Is a mini-game mechanic, it's a GAME remember, the dev decided to choose a skill type you can use to lower the bar. Is just a mechanic inside the battle system, it has little to do with balance overall, and nothing with being lazy.
Pulling a game of this caliber by a small team, or a single person, means thousands of hours of work. And programming in gaming is quite hard and demanding, you need a very strong commitment to your vision and project.
Is quite hard to associate the effort needed to pull off an entire game with laziness.
I didn't experience any situation of un-needed padding. I think the game pretty much respects your time, but it is what it is, turn-based combat is not for everyone. Battles are a bit more lengthy than in some other RPGs, but in return, these are meaningful, and you don't get that much combat during exploration.
I guess you're entitled to your own opinion, is just baffling to me.
But as Sorethroat mentioned though, being a JRPG, once you know what you're doing, it does lose its "Underdog" feel to it that keep the combat tense and fun and you can one-strat most of the game outside some fight with cheesy mechanic like instant-death stab. There are some clear issues that they leave on purpose as they cannot really just balance the game around min-maxer but without even optimizing stuff, a lot of bosses was constantly doing its "Interrupt" phase attacks because I hit too hard and one of the optional bosses with 26k HP got crit'd by Ba'thraz for 24k with only 3-summon.
I’m still playing through the game and only recently unlocked another combat mode so my thoughts could change.