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I do think the game could be a bit clearer about telegraphing ahead of time when certain skills are going to switch from building gauge to reducing it though.
Defend
Switch
Ultra Move
Some skills
Some items
Skills with the corresponding Overdrive icon type
Worse case, you can use an item to help manage it better but overall it requires you more so to plan ahead at times. Think ahead and you'll be fine. And this is coming from someone who has everything set to the Hardest setting.
No, it doesn't get better. It stays as it is - omnipresent - the whole way. If you aren't interested in adapting to the overdrive bar by respecting the game's pacing, it will never improve for you. It never really gets "more manageable" than what you start with when the party first hits 5, so if you aren't enjoying it now, you will never.
This isn't a criticism of you or the game - it answers the question literally, on the assumption you understand what it wants from you and you don't find it fun.
This is probably the answer I was looking for. I don't enjoy the system at all. I did turn it down to wide and am hating it a lot less now, but I still don't enjoy it a ton. I don't like puzzle combat, and I don't like to juggle some bar that exists to exist and no other reason.
You mostly have to waste extra time by doing a useless action instead of progressing combat.
Is it fun? For like... 10% of the game - sure. After that it gets stale. The whole '100%HP/TP' start is a bit more tolerable, but also substantially decreases the fun the game can provide in the long run...
You never feel pressured by random fights, even on hardest setting... BUT it takes quite long each time since you can't just fast click through a battle that poses no real challenge.
The ideas themselves are fine, but they are very poorly implemented in this specific game. Pair this with countless bugs on the gameplay front and you have a dull and frustrating gameplay where your actions hardly matter and your powercreep depends nearly entirely on gear... which also has extremely player time unfriendly systems.
And that you like pointless fast trash mob fights. To me that was one of the few problems with old skool rpgs though and that is why I like these systems in the game, it basically takes out pointless fast trash mob fights until you are returning to a previous area when youve become much stronger.
Trash fights are still trash here, that's exactly the problem... except now instead of being mostly 'ignorable' they actually eat away at player time while providing literally 0 challenge.
You are literally starting at full HP/SP, even TRYING to lose is pretty painful if you simply use the same skills over and over and over.
Yep, all you have to do is make like 2 extra clicks per action for no reason, that's pretty much it.
The whole point of trash fights in RPGs is to mostly create a sense of environment and a method of progression while being something you can mostly spam through as they are never intended to waste your time too much.
In this one - you are literally told - we have those unskippable enemies blocking your path. Those have 0 chance to win against you. Those can't even whittle you down in attrition since you always start fully replenished. BUT you have to beat them to progress AND they don't even give you any meaningful progression, so you are literally just wasting your time for essentially nothing, have fun!
I am fine with grind - a LOT of grind. But this one tries to avoid it and results in becoming among the worst and most useless grinds in the RPG history.
I kind of love it. It adds a layer of challenge. I find spamming through fights to be so boring. This adds a puzzle element, and there are so many ways to bring it down, you don't need to just use yellow abilities to do it.
There is a reason for the system tho. It artificially adds tempo to a game genra that usually does not have any. A bit like chess when the player in front of you starts a bunch of moves and you have no choice but to play moves you don't want to, then when it's your turn to act and do a bunch of moves, you get tempo. That's one of the flaws of classic JRPGs, speed (or agi here) is usually the most broken stat just because it gives initiative.
So in the yellow part it's like opening in chess, where it's better to cast buffs and debuffs, at green the player gets initiative, then high up on green/red the enemies get initiative. It's possible to stay in red, but by that point it's like a queen sacrifice for a checkmate.
If you ask me, the real flaw of the overdrive system is that the name is too punchy for what it really does, and the bar should represent the tog of war push and pull of defense and attack in another way. But otherwise it's fine by me.
AGI in this game is an absolutely broken stat which takes balance as a physical entity and throws it right out of the window.
Stack enough AGI and debuff AGI of enemy and enemy won't get a single turn ever, so you can completely disregard all other mechanics...
Even if we skip how powerful AGI is in this game - overdrive honestly only removes tempo... it's not like it's 'hard' to understand that you need to keep bar where it wants it to be... it's just that ~50% of the battle becomes wasted on swapping/defending or using something which in most cases is even more useless.
After ~3-5 battles you figure this mechanics and it becomes more of a time waster rather than giving battles any depth.