Chained Echoes

Chained Echoes

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Faytte Dec 20, 2022 @ 11:51am
Agility Change
The change to agility (capping at 50) feels odd. I get why it needed to be done, but I think, given all the turns one needs to spend to simply buff agility (and maintain it) that capping it at 50 pre buffs is a touch too low? I did a few combats in act 4 and while before it felt a bit like cheating, it now feels too much the opposite. Not sure why going from an agility base of 60 to 50 feels so bad but imagine it has to do with all the multipliers.

Any chance it can be something like 55 instead?
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Showing 1-15 of 32 comments
Fate Dec 20, 2022 @ 12:08pm 
It didn't have to be done at all IMO, it's not a multiplayer game. I dislike nerfs in singleplayer RPG's like this personally, but I know there will be people who defend it and berate my opinion I'm sure. Not once have I ever been excited for a nerf in this sort of game, in fact my heart deflates.

But to each their own I guess?
Last edited by Fate; Dec 20, 2022 @ 12:08pm
ArcheKnight Dec 20, 2022 @ 12:25pm 
Originally posted by Fate:
It didn't have to be done at all IMO, it's not a multiplayer game. I dislike nerfs in singleplayer RPG's like this personally, but I know there will be people who defend it and berate my opinion I'm sure. Not once have I ever been excited for a nerf in this sort of game, in fact my heart deflates.

But to each their own I guess?

Agree 100%. If this was done as part of a fix to some kind of odd bug, then I understand, but otherwise this is a single player rpg and nerfs shouldn't happen. Especially when over half of the cast of characters are so weak. I'd much rather see buffs/changes to other characters so as to make them more interesting or more useful. I really want to like Magnolia but where I can setup with Lenne for extra damage, I HAVE to setup on Magnolia to guarantee AoE. In long fights she can be more useful than she is otherwise but Lenne can do all of that and more and can choose between setting up for massive damage or lazily mashing AoE.
RadicalDreamer1999 Dec 20, 2022 @ 12:31pm 
Y'all kept on breaking the game's difficulty, dev responded. you have yourselves to blame :)
Laharl Dec 20, 2022 @ 12:40pm 
the agility not allowing enemies to move was NEVER intended so it was a bug plain and simple.
Fate Dec 20, 2022 @ 12:44pm 
Originally posted by Laharl:
the agility not allowing enemies to move was NEVER intended so it was a bug plain and simple.

Ok cool, still unhappy with the change if that's even true.

Notice how in the patch notes it shows the fixes, and then after the fixes were listed it shows changes? Yea, agility wasn't addressed as a bug in the notes.
Last edited by Fate; Dec 20, 2022 @ 12:46pm
Laharl Dec 20, 2022 @ 12:48pm 
thats unfortunate because it was a needed change. I understand where you are coming from but ppl trashing the difficulty by using an exploit was probably disheartening to the dev. He built this game and ppl were just trashing all the obstacles he threw at them with a bug, instead of actually figuring out a winning strat they would just cheese it by not allowing the enemy to do its thing.

no disrespect meant to you but I hope this explains why it was done.
Fate Dec 20, 2022 @ 12:48pm 
Originally posted by RadicalDreamer1999:
Y'all kept on breaking the game's difficulty, dev responded. you have yourselves to blame :)

I have the dev to blame lol, dev doesn't need to respond to 'breaking a game's difficulty'.

Part of the joy of having multiple runs of a great RPG, is breaking the game. FF6 for example was fun to break and I play that game virtually every year since it released in the US.
Fate Dec 20, 2022 @ 12:55pm 
Originally posted by Laharl:
thats unfortunate because it was a needed change. I understand where you are coming from but ppl trashing the difficulty by using an exploit was probably disheartening to the dev. He built this game and ppl were just trashing all the obstacles he threw at them with a bug, instead of actually figuring out a winning strat they would just cheese it by not allowing the enemy to do its thing.

no disrespect meant to you but I hope this explains why it was done.

Well it is what it is. I just know I will inevitably (not out of spite) probably not be playing this more than once or twice at the most. Especially if any more such changes come about.

Which the game is still fine by all accounts, don't get me wrong. It just won't be my top fav RPG's, since I rate some of the best RPG's by replay value. I'll have to finish it first before I really say but yeah.
Faytte Dec 20, 2022 @ 1:26pm 
Yeah breaking a game is kind of a fun part of it. Not super interested in a second playthrough, especially as builds are kind of dull.
Cat Dec 20, 2022 @ 3:43pm 
I wish he'd capped the max agility from buffs instead of hard capping the agility from stats, but that's just me, stacking agility on Sienna to make her super fast was fun, breaking the turn order was not intended, knowing her stats are now capped at 50 means using bandit on her already puts you near the cap, slap on agility passive and she overshoots it, using both agility ones is pointless, crystals will also overshoot now, so I guess in some ways you can use other stuff now and break her in other ways. Critical hit nerf when?
Citadel Dec 20, 2022 @ 9:10pm 
I like nerfs to overpowered things even in RPGs, it's not fun when you can break the game and all the challenge is gone. I get that some people like getitng OP in RPGs, but I like playing them on max difficulty where I have to use all the systems and tools that they give you. If it were required to abuse some system in order to beat the game, then that's fine, but since the game is plenty beatable even without agi stacking, I'm in favor on this nerf. I think a good example is the bravely series which has many very powerful combos, but they're required since the enemies are equally powerful and will use powerful combos on you back.
Fusei Dec 20, 2022 @ 11:36pm 
Hopefully it's only a temporary fix, I believe few enemies have high agi stat. So it's quite easy to get a few extra turns on them. The long term fix would have been to re-adjust enemy stats, the quick term one is simply to cap agi stat of the party.

But yeah I agree, huge nerfs and right after release, do not sit well with me.

Originally posted by Citadel:
I like nerfs to overpowered things even in RPGs, it's not fun when you can break the game and all the challenge is gone. I get that some people like getitng OP in RPGs, but I like playing them on max difficulty where I have to use all the systems and tools that they give you. If it were required to abuse some system in order to beat the game, then that's fine, but since the game is plenty beatable even without agi stacking, I'm in favor on this nerf. I think a good example is the bravely series which has many very powerful combos, but they're required since the enemies are equally powerful and will use powerful combos on you back.

As other posters have said before, the OP broken no-turn stuff was due to a bug. The cap to agi isn't related to it.
jazzy Dec 21, 2022 @ 12:41am 
If my agi is 50 on Sienna is there no reason to use Quickstep then? Can you go past 50 in the fight?
Cat Dec 21, 2022 @ 2:20am 
The agility hard cap is only equipment, 50 max but you can still boost it above that in a fight
Laz Dec 21, 2022 @ 7:19am 
Just completed the game. Not sure what is the original experience, but I think the current setting is fine. Agile is still overpowered. You can cruise through every field monster encounter and bosses (including optional) with two agile passive on Sienna & Mikah + double steps, even without external NPC support for final boss.
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Date Posted: Dec 20, 2022 @ 11:51am
Posts: 32