Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I know PM games require such a thing, but what I imply is beyond that, I mean that even playing by their rules, there is a clear lack in balance when it comes to the newest content.
As an example, when we first got to face Gyeong-mi, it was absurdly scary what the values in their cards were, 2 cost cards having so many powerful dice. With that as comparison, Gyeong-mi's "Cut In" card is a 2 cost card with 3-6 blunt, 1-6 evade, 3-4 piercing, which is quite a capable card even though it lacks any kind of special effect...
And then you meet Yuna's... well, any of Yuna's 2 cost card, like "Eject" with a 3-7 piercing that reduces target's power die by 1, then a 2-5 that again reduces the target's power for the die by 1, and a 2-5 defense... AND THE CARD STILL DEALS BURN DAMAGE! You also have Butterfly Slash, another 2 cost, with 2-7 blunt, 3-5 defense and 4-8 slice... WHICH BURNS TOO. And their passives give you +1 Burn stack when they put stacks on you, I've seen characters get 10 burn damage at the start of the next turn... and those stacks were put in a single turn!
There are previous 3 cost cards that are way worse than this, the balance does not make any kind of sense.
Yuna also has 0 cost cards (Handle request, 1-6 slice, 3-4 defense, with burn effect) that are way better than Gyeong-mi or Walter's 1 cost cards (Stand off, 1-6 slice that heals 2 on hit, 2-3 blunt)
The core of the issue is the tremendous lack of balance compared to the immediately previous content (Walter - Zwei Ch 3) or even same tier content (Gyeong-mi's squad or Full Stop).
If the only way to beat them is to try your luck to beat a single one of them every try, pray their book drops and their book also drops their pages, then fight them with their very same cards... the game would honestly lose a lot of value.
To be honest, it finally feel a bit hard. The game this far felt like it gave you everything so easily , it's refreshing to see the ''defeat'' screen a bit.
It's quite sad to hear that in order to beat the next content you need to use... the next content.
Thanks for the suggestion.
It's only a spike in difficulty if you go at the new encounter immediately with just 3 librarians (still doable, but gonna need optimized decks or a lot of luck).
I also equipped my librarians with armor that endured slash.
It feel fair and difficult at the same time, which i hope is how every 'important fight' will feel like
I agree with you, if the tactics to beat them is "have a clear advantage" against them... it won't felt as good.
It reminds me of the first battles of the game where it was just Roland, it was hard, but it didn't feel unfair. That's how it should feel.
The Carnival was okay, they had some surprising mechanics mixed but it was nothing outrageous.
Full Stop were hard, truly hard, but that's because they introduced a new mechanic which was guns, and guns are canonically overpowered and they come with their own limitation, so the balance is given in that form.
But Dawn was... it was simply unfair because they were given better value cards and traits, and the only way to turn it against them was to grab what they use.
---
I feel they should introduce some kind of growth mechanic, back then Pierre cards were truly good, I was a big fan of using her cards (and then her deck), but right now bringing her page is simply suicide. I wish there was a way to reinforce her page, or the value of her rolls, so you can keep using your favourite pages even as the game progresses. And I would be okay with introducing a farming mechanic here, because it's something you're doing because you want to.
Maybe a mechanic that could be called "Prologue" and "Epilogue", where you feed pages individually to a level 20 page, maybe another level 20 page, you prestige the first and the page you feed gives the other one something, like increasing the speed values from 1-4 to 2-5, maybe giving it a passive trait (Speed Dice +1), things like that. And you can do this several times.
Otherwise, there's literally no reason to use the old pages, and I personally feel it's quite a shame because it ends up invisibilizing the previous content, forcing the player to just expect the next and ignore the past one.