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EDIT: It legitimately felt like a freakin porting bug skewed some values or something, ratcheting its defense up into the sky.
I'm thinking they designed it this way so you really have to think about which personas you bring to tackle boss fights. I'm getting used to the difficulty but it is very surprising coming from a musuo game format where usually you just whack 2 buttons and win on normal difficulty.
As with any game if you enjoy it enough you learn and you get better.
Grind. Sadly.
AIght, so I don't have any regrets setting it to easy then. Unfortunate, most of the other fights well balanced, just some spikes in difficulty. I retried fights until they went from total party wipe to nearly no damage/SP cost on anyone.
I went into that fight (against something with weaknesses against Wind, Fire and Bless) with Morgana, Ann and Sophia. Consistently used abilities on it as long as I could, did tag teams, unleashed showtimes, all to watch the bar lower a few pixels. Best gear from the shop on all of my people (I did grind cash a bit) and swapped through my whole party for the dungeon to ensure they all kept up in level with Joker.
If I need to grind more than that then that's simply bad game design. Unfortunate. I was hoping there was some weird trick to the Down gauge that I was missing (in Hyrule Warriors: Calamity, parrying and doing followups is what's meant to cut through that gauge real well, whereas it barely did anything in this). Wish there were more custom difficulty settings, I'd try to make a config in between the two.
EDIT: Almost forgot, I also spent some time getting all of my personas leveled up as well so my stats wouldn't be trash. Even got a few to be accidental misfires so I'd have some extra powerful ones.
I appreciate all the feedback, I definitely was doing this, tried it with both Arsene and Jack O Lantern. I found whenever I don't play as Joker, the game drains his SP (no AI settings in regards to this like in the original game?). I'm pretty sure a bunch of other attacks also inflict curse (gun attacks with strong attacks, most of the strong attacks really).
As for grinding which someone else said, this game does a lot to point out what the original did right. If you needed to grind, you went to the lowest floor in mementos or the furthest part in a relatively linear level and just moved back if things were killing you too easily. Granted, I only needed to do go back up floors on my first playthrough (I got better at SP management early on because the game kinda guided me to what I should be doing), but the fact that it was setup to help make something tedious a bit simpler was appreciated. Oh, and of course, Royal's changes made grinding go from tedious to highly rewarding. Just weird that despire all of the clear gameplay decisions they inherited from the main game, they lost several of the strong ways the game taught you about itself.`
I can tell you it become easier on the next jail, basically since you'll have more HP/SP and Persona, you'll have a lot more option to beat the boss.
Like in the Persona and SMT games, the beginning is the hardest.
look in the tutorials for synergy and base your party around this you don't have to stick to just what the weaknesses are this way. it ofc helps if two elements that work well together are also both weaknesses then you can just go to town.
Joker will always be able to fit with everyone but certain members compliment each other more than others.