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
Better that they add that challenge via cards and not via their base stats. At least with the cards you can theoretically push him on a cancel card, or, more likely, they'll pick up a card that doesn't help but which pushes off one of the cards that does help.
The most mediocre units on my team become an absolute powerhouse with a few stacks of physical/magic/crit/mp regen cards. Characters I put no thought into can start hitting for 2-300 damage just cause they were lucky enough to be close to the RNG card spawn. It feels like at any given time I can eschew playing strategically to reroll for lucky card spawns and beat just about any map without actually tailoring my approach.
Yes, I can and do ignore them unless I'm fighting a numerical disadvantage I can't beat without them, but it seems like this system is working as intended what with how bosses like Leonar start the battle fully carded. It's by no means a dealbreaker, but it does feel like it detracts from the value of putting a lot of thought into a character's build.
I was excited for the card system, because I thought they'd be placed in specific tactical locations on each map to put a greater emphasis on positioning and moving aggressively. As is, they don't really feel like they even encourage better positioning considering they spawn so randomly.
It's a shame, the system had more potential than I think was realized. Modders will probably have a solution for players who don't like the system before too long, though.
It honestly doesn't, you need to build for teamwork rather than individual powerhouse units. Positioning matters a lot, debuffs matters, the game is significantly more tactical in this version compared to past versions.
I do wish there was a defense boosting card.
The problem is that doing any of those things is generally less important when the path of least resistance is to go for a few lucky card spawns that don't require you to worry about positioning, or teamwide synergies, or playing around elemental affinity advantages.
The value of building a wizard who can perform really well as a damage dealer is lessened, because instead of thinking about how I can maximize their growths, edge out every point of damage from their equip choices, and best utilize their kit I can just grab two magic up cards and have Deadshot 2 hit for 300+ damage on a level 20 unit.
Weighing my options between a more survivable healer and a more utility oriented one is less important when I can supplement a lack of magic leaves or Meditation with MP regen cards.
As I mentioned in the post you quoted, these things aren't a dealbreaker and can be ignored, but I don't think this implementation is without substantial flaws.
The whole idea of the cards is to mix things up.
If you guys been playing these tactics games for as long as i have, then you will notice that the AI will do the same thing every single time if you move and do the same thing when you reload a map you were losing on.
The cards mix your movement up and make each time you re load a whole new battle.
It doesn't become a puzzle where if you move here, you know next turn the AI will move there ect.
I do think they need to tone down how many of the cards spawn though.
Some bosses start with 4 cards.
This whole card idea was a mistake, if their intention was to increase the challenge, there were many other ways they could do that, but they come up with the most stupid thing ever, random cards popping all over the battlefield for no reason at all.
If at east they gave us an option to disable it, but i guess they can't because they balanced all the game around this gimmick.
I understand the argument just fine, but the argument itself is nonsensical. I will summarize your argument for you:
1. The game provides multiple options to approach a problem/encounter.
2. You have picked the most optimal option.
3. You complain that the most optimal option is optimal.
That is the core of your argument. It is incredibly silly and nonsensical. If the game only provided one option and forces everyone to take advantage of the cards, then I would say that is bad design. But that is not the case here, there are plenty of options you can take, one of them being to stack up on cards.
If I were to use a real world example, let's say I want to reach the top of a small mountain. My options would be:
1. Take a car and drive up the mountain.
2. Go for a hike and walk up the mountain.
3. Use a ski-lift or similar thing to get up the mountain.
The most optimal if I just want to do it quickly is probably the ski-lift. But if I also want to get some exercise? I would go for the hike. If I also need to take small children with me? probably the car.
The options are varied and each exist for different types of people who want different things. There is no need for you to use the cards, nobody is forcing you to do it, the combat encounters are all perfectly doable without grabbing any cards. But for people who need it, the cards are there.
Building your character correctly is still important
Jesus christ the condescension. Big angry mom at a PTA meeting energy.
Anyways, you seem to have missed something important that you yourself alluded to. That stacking cards is the optimal strategy. The cards have very little element of skill to their acquisition, little strategy is needed to make good use of them, and their presence as such a dominant force allows a person to avoid actually incorporating much strategy into their play.
My interpretation of the level cap being added was to remove the option for people to outgrind the challenge in the game. What does that leave us with? Relying more heavily on the strategic element of the game to win, as opposed to going for sheer numerical advantage.
My interpretation of random battles being removed was to encourage a greater degree of resource management. Both of these mechanics in unison encourage the player to take a more thoughtful approach.
So the fact that the optimal strategy runs counter to these goals, and is heavily dependent on RNG, is in fact something that's valid to criticize as it undermines the S in SRPG. And yeah, no ♥♥♥♥ I am not forced to engage with it. I thought mentioning TWICE that I avoid this mechanic and don't think it ruins the game would be enough to ward off this annoying pedant ♥♥♥♥, but yeah for posterity: I do ignore it, and keep playing the game the way I enjoy. I also think it's reasonable to criticize flaws in games that I like.
Current reports I've been reading are that each phys card adds 25% to your post calculated damage.
If your people are being 1-shot because someone picked up 1 or 2 cards, it's not the cards that are the problem. Either your characters are too glassy or you're getting them into precarious positions.
If you're mad because you're 1-shotting everything after picking up 2 cards, then congratulations, you've figured out quite a few of the mechanics.
Literally saw someone say "look I'm doing 1k damage, cards are broken" with a screenshot of Canopus with 3 phys cards .... using a finisher on a unit with fear and I believe breach.
What you spend goth on instead is equipment.
This doesn't help if the card spawns right next to the boss and you're half a map away though.
I thought I'd hate the random card system. While I think I'd like it better if it didn't exist, I can't say I actively hate it yet either. The one I don't really understand is the red card that clears all your buffs but still shows up and takes a card slot on your guy. That's pretty strange.