Tactics Ogre: Reborn

Tactics Ogre: Reborn

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ab4daa Nov 16, 2022 @ 4:59pm
Please nerf blue card buff
Units with blue card perform way too good.

With 2 attack cards, one can 1 or 2 shot everything.

Just because some RNG cards spam near him or he is a boss?

It is NOT fun and kills character developing.

Why should I prepare my units so well before battle? Just pick cards and he becomes killing machine.

Boss already has better stat. With blue card buff, he just 1 or 2 shot everything from beginning.
Please do not justify this by making revive so easy.
Meat grinding every battle is NOT fun.

Please nerf blue card for both player and enemy by 50% or provide % option in setting.
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Showing 1-15 of 33 comments
Pickleton Nov 16, 2022 @ 5:03pm 
Or just pick up the cards yourself. Map control and positioning are part of strategy.
knockoffsoda Nov 16, 2022 @ 6:16pm 
> Boss already has better stat. With blue card buff, he just 1 or 2 shot everything from beginning.

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.
Big Mistake Nov 16, 2022 @ 6:24pm 
While I don't agree with a lot of the criticisms of TO Reborn, I actually do here.

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.
Last edited by Big Mistake; Nov 16, 2022 @ 6:25pm
.O. Nov 16, 2022 @ 6:25pm 
Honestly you need to improve your tactics and approach to battles. A lot of people ignore debuffs even though debuffs are incredibly powerful and useful.
.O. Nov 16, 2022 @ 6:29pm 
Originally posted by Rando:
t it does feel like it detracts from the value of putting a lot of thought into a character's build.

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.
Black Hammer Nov 16, 2022 @ 6:29pm 
Map control is the name of the game now. Get out there and take the good cards.

I do wish there was a defense boosting card.
Big Mistake Nov 16, 2022 @ 6:41pm 
Originally posted by .O.:
Originally posted by Rando:
t it does feel like it detracts from the value of putting a lot of thought into a character's build.

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.
It doesn't seem as though you've tried to understand my argument at all. Yes, I know how to play the game and the value of team synergy and using all available tools.

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.
Killjoy Nov 16, 2022 @ 6:48pm 
The cards only feel op when you are able to stack the magic/melee buffs which is really rare to do.

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.
Dthomaz Nov 16, 2022 @ 7:29pm 
Originally posted by Pickleton:
Or just pick up the cards yourself. Map control and positioning are part of strategy.

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.
.O. Nov 16, 2022 @ 8:03pm 
Originally posted by Rando:
It doesn't seem as though you've tried to understand my argument at all. Yes, I know how to play the game and the value of team synergy and using all available tools.

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.
Pickleton Nov 16, 2022 @ 8:14pm 
Homeboy doesn't even realize that the card damage increase is a percent after the damage calculations. If you're 1-shotting after picking up 4 cards, you'd be 2 shotting without any cards under same conditions.
Building your character correctly is still important
Big Mistake Nov 16, 2022 @ 8:24pm 
Originally posted by .O.:
Originally posted by Rando:
It doesn't seem as though you've tried to understand my argument at all. Yes, I know how to play the game and the value of team synergy and using all available tools.

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.

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.
Last edited by Big Mistake; Nov 16, 2022 @ 8:29pm
Pickleton Nov 16, 2022 @ 8:31pm 
Again.
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.
REhorror Nov 16, 2022 @ 10:31pm 
The cards are too random to base a strategy on, at best they help to encourage movement, but they do not decide on the battle.

What you spend goth on instead is equipment.
Del_Duio Nov 17, 2022 @ 5:41am 
Originally posted by Pickleton:
Or just pick up the cards yourself. Map control and positioning are part of strategy.

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.
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Date Posted: Nov 16, 2022 @ 4:59pm
Posts: 33