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Oh okay. So is there any reason for one of your own units to take these then? I'd imagine using a shield to push an enemy into one on purpose would be a great idea, it's just with how randomly they spawn I'd guess that situation doesn't present itself too often.
Basically:
Red cards = bad.
Blue cards = good.
Green cards (only drop from enemies) = stat improvement.
I do agree that there should be at least one stage where they explain the items because items are useful this time, especially debuff.
What's your Breached Item do? "Inflicts BREACHED on the enemy." Thanks.
I'd also like it if they did a more detailed breakdown of damage and weapons and spells in the Advanced Tactics section of the Warren Report. Doesn't need to be thrown in your face, but having it in the game somewhere would be good.
iT's aBoUt MaPcOnTrOl!11
Yeah, right. They upped RNG extremely in this version. It's not only the cards but also the removal of TP and RNG activation of skills.
I won the last map on my third try by having my Zerker gaining an early attack power card + Berserk + Sanguine and having him attack the boss ONE time. I lost the map the last 2 tries because I had bad luck with the card drops.
For one, they increase replayability because no two missions are going to be quite the same. Different cards in different locations lead to different formations and different tactics depending on what comes up. Useful for when you do a replay of the same route in order to take the alternate choices, or when playing Chapter 4 over and over for different content.
I don't mind that bosses start with cards. If the cards didn't exist, I'd like the bosses to still be as hard as they are, so I imagine the difference is just whether the difficulty comes from cards or comes from their stats. At least it coming from cards gives you options for dealing with the boss.
Rarely do I ever go out of my way too much to gather cards as that means weakening the team's formation, but sometimes a card is just *a little* out of the way and presents an interesting tactical choice.
This is incorrect, each attack/magic card adds 50% to your base damage, meaning 2 cards doubles your damage and 4 cards triples your damage. It's so big that a valkyrie built for phys damage would prefer to use magic if they pick up a single magic card. I would personally prefer if defense was lowered across the board and cards nerfed a bit to compensate.
Related question here: Maybe it's different for the Switch version however upon beginning any new battle I always have to reset my camera view (I prefer to have it zoomed in as far as it goes normally). Does this setting not save from battle to battle for you guys too?
while 5 enemy casters including fully carded boss with Engulf nuke everyone out of orbit in 2 shots from the other side of the map starting from the 2nd turn with stronger version of offensive spells which you yourself don't have access to yet