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Second, on top of the fact that there are few decisions, they are not taken into account. From the middle of the game the plot moves forward like a headless chicken. It doesn't matter who you have a good or bad relationship with, the plot goes on its own. At no time do you have the feeling of being the leader, everyone goes on their own and does what they want.
Jay-T's solution is what you have to do because they leave you no other option, the other option is that when you know how it works, leave aside the main ones, and make the team based on the recruits. At least they are always there.
Finally, it would be appreciated if from time to time the enemy also had some casualties, you fight ten times against the same bosses and they always come back. It's a war, I'm not saying that none of my people can die, but it would be nice if the enemy also suffered some casualties.
That said, I loved the game, but it has flaws that will keep me from replaying it.
In the writers defense, I understand WHY they do this. War sucks. And losing people you grow attached to is a great way to express this in story form. But from a GAMEPLAY perspective, its very annoying.
The way I would have handled it, would to have non-playable (but very story-centric and likable characters) killed off in the narrative instead. Look at how popular Sara is, and all she does is cook in the camp LOL. Make about 10 such characters, and then you could kill off 2 or three to keep the narrative of loss, without interupting player progression.
What's done is done of course. But maybe they will add alternative paths and choices that could "save" playable characters if enough people ask for it. This is their first foray into creating a game like this, and they deserve some slack, and all the advise we, as fans of this genre, can give them.
If you REALLY want to know though.
robin and gilbert die
Yeah. Ouch.
It's especially annoying, because you leadership and gifts are pretty limited, so it's even more messed up, when that character you've been building rapport for dies.
Btw just found out myself, but you get Leon's rapport reward for bond lvl 2 after his death. , which wasted probably an hour of my life, because I kept looking for more "rapport conversations" like an idiot, and only found out that you get the reward later, after I gave up on it and moved on.
I don't know if it's dependent on dialogue choices or on how much rapport you have with Marchelle, but in my game she stayed with me, when I told her that I need her. Had her on Close Ally at that point, when the dialogue about her staying or not came up.
I get that the devs/writers want to give Eden some extra motivation to hate Balastar by killing off people close to him, but it would've been nice if that didn't mean losing the gear, leadership, gifts, and exp that you invested in the main cast.
To be fair I didn't really hate losing Leon that much, even though it's annoying that I spend enough leadership etc on him to get close ally , since I get that it's part of making a story more interesting, if there are stakes in it, and not everyone magically survives.
You just said it yourself why people are mad, yet you don't understand it. The "just life" excuse is kind of stupid too, no offense.
"I don't get why people get mad when they get cheated on or when their car gets stolen. This is life guys"
It's perfectly fine if I lose my runes in Elden Ring, because it's a clearly defined game mechanic.
It's also fine, if you play a tactics game in iron man mode and lose your units forever, if they die.
But it's simply unfun and frustrating, if a game takes away things or characters from you, after you invested time and resources in them, without a chance to prevent it.