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
At the late game your HIT chances are probably pretty good, and you're not relying on counter-attacks as much because how powerful your player phases become, so lances drop off a bit as that is where their advantages lie. This could potentially be remedied by stronger AVD units as enemies, but the backstab/flanks in the late game help a lot with those as well.
I think the availability of turn refreshes help tilt the balance towards classes that have them. Might look into potentially making them harder to trigger, but it's also fun imo to have stronger player phases as it feels like more agency is in the player's hands.
Really happy you enjoyed the game enough to try a second run with restrictions, love hearing if things like this are possible or not. Thank you for sharing your thoughts going through it again!!
For the main damage dealer classes, if there was a way to tie in a turn refreshing ability to an existing ability, that would probably feel better than nerfing the existing classes abilities. All of them can only trigger once per turn and have conditions so even hitting all of them (stiletto, elk effigy, blademaster for example) is difficult. I honestly don't think I ever used Mithra's idol once, either.
As for the 0 upgrades, I think that comes down to the fact that certain unique weapons and primarily back stabs are so powerful. This 100% would not be possible without the bonus to ignore DEF of a unit on a flanking hit because some elite defender units are too tanky otherwise. This is also why Assassins were so strong for me.
Precisely my point. This is why the Warlord is the strongest class. It gets the most reliable turn refresh - plus self-heal!
I'd like Slyker to get a bit more focus on his stat orientation: tilt it wee bit more toward tanking or damage. His stat growth is too much "jack-of-all-trades, master-of-none."
If an Acolyte gets the item that renews a turn on an incomplete heal, his XP will be okay. But that's just 1 healer, and the other healers do indeed suffer.
The choice to lose character is indeed a horrible mechanic, but I ignore the XP wastage though. There is still enough to go around for you not to hoard it.
Absolutely. Both Marcus and Finn - my co-MVPs and primary hybrid DPS/tanks - only use 2H swords.
I've found 2H axes wholly unnecessary on both Marcus and Finn. If you can always kill 2 characters a turn at minimum with 2H swords (which can multi-hit AND give you higher avoidance), then why use anything else?
They are the worst indeed, but not that far behind axes in my opinion.
The Defender-based classes are the worst-designed classes for multiple reasons. I do think Arland is better than Douglas in practice (if you only use 1 Defender-based class like I do), because you likely will have higher level and thus higher Defense with Arland by the time you get Douglas.
None of these damage-oriented characters that require items to hit things work well - and that includes even Skirmisher-based classes such as Reyson and Cassidy.
Lancer/Marshal worked for me and DK. But for me I had to use a tower shield and forgo a polearm.
I don't agree. The Ranger's capacity to one-shot most things is invaluable - especially if you run an undermanned crew like I do.
I can't get the new Enlightened to work and will never use one again in its current state.
I honestly think that Slyker having better DEF growths would be much better from a unit perspective. He gives bonuses to hit in a 2 tile radius around him, so ideally you'd like to sit him in the middle of a bunch of enemies so everyone else can go to town. As it is, he's too squishy to make much use of that, unless you pair him with archers.
Even with Phoebe holding that item as long as possible, she only got to roughly level 24 with very minimal grinding on earlier chapters. I think the lack of XP scaling (similar to Finn's skill) means that the constant flow of XP as units get injured will leave them behind units who regularly get kills. Counter-intuitively, the better you play, the less your healers can do to get XP in safe ways.
I'm of 2 minds here. You get them for 19 chapters otherwise and they're required for every mission, so it does seem kind of silly to hold off on that just to have a payoff on the final chapter that isn't really too bad compared to prior ones. But if you do hold off on leveling that unit, it means other units can get even more XP, and then you swap out dead weight for a level 35 unit for free, meaning you can potentially get a few extra levels across multiple characters.
Long Axe is hands down the best single target weapon in the game. Axes ignore 25% of DEF, 2H axes ignore shield, and Long Axe in particular gets first strike, which is otherwise exclusive to lances. That said, absolutely agree on greatswords otherwise. Axes ironically feel like they're meant to snipe very specific enemy units.
Something I forgot to mention in my main post is that 2H weapons of all classes are crazy good compared to 1H versions. I used the poleaxe on Illyana as a Blademaster and was very pleasantly surprised when trying to get Elk Effigy procs.
I think the main issue is that because all damage is calculated against DEF, it means that defenders can have pretty much garbage growths in everything except DEF and still perform essentially just as good. This means that Rho and Douglas's unique skills are not super useful because chances are they're not going to be able to do much damage. That said - weighted enhancements exist, and are perfect for our slower units.
I agree here. This is another reason why Assassins are so strong. They turn high SKL, high SPD, middling STR growth characters into monsters by adding 6 - 12 damage per attack. Blademasters in particular feel really weird given the unit selection. Their turn refresh doesn't work unless they get kills, and if you're not flanking, then it ends up being very avoidable, especially with fast enemies. So now you need high STR and SKL to proc the turn refresh, which no sword units really fit the bill for.
For many of the classes, it's less that I feel that they aren't strong, but not as strong as another option.
My main qualm with this is that if you're doing that, then you're spending 1 unit to kill 1 unit. If you have a unit that can turn refresh, then you can get better than a 1:1 ratio fairly regularly there. I personally feel like that leads to more consistency in fights than being able to delete a problematic unit.
The biggest thing is putting them on the front line spaced a little bit apart to rocket your units up by an extra 2 - 3 spaces. Once the first wave of engagements is over, you generally have most of your primary damage dealers with their turns already over. You then move your Enlightened up to your damage dealers (often to heal). Next turn you then get a little boost. Still a major downgrade, but still better than other options, I think. There's also some niche use if you're Assassin heavy like I tend to be, as it can make getting to an enemies flank significantly easier. Acolyte is still the bigger class choice.
I am not sure it's easier. You probably need some sort of extra movement buff to ensure it to trigger every turn (e.g. Enlightened passive, extra movement boots, Acolyte active, etc.) And then there's the fundamental point, captured in RPG lingo, that "dead DPS does no DPS." To trigger that turn refresh, you often need to put the character at risk. I am risk-averse, so it's not for me. And it's certainly a less beginner-friendly way to play.
I wholly agree. Nonetheless, employing a tower shield was currently a temporary solution - especially after I got the refinement that gives you the ability to refresh shielding.
She got to level 32 for me (as opposed to Cedric's level 29). No XP-farming, but I did run a 12-man squad.
This one is a close call. I still prefer the defensive buff and the capacity to hit 2 targets that a 2H sword grants. But I do carry a long axe on Finn.
I agree, with a few exceptions. But then it's a stupendous task to balance so many classes!
You might be right in most maps, but there are certain maps with a concentration of heavily armored enemies - for instance, chapter 19 (in fact, they are elites to boot!). I find that neither non-Ranger alternative works well here. And I plan my strategy around beating the harder encounters, not trash mobs.
Too much micro-management for this impatient old man! ;)
Defenders are by far the worst class overall, because they have very low DPS, but aren't that great when it comes to tanking either. You constantly need to be on the lookout not only for 2H axe users who can destroy you, but also polearm users who will always hit your defender twice... and the character behind them, which is often fatal. Same for 2H swords users, albeit it happens more rarely. When I realized that I was looking for ways to protect my tanks, I simply ditched them completely and never looked back. Fighter into Warlords and Soldiers into Marshals are more than enough when it comes to resilience.