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A baffling design choice when it would have otherwise been a great turn-based RPG.
Like, I understand this not being a thing in a game like, say, *elden ring* where the difficulty is half the point of the game, thats why it doesn't even *have* a difficulty slider.
But if your going to include a difficulty slider, and have one of those sliders be *Literal story mode, easiest form of combat*, adding options for the people doing story (And arguably normal) isn't exactly going to break the spirit of your game, since you can simply point out the true way to play is on Expert or w/e higher difficulty that *Doesnt* have the accessibility options available for it.
On an unrelated aside, it boggles my mind how people complain that TBS is boring and needs stuff like this to be successful, yet the genre has existed basically since the inception of gaming and many games come out without stuff like this and do just fine.
Heck, do people not know Chess has existed for 1500 years?
edit: Also, RIP deaf/hard of hearing people who can't make use of the audio cue that may or may not be drowned out in all the other sounds going on.
Feels like i have to learn it by encounter/mob type and not from what i'm looking at on screen
Can I point out that RPGs like Legend of Dragoon and Shadow Hearts judgement ring have an indicator of when to press the button that is not just a highly varied enemy attack animation?
I would have far less of a problem if a ring popped up with highlighted sections to indicate block windows then I do with the current mechanics which feel like I have to learn on every monster whether its before the attack hits, when the attack hits the top of the model or when it hits the core of the model.
I have far less issues with the attacking mechanics in this game where I am about 95 percent perfect on because there is a timed indicator on screen.
Whereas dodges and parrying rates make me feel the game is unplayable.
Consider growing up maybe for a half second, when mommy and daddy let you use their iphone again
I'm already not the best at using systems like parrying in other games due to not being the best with split second timing, but at least in those games I don't die in one to two hits in a lot of cases.
Devs, I love the idea you are going with with the story and what not, but in the future just make it a normal ass turn based rpg game please and thank you.
Really hard to enjoy the story and Shadowheart's VA in between getting one shot by bosses. Thankfully the auto save, for once, is actually pretty good so when I do die I'm normally nearby the boss and don't lose a ton of progress. That at least is a nice silver lining.
I don't want to grind a souls game again, I'm too old and have better things to do than beat a boss on trial/error
I also trusted reviewers who said you could disable QTEs....but apparently that is only on attacks not defensive dodgeing or parrying....and even the lowest difficulty has monsters that one shot you.