Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
Beside that the inability to redirect attacks in regular encounters is the other thing that is pretty annoying since it introduces a rng element that i dont understand why they think it is a good idea.
Also I'm probably in the very small minority because I really don't like manual targeting at all. You can't do anything clever with it because the choices are almost always obvious or absolutely necessary, so it feels like a compulsory slog of making painfully obvious moves.
I have no idea why they thought it was a good idea. Maybe they think gacha players enjoy autocombat over a tactical one? Maybe they expected it to be simpler and less confusing than normal targeting?
Either way its a downgrade to abno fights in every single way.
Personally, I would like to see 2 things :
1) Just make regular encounters work same way as with abnos like it was in lor, giving more reason for haste characters etc. (Tho im not sure how PM will do it, since from one side they listen to fans, from other i feel like not being able to choose target in reg combat PM wants to stay.)
2) Some of status effects could be reworked, or more skills should inflict some of statuses starting next turn rather than current one.
3)A good way to make defensive moves actually worth it instead of just using them to skip turn, would be to allow for clashing with them during abno fights, since frequently i had it that if i were to use def move on nugget that cant win / something else, the attack instead goes onto next person, so def move is frequently ultra hard to execute.
On top of that ofc have def move scale off with def power instead of being a one sided clash thing, and scale with uptying same as basic moves get +1 to min roll.
As an option by adding a universal affinity which every sinner can generate with attacks, but at a much slower rate that class affinities. That universal affinity could be used instead of class affinities to fill a missing point or couple for EGO skills, but at a higher cost than class affinities.
Would make team compositions a bit more flexible and interesting options viable, not just those that circle around EGO spam (where the future game direction seem to be aimed atm) typos
I mostly thought about this because my brain is making me think that i heard something like this when watchin PM videos about game before it came out d:
Tho then it might be too easy to stack up on activated passives.
As for defensive coins, aside from dodge in niche scenarios I mostly use them prevent clashes I can't win. Because of the way the auto targeting in the game works and the fact enemies almost never have a speed higher than 4 where as I regularly have 5 to 7 if I hit the defense in the middle of a chain it automatically re-targets the next attack towards the previous one. So to give an example:
If I have a chain of attacks with the following odds: Domination (A fights A)> domination (B fights B) > struggling (C fights C) > favored (D fights D) > unopposed (F attacks A) then I'm looking like I might take some damage. So what I do in that situation is have the middle character guard, causing everyone after that in the chain to re-target. As a result the chain looks like this instead: Domination (A fights A) > Domination (B fights B) > Guard (C fights no one) > domination (D fights C) > favored (F fights D).
Guard in normal fights as a result is basically your only way to pick targets and I hope we get more in future. Otherwise they're just niche things you can do with your slowest speed units or in aberration fights if you really low balled it with available attacks. Since sometimes a solid dodge or block can be the difference between being staggered or not if you have no good clashing options, and counter is just for when you want to get damage done and don't think you can win the clash. Really bad option though, enemies will always use their hardest hitting move if available rather than it being even slightly randomized. I think they need to buffed in general with a little bit of damage reduction on top of their counter attack as you tier 2 and 3 the unit. Similar to how Block and Dodge should probably gain multi-block and stronger minimum value at tier 2 and something character specific at 3. Only good thing going for counter is that you can at least use it for absolute resonance and building up affinities for E.G.O if you have no other options.
Hopefully next characters will introduce mixed damage types with all sorts of gimmicks to disable this brain dead "use single damage to win" approach.
Here doing 21! mono blunt encounter in a row is just boring and uninspired copy/paste design and I don't think it's fine at all. I still cleared it with slash/pierce team but it was frustrating and not very fun (well except Kromer fight).
Lor is a whole different story in these terms, I'd not compare these two.