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Also it makes losing a sinner much less annoying, because look, there's another one replacing it already, that's awesome. It also allows for more difficult fights, while also being fair enough, because even if eg some abno wipes out your entire team, it will be replaced with another one, everyone having starting SP as well.
What I think they should do is allow to go into battle with less than 12 sinners, to keep solo content alive. Like, just a confirmation, when you choose less than 12 sinners, that "are you sure you want to do that?" thing.
It's Ahab!!!
So, what it will be?
Sinner? (Sneer)
Or
Whale? (Weil)
Have I truly became an Ahab?
Another concern is that it will put a lot of pressure in new players with levels and upties.
I also hope that we still get battles with more than 6 sinners at once.
Because, well, obviously this doesn't apply to every status effect, but there's rupture, bleed and sinking that requires team synergy to make it all work. Losing one sinner and not having a backup that fits in with the team could lead to you throwing the game. Also just because railway was.. well, tolerable, doesn't mean future battles are going to be the same. Heck, I wouldn't be surprised if we ended up with one of the bosses where they staggered your unit, but instead of making them useless, they just used your units against you... which, to be honest, was a missed opportunity to have with the Bongy chapter, considering the story involved people possessed by raw chickens. But, yeah, we could be dealing with IDs getting taken advantage of or even sacrificed just for the sake of whatever abnormality or story content we're dealing with.
Just because they are letting you use 6 extra units doesn't mean the fights will become hard enough that you will actually need them.
Unless they increase the difficulty by like 500%, 2-3 good 000 ids and 3-4 decent 00 ids will probably be good enough to clear anything.
But we have to see how things will play out. I don't expect a drastic difficulty increase, not at this point in time, more like a small/moderate difficulty increase once the chain system becomes the default.
Unfortunately i need to say goodbye to my 2 skill slots dark flame outis with this.
I'm less worried about the difficulty increase, although, yeah I guess that is still a possibility, but more about future gimmicky battles where you have to actually kill off your IDs for abnormalities or story's sake, or have to actually fight your own team with whatever IDs and backup you have in your team.. and no I don't mean Envy Peccatulum but your sinners got mind controlled or some other similar gimmick. I mean in the livestream they did want to make Sinner deaths to be an acceptable loss and to also add more strategy to it, so having to intentionally bring out backup IDs feels like something they would do, which leads to that possible problem of having to at least have one or two backups to be IDs that, if it's something like a rupture/sinking team, then those IDs also have to be the same to not ruin the status team.
sure hyperspecifically in rupture and sinking comps a sinner taht doesnt apply those statuses filling in that dead slot might eventually burn through the stacks but its not as if your other sinners are suddenly useless... you are being way too over dramatic about it.
on the other hand a chain system can let you do neat things like set up a burn team innitally which applies a ton of burn and after a few turns just onesided attack everything so they die and new team that is (insert status here) comes in and layers their own status ontop of burn which isnt possible before