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
Haven't finished things yet, but even the first stages of the Hawaii map are 'interestingly' laid out because you can be dealing with enemies > level 20 not that far from where you're basically... 'based' out of (Revolve Bar) shortly after you first arrive, while you need to go a bit into the story to unlock a district where the recommended level is ~13.
Fight on the streets very near the bar, maybe the enemies are level 8; go to the beach area not far from the starting zone, and again you can hit level 20+ enemies fairly quickly. Since as usual there's no "doom clock", and most enemies respawn, you can grind for XP, money and crafting supplies if you want... while the game designers can't assume that the only people who'll be playing will be doing so to a huge amount.
The combat is a bit more tactical vs. the previous iteration because you have control over movement and it matters (e.g. some skills use line or circle AoEs, you can do additional damage by knocking enemies into other enemies or knocking enemies to where an ally will get a free attack, etc).
As for healing items, I'd argue that the non-turn-based games starring Kiryu made it easier on you, because you could pause battles to use as many healing items as you could carry (which could be a lot, in the Dragon Engine games) and then immediately resume beatdowns. In the turn-based iterations, using a single item in combat costs that character his entire turn, so it needs to be balanced against the opportunity cost of whatever else you could be doing.
I will go for it and buy the LAD 8 .
also all males now have the rng {up to} full team heal/dmg move "breakdance delight" which makes dps/healing balance kinda broken
There's two main differences in the difficulty:
1) Post-Game. The True Final Tower in Y7 is FAR harder than the DLC dungeon here, thanks to some significantly tougher fights, and the fact that it has a far higher stat gate to even attempt.
2) Grind. This game is significantly less grindy than the Y7, as job levels are mostly for the skills and not the stats anymore, and the actual exp scaling on them is far lower. You only need to level up a couple of jobs for your extra skills now, and can then just sit on one job for the entire rest of the game.
Whilst it isn't innately tied to difficulty, the other significant difference is simply how tanky everything was in 7. Plenty of battles were just gigantic HP bars without much actual difficulty to the fight. This is mostly gone here. Hell, if you even overlevel yourself or your gear even slightly, you reach a point of taking down pretty much everything that isn't one of the last few bosses in the game in only a couple of hits.
It also seems that the substory etc. fights can also be significantly higher-leveled than the main story quests that are around when you unlock 'em, it seems. I had a fight with a trio of level 31 masked gunmen before finishing Chapter 5; and early in Chapter 6 before doing anything plot-related, some bar conversation led to a 2-on-3 fight against level 33 enemies.