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Are you talking about how Persona 3 turned Persona games into a casualized dating sim for lonely waifu nerds?
The problem is it didn't do anything that isn't already being done by other systems, so it just became busywork more than anything else. I'm not sure it'd even be relevant in P3R - the main drawback that made it a problem was it made your party far more likely to be downed by an attack. Thus far, the only enemies I've found that live long enough they might get to take a turn are the bosses ...
Just do it the last available day before the deadline...
you could do that in fes aswell. that was my point. apart from very early in the game, the exhaustion system practically doesn't exist anymore.
lol sure whatever you say buddy
The tiredness mechanic worked off of RNG calls anyway, so sometimes it would force characters to tire out immediately upon the first battle. The only purpose it really served in mid-to-late game was making me avoid random encounters for in paranoia lest my grinding session come to an early end.
It also made SP restoratives way less useful, since there's no reason to use them late into a Tartarus run since you're probably gonna tucker out and need to go home soon by the time you get low anyway.
I get that for the uninitiated, it added a challenge that's absent from Reload, but it makes perfect sense that it's gone given how superfluous it was in the original.
I'm glad that it's gone. I like to fight all shadows on the floor and collect all loot before going up to the next.
Without a way to reliably anticipate when a teammate will feel tired, someone wanting to go home before you've saved and before you beat the boss at the checkpoint was an annoying game of chicken.
It's my least favorite aspect of the game. But it could be forgivable if the characters had different stages of fatigue to give you a warning for when it's time to wrap things up.
Small cues tired animations, facial expressions, getting sweaty, etc.