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But the Answer & FemC's route, including any content from both, are cut off from the game.
Also as a note: contrary to what the other person says, male party members including ryoji do have social links like in the femc route, but in the form of link episodes. What we know so far is that they are story related and happen primarily during the evenings, which that combined with new dorm activities should massively fill up the otherwise empty evenings from past games
Definitely want a source where they stated they're adding in fusion weapons.
But if i am wrong, welp P3 FES still superior than P3 Reload then ^_^
I just don't see any indication of it being present, as much as I love the mechanic. Same goes for elemental weapons. Looking at the later titles, they have completely gutted weapon attacks in quite a lot of ways (reduced damage by designing the damage formula for them to half the written base in calculation, nothing beneficial attached apart from effects) so there's room to assume that they won't be returning, as much as I dislike the idea. It can really go either way.
Remember when P3P removed the protagonist using multiple weapons? Or tactics being less usable over releases. In terms of combat, removing some features in the next release isn't far-fetched. The fact that weapons are really reworked lowers the chances of being added again too, in my opinion.
In general, the shown additions from FES and P3P that are very easy to guess are mostly story beats such as the S.links being much more present in the first day of school or indication of rescue missions being present. Quite easier to guess since we all have heaps of materials to base assumptions on. But in terms of combat gameplay, the entire system is overhauled in ways we've never seen before sometimes (In Persona, at least). Such as Shuffle Time's main mechanics, how to obtain Skill Cards in the first place being tied to that (Similar to P4G more than P3P), weapon damage being calculated per hit instead of just having 3 tiers of weapon attacks (But is still present in its own way), Fusion Spells being tied to Theurgia, and much more of those little details were mostly changed or reworked. It's way harder to guess the general direction of combat compared to story.
As an example, we have already seen that phys boost passives are present in the game (Not as in the Weapons Master passive in the Original/FES/Portable, a Skill Card for "Pierce Boost" appeared in one of the demo gameplay shown in the 3rd block of Tartarus). A relatively unheard idea for phys types to have passives like that in P3, but not exactly to other Megaten titles. Or one can also assume it's a Pierce exclusive passive, as a carry-over from P5's Gun Boost.
Overall, I really am just skeptical of combat addition. That is all.
So i am happy when finally P3R offers Phys boost from the demo, it might also present in the future P6, so physical will has same power with magic power. Don't forget P3R confirmed tired system will be removed so i don't know how Vorpal Blade will keep its gimmick power like P3FES/P3P.
But well even if Fusion Weapon doesn't make it to P3R because i know fusion weapon doesn't exist from P3 OG to begin with, i don't mind tbh, but i hope Atlus makes something better effect for MC's ultimate weapon, tbh i don't like Blade of Tostuka (P4) and Paradise Lost R (P5R) weapon effect, so if i could enjoy Fusion weapon in P3R i would be thankful, ngl.
With proper balancing, passives on phys would be ok. As shown by SMT IV A and V. But on P5R as is, it's a very stupid idea. Phys is completely overtuned with just those traits. To understand why it's mostly because the devs changes how they balanced the two over time. Starting from the beginning of one more games for Persona (3-5), phys is inherently worse in P3. Vorpal Blade is a very big exception. Same to the elemental weapons.
In P3's case, magic is not a pushover without the boost passives. And many enemies are balanced on the fact that they have hidden Vulnerability to elements (Taking more damage to them but does not down the opponent like a weakness does). There's also the fact that boost + amp is available to the player starting level 25. Making them inherently better in many cases. Vorpal Blade's exception has to take into account a critical hit to outdamage magic so it isn't exactly the best option all the time. By design, magic is just a better idea overall (And why elemental weapons on the party members can be a better idea since someone can stack Weapons Master on top of these advantages, phys but with magic's advantages and more). Even better is that in P3P, they implemented an unused passive that boosts magic by 25%, making it a no-brainer to use magic more often. Oddly they did not implement the phys counterpart of this passive, it could have definitely helped.
For P4, that is when things starts to change. They gutted magic's base to take into account boost + amp passives. And locked them decently behind levels. So there is an option to be made. But that doesn't take into account the fact that they went too much to buffing the base damage of phys spells. But oddly only for late game skills. Making phys completely dominant for endgame. One can argue that it only becomes a problem in endgame but an even worse fact to consider is when we take into account magician cards. Since they upgrade skills by skill rank, it is possible to be able to obtain these endgame skills early in the game with the right idea. So there's a method to completely throw the game over with just sticking with Izanagi since his Cleave can upgrade to God's Hand easily at the beginning. And the worst thing of all are multi-hit skills. They have always been a decent option due to how damage formula works (For P3's case, mid game phys spells such as Kill Rush, Twin Shot, and Blade of Fury are pretty decent for the levels they are obtainable. And for endgame, Akasha Arts is the second best phys skill usable). Bottom line is: the more hits, the better. And that is precisely why Hassou Tobi is dominant against anything that doesn't resist phys in one way or another. Another point against magic is that there's a hard cap on the amount of boosts it can take (1.825x, basically boost + amp even if there's equipment that can turn it into 2.625x). With how much they gutted magic's base damage, it cannot compete with phys even with that cap being removed (Only being comparable to Brave Blade but is worse without the cap, when that is around the 4th best phys skill in the game if I recall right).
For P5, this design philosophy of needing boost + amp is kept in. And a cap for boosting is still implemented (now just 2x), but can be exceeded with traits (usually 20% for magic-centric traits. But can shoot up to another 2x without problems with Country Maker, but that also applies to phys) and Tyrant's Mind. But the problem of keeping the base damage low is still there. While phys did not have such weakness as is. They did tune down their base damage compared to P4 but they are still better strictly without any traits in mind and giving magic all available boosts. Now add in those phys-centric traits and there's a problem. Not to mention how absurd the crit bonus in this game is (3x). And those multi-hits became much more abundant throughout the game from start to finish, and basically the comparison becomes way more absurd than it already is. Technicals also made the problem much worse, as it allows phys to be usable mostly the entire game. Since freeze allows phys and gun skills to go through resistances. And Rage's defense debuff can cause some really absurd combos. And it's absurd that Raging/Eccentric Temper can stack with Striking Weight/Undying Fury on top of all of that. Gun were also balanced with boost + amp in mind but that is also inherently better than magic is even if some things mentioned is not going to apply (Traits, for one. Best it can get is 20% from Will of the Sword)
So really, it's going to be a problem of implementation. Using SMT V as an example, the developers managed to give phys and magic distinct roles by turning the former into better damage overall (due to a passive that boosts critical damage in the game where magic cannot critical by itself) and the latter to generate efficient usage of press turns. Making both relevant the entire game. That's the kind of balancing that's commendable. They are very distinct and synergizes with each other instead of just picking which is better. But as you can see, Persona games has never been like that (P3 is probably the closest, many people mentions Persona 2 EP for that but that has a lot of problems gameplay wise as is). Hopefully Reload is the first but I would not be surprised if it wasn't.
As for weapons fusion, it must be noted that the original version of P3 has some fusion weapons unused inside of there (Things like Evil Gloves and whatnot). Same with elemental weapons (Except Sabazios is not an ice glove for some reason). More than likely indicating that these were just unfinished when the original came out. So it has been a thing in mind of the developers at the start. This doesn't really indicate it coming to Reload at all but it's an interesting fact, nonetheless.