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Literally every fight beyond, and some in, act 4 and beyond, is kill everything first turn, or you lose. Not to mention the worthless feats that could cuck your character and party composition if it wasn't 2 officers, you were not going to finish the game.
Yeah, i experienced that as well. got the game right on release, but i stopped my first run at the start of act 3, just too many bugs still for my liking back then. half the talents just didnt work at all...
I saw the balance patch, and that they wanted to specifically address the turn 0 wins, so i was very surprised to see that Grand Strategist still had that "i always go first" thing.
No way in hell a generic damage dealer class would have enough Logic to pass it without countless reloads (=cheating too).
I personally do agree that turn 0 wins shouldnt exist, however Classes that scale over time in prolonged Fights are fine, since they need some time to build up their Power.
I also dont really disagree with nerfing alot of things (despite ability combos that are able to turn 0 encounters) because it is a singleplayer Game, where the only parts that need Balancing are really extreme cases like beeing able to deal 7 digit amounts of damage within 2 turns, or beeing able to end the fight before the first turn ended.
The fights at the end of the game, one that comes to mind is the final boss of act 3. If you don't run down the stairs and use officer cheese. 1-3 people die on the enemies first turn. There is no scaling when you are dead.
I neither cheated nor was i super lucky. She was at about 150 Logic normal, and i equipped and buffed her to get her high enough to do it. She made the roll on the second try (well, fourth, but she had an item to auto-reroll a failed check once per try).
Also the item is bugged and did not self-destruct after i won the check, but that'S a seperate topic.
Especially in a Singleplayer Game only the very extreme cases should be considered for a nerf, and even then it is still a singleplayer Game where you can dictate how much fun you have building characters.
I for one dont really have problems with specific strategies that insta-kill everythin on the first turn beeing addressed, because im not really a fan of them, but that also doesnt mean that because somebody is optimizing the fun out of his Gameplay other people should be affected by it.
The best solution for this would be Owlcat beeing a bit more open in their filestructure to for example allow modifying certain values and attributes of characteristics, talents, items and ally/enemy NPCs (not allowing actual gameplay content like new characters to avoid GW beeing GW) so that People have more customization options available and can "balance" their Game in a way that fits their taste.
Yes, Cogni-Sim is one of absolutely broken items in the game (together with Warp Surge Brooch, Commander Chrono and Spirit Drape).
This, you took 2 new op archetypes
It is simply too easy to gain momentum to the point that I don't even know why desperate measures even exist at all. Every low hp add in every fight is simply extra momentum and only makes the fight even easier. This game of course features a lot of forward momentum and it could swing the other way fast if nerfing was done carelessly.
I'd start with not making grand strategist always go first, maybe they can put their zones at the start but that's it.
Secondly momentum gain on kills needs to be scaling in some way. I often just let cassia wipe all low hp fodder just to gain an instant heroic action before the enemy can even take a turn, this combo is already possible as soon as you get 1 level of grand strategist.
And yeah executioner just does way too ♥♥♥♥♥♥♥ much damage.
His trader is a grand strategist so perhaps read before commenting, investing in int for a strategist is normal.
And as we both know - you can't be both GS and Executioneer :)