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That music issue...doesn't sound right? Though the Pandemonium track did kind of sound like one of those "(electro track) but the drop never comes" memes.
As someone else who beat 100% - I felt the music was very fitting. It's all very hostile sounding and harsh, and given how all the dungeons are full of damage tiles and HP/MP drain, I found it set a good mood. The music in the postgame also reminded me of Battle Tower and Tokyo Abyss from Dx2, which are similarly very different from typical SMT fare, and I would (favorably) compare the superboss theme to Battle F8 (To Become God's Enemy) from SMT4a.
I also felt this same way about the SMT3 OST at first, but it grew on me and now it's a favorite. I feel the same is happening to me here.
I think buffs across the board to the damaging ones + allowing skill inheritance of sleeper unique skills (with some restrictions like maybe only demons could inherit it if it's possible for a fusion to make them, cause as far as I'm aware it only works for fusion).
SP resetting after reload is incredibly annoying, I always have to go to Animal Realm and just farm up Boosters + charge up SP after loading up a file.
MP wasn't a huge issue for me, but I can see of what you mean by the way MP Share / Coffee (and how easy it is to obtain) is, I don't even know how they'd buff it sinceit's pretty pointless in SMT too and even more so in ADiA. I kind of personally wish there a teamwide MP restoration item or easier access to Energy Drinks (at least in the end-game).
QOTL that I hope gets added is inventory rearrangement too, I constantly reorganized it because it bothered me having my items all over the place, and being able to view what demons you're fusing before you do it (because I forget who they are, and what moves they have)
Maybe a rebalance of some the item drops too? I don't remember how big of an issue it was, but I just remember finding it weird going through Moon Palace and finding treasure chests for items that are both 100% guaranteed item conversions.
I also don't know how they could do it, but I think maybe having an incentive to make it worthwhile to actually visit the Dreamer's Monolith every time a floor opens up too would be huge.
i can see both reducing SP costs for allys, and increasing Sumireko's SP costs, except for hijack that could be lowered. That would make you get the obvious SP usage out of the way first, and then focus on using ally abilities.
Alternatively, we could instead increase SP gains and increase Sumireko's costs (except hijack) to encourage more usage of SP skills.
It just sucks theres a entire type of skills are mostly unusable because SP wants to go to sumikero in every situation. So the answer wants to make SP skills overall more available, but also somehow decreasing the rate you cast Sumirko's SP skills. But considering she will still hijack, that one specific skill still wants to be open. The question is, is increasing money/item hijacks going to make skills more available because your detured from hijacking, or less available because you now save it all to hijack.
We could have a chance to fail a hijack, but players would just stall battles. i think maybe then, that a sucessful hijack into item or money could refund part of the SP cost (Maybe via a terminal skill). in this way you still have a SP requirement, but also SP to use unique skills, without increasing SP gains. this also fits the "Increase all of sumirekos SP costs" theme. Players still use hijack, but your have the SP for your allys as well, and less often do we cast sumirekos other SP skills due to costs non-refundable.
Giving her a skill that increases SP directly could also work. so long as -1 member is worth the SP skill of an ally.
Alternatively, rework SP itself by giving all allys their own SP meter. but i do hate games where every ally has 2 MP bars.
Still, for me, defending to get SP isn't bad, I do this a lot for fast hijacking, but saying that, using other SP special skills, I don't really use that much. As for losing SP if you die, or load a save, that doesn't bother me too much. Especailly when its easy to gain SP in a battle.
But those special skills, maybe there cost could be lowered a bit, to make them more viable and useful. as it is the MC that eats all the SP, and don't really use many others due to the high cost of casting the said skill.
And PS dev, thanks for supporting the game, and listening to the community and fixing bugs. its not often you see this, so its nice to see. and you got an awesome game. loving every minute of it.
i think reworking a majority of unique skills or how you use them would be nice, as well as having sp be saved after loading (why even have it reset?)
I feel like the game already has REALLY good SP gain, I actually limited myself by reducing it with one of the Grimoires and it feels like the "right" amount especially with SP Defend and the increased SP per action. It really feels like the Magatsuhi system from SMTV where I thought the Magatsuhi gain was pretty bad (although I never beat SMTV because I didn't like it, maybe it gets better?)
With how potent Hijacking and item converting it is, I think SP gain is balanced where it is. I do think SP refunded after a successful Hijack would be a nice convenience change just for grinding/farming though and would be perfect for a Terminal upgrade.
I think it's just reducing the SP cost of some Unique skills. I think Sumireko SP cost is fine but I wouldn't be opposed to raising it to 75 SP in the early game because of how insanely strong it is, and then reducing it to 50 via Upgrades by the mid-late game where Dis-para/Dis-atma becomes a lot more standard for bosses to use.
I think Quick Hijack being 50 would be a nice QoTL change to for grinding.
That explains a lot actually LOL I thought it was insane how early accessible it was. For the characters with more than one item conversion, is that unintentional as well? Or do some characters just have rare item conversions?
Yeah I had an over abundant amount of Tea/Coffee just "in case" but actually never ran into much MP troubles. I think MP is pretty well balanced, and with the existence of Memory Orb and Magic Fabric, there's huge convenience of going back and just healing.
DQ11 does it perfectly IMO.
Reduced Experience from Easy Fights - Enemies that are way weaker than the party give little to no experience (though they still drop items).