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
it may seem tough if you're unfamiliar with smt-style progression, but once you understand how to build your party it becomes managable
if someone in your party is dying to a boss, consider changing that party member to someone with strong affinities against boss's attacks, or if sumireko is dying transfer these affinities to her
always use buffs when possible, most bosses can remove them so its sometimes optimal to only apply one or two stages for survivabilty so the boss wouldnt remove them immediately
if all else fails, defend is amazing in this game because it also nullifies weaknesses and status effects
another thing to mention is that grinding is never necessary in this game, you are always given the tools to overcome whatever the game throws at you
In a lot of other RPGs, you do not need to pay attention to things like that. In this game though? Yeah, that is important.
Even with trying to pay attention to the resists and weaknesses, Utsuho is still a really tough boss fight in former hell.
I don't mind the difficulty, but the difficulty spike was sudden.
I'm hesitant on fusing followers.. it almost feels like murder D:
I did use Parsee to teach the protagonist some new abilities.
yeah, it does feel like murder, but remember that the sleepers in this game aren't actual characters, they're like copies that just take the form of the real characters (you will, if you haven't already, meet some of the originals, and they will like talk and stuff unlike the sleepers). in the SMT games you are basically required to fuse your party members, and this game is no different. it's a psychological hump you'll probably have to get over!
As other stated, using buff to increase your evasion/defence as well as debuff to decrease the boss attack/evasion also helps a lot. Since Utsuho is weak to pierce, the skill "Leg Stab" is great, since it deals both damage AND debuff evasion. Status effect are less good in this game, but "Vision Stab" is also good since it deal damage + blind, and if blind lands, then the boss is almost guarantied to miss (especially with evasion debuff).
Very important, buff/debuff can stack up to 3 times, so make sure to put as many as you can (a level 1 buff/debuff isn't that efficient).
For later boss, make sure to analyze them and check if they got the skills that removes buff/debuff. If a boss can remove its debuff, but not your buff, focus on buffing your team.
And, unlike other SMT, you CAN keep the same characters if you want. Simply use "Skill Transfer" to update their skill and "Sacrifice" to give them a boost of exp. The only thing you can't change is the affinity. It will be an handicap in the end game, but so far the games pretty easy if you abuse the boss weakness (currently at 80% of the database completed).
I managed to defeat her without needing to fuse or anything, outside of begrudgingly using a Parcell to give the protagonist some extra spells, and using SP to give everyone evasion+
I don't think on default settings against enemies of equal level any of your party members should regularly get wiped turn one, yet this consistently became the case after the midpoint for even and sometimes especially my tankier characters like Yuugi.
I love the boss difficulty, but in order to not die of tedium or frustration along the way, I was forced activate easy mode around lvl 50ish. Otherwise I would have to consistently waste time punching in the exact same known commands to kill specific enemy comboes, or die. Sometimes I lost gas from attrition regardless of how I behaved, and had to magic cloth back and grind again. It's a chore that has been solved in other games, and could be solved here.
If the game had a bravely default action memory/execution system, or if the AI autobattle was any good it would be one thing. But both are false.
The grinding is bad in this game, and it unfortunately only rears the ugly head of how bad it is around midgame.
Some folks have already mentioned here that we need to change elemental resistances to combat enemies, and be tactical in how we play.
I never needed to grind so far, and I am at lvl60 and am playing on Normal. To me, grinding is walking around in circle to get more EXP when you have done all side-quest and exploration available. I am filling the maps 100%, and there's only a few instance where I really needed to go out of my way to do it, so I don't think my level is anything crazy.
With the update, there now an item to prevent encounter for a while, so it's perfect to go back to where you used your "magic fabric". There's also an item to warp back to a point you choose, so this + "magic fabric" allow for a "back'n'forth" trip.
Here's one simple rule to know if your RPG combat is good or not: If the player can simply do the same thing all the time, then it sucks. Auto-battle don't solve that problem at all, and just skip the problem rather than making combat more interesting. Though, this game combat is based of SMT, so issue from SMT are also there (too much importance on elemental weakness).
This doesn't mean however that the game isn't artificially stretched out. Some dungeon overstay their welcome (due to their too-basic design).
Consuming sleepers should not be the only way of leveling party members. You seem to be expected to be able to grind up a party by using that party.
Being categorically unable to use the characters you want to make stronger, in order to make them stronger, is chorelike. If that is somehow the intended outcome of the current gamesystem then it is unfun. Even my partymembers with neutral resistances are getting oneturned regularly in the lategame.
And although auto battling can feel like not playing the game, being forced to manually type in the same 'solved' equation for an hour at a time is like not playing the game while being forced to 'pretend' to play it anyways.
Again, bravely default had it right, but at least better auto battle AI would go a long way.
Remember, demons are just tools.
like
A LOT.
Welcome to Shin Megami Tensei the series that heavily-inspired this game. You ARE expected to use your current party (including reserve) for fusion in other to get a stronger party. That is the basic of the game. Demons level slower than the MC, so you can't just use the same team throughout the game.
The small difference here is that this game has a Sacrifice feature on top of that if you want to keep the same sleepers, and need the EXP to make them catch up to your level. Whether you fuse or sacrifice-boost your sleepers, you are expected to capture/hijack a good number of sleeper, which can be done quiet easily during normal exploration (especially with the update that doesn't end the fight after a successful hijack).