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Edit: Heck, just as a reminder: the cheat shop works both ways. Yeah, it can make things easy and make your grind super fast, but you can also ramp up the difficulty to insane levels if you really need a challenge.
Just turn it all the way down if you do item world so you don't level too fast, then back up for story. That's been my pattern.
Also don't forget you can reduce your EXP gain and increase other stuff if you're leveling too fast for your liking.
Is that true? I'm not unlocking carnage yet, but I remember D2 being super annoying with the treasure maps. Thanks to some horrendous RNG I spent like 30 hours alone just trying to get all the maps :S
the problem comes with the actual postlude quest itself, it's incredibly difficult with way higher stats than anything you ever faced before, even if you were playing on 20 difficulty stars up to that point. it's basically already a 21st difficulty star right off the bat
Disgaea games have always been easy going through story mode, that has never been difficult in any Disgaea game. The challenges have always been the extras in post game.
If you're not using DLC charas and not overleveling than 7's story is brutal in the early game though does get easier-ish later on
I'm not really to the post game yet because I've been chilling (no idea if my play time is visible but if it is... I leave my PC on a lot accidentally with games open).
Not going to tell anyone how to play the game or what they can or should enjoy, but generally speaking Disgaea games aren't enjoyed for the tactical difficulty of their battles or fights, though that doesn't mean there arent various challenges to be had in that arena. Mostly, Disgaea games are enjoyed for the grind (as far as gameplay goes, ignoring the aesthetic or the people who like the stories). Layered progression systems and a variety of 'mechanics' that kind of feel like 'exploits' are where the fun usually is. Granted, I personally had the strongest sense of 'getting one over on the game' or whatever back in the first one, because it was the first game of this type that I played and because I really felt like I was breaking something when I exploited mechanics to power level or whatever. These days, all of that stuff is expected - I walk in to a Disgaea title expecting to be able to break the game in a variety of ways and hoping they surprise me a bit along the way.
Anyway, I wouldn't claim postgame is difficult either. Postgame is fun because you can mess with the game enough to make uber characters, then realize even those 'uber' characters are pretty weak until you build crazy items to go with them. The fun for me is always getting the snowball effect started. I always really enjoy getting over the initial hump where it's hard to make things go fast. Whether I go far beyond that point depends...
use dark assemble to rasie bad guys
The Item world should have been gated till after you beat The Red Hair Boobed Lady and the cheat shop definitely shouldn't be available as a passable bill til you are like 5 chapters away from the end of the main story. Because Item world can accelerate level progress so fast there should be a few quests that slow down the Item worlds availability as well. Something like gating certain features of item world behind completed chapters of the game. Example- you cant go to floor 20 of a rare item until beating X chapter, or something crazy like enemy stats scale to the number of improved items in your inventory and there could have been a story based reason behind that, which would be removed after you complete said story quest. I'm actually surprised they never added an enemy scaling mechanic to the game, its a quick somewhat lazy but effective way to keep the game challenging.
I Personally think (although i have not looked into it) that a lot of the older designers and developers that worked on the previous games either left for were chased away some how, because while this game was passable and I somewhat enjoyed it (because im a fan), there are minute decisions that jump out at me as "falling at the seams" type mechanics and design choices.
Jumbility was not a good mechanic to add imo but if they went balls to the walls with it then it would have actually been an awesome mechanic. For me, rather than making the game more challenging and enjoyable through that challenge, the jumbility mechanic made ALL ENEMIES ANNOYING AF especially when they were about to die. And thing is, even Giant enemies were made insignificant after reincarnating one time and leveling up to like 200 with something like "Intense mean guy" as an evility.
I will admit for disgaea the game was pretty hard early on till I realized that stage would make a good grind and got the cheatshop unlocked, I got the gacha unlocked too around that time and if anything the gacha is totally broken. It completely trivialized any money issues I had and I'm able to run better shops bill every chapter so far and keeping my party topped off with the best gear I can buy. I've got everyone around level 75 with a million HL in chapter 11.
Loved the story too so far, Disgaea 2 was my favorite because Adell is the MAN, but after the events of chapters 9 and 10 im really falling for its charm. My only gripes are that item world jumps in enemy level too suddenly by floor, and removal of the floor depth is kind of lame. I also feel like the monster list is pretty lacking in this one and only 4 weapon specific skills is kind of lame too but otherwise I'm having a total blast and the game hasn't even really started for me yet.