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As was and still is the case, a large portion (but not all) of Lvs is transferred, and the Imperial Record also spreads some freebie Lvs into other areas as well based on what your party collectively has Lv'd up, so your new characters usually feel stronger in some way to your old ones. Anything that doesn't get transferred will usually only take a couple encounters to round out.
Stuns are incredibly useful depending on the enemy, and can outright save your life against a foe who has started getting two attacks in one turn. Each skill has a different probability of stunning though, so it's always some kind of gamble.
Bosses in this game just seem to pull ley lines out of their ass. I had a full party going ham on a boss with wind magic, and the second he used his whomper stomp earth hammer attack, bam; earth ley line. Would take 2 casts of wind blade to get rid of the ♥♥♥♥♥♥' thing.
I was very happy to see my new party members using the same classes kept the same skills and equipment. It was very convenient. I just think the new ability system means I need to change things up more. I still don’t get how to use them after they have been learnt.
yeah formations only seems to go so far. from now on my best bet is to medium-heavy armor even the squishies so they have at least a chance to survive one hit from when ennemies decide to just plain ignore the tank.
Enemies are a lot more durable (it was not uncommon for a decent tech to kill an enemy in one hit back in Remaster once you have decent weapons, sans some of the tankier dudes), Light Ball's Blindness doesn't go off as often, you don't get easy battles as much (in the Remaster enemy formations often included lower ranked enemies that aren't a threat, but the new enemy level system avoids this), due to the smith needing to upgrade you can't rush the Brigandi or the Cross Claymore anymore, and spells need to be glimmered and then need a generation skip to be added to the lab, plus minimum skill so no tossing Galaxy on everyone.
It also seems harder to cross-train mages since learning new magic doesn't seem to default to global -7, but training seems to carry over a bit; I'm running a test with male Court Wizard training up Cosmology to see how well it works.
I've definitely needed to develop new strategies. Everything that can Paralyze is my new best friend, and the Club attack that puts people to sleep helps a lot as well. I have a feeling Stone Shower won't instantly win every random encounter when it pops up, either.
For a bit of criticism, it feels like a few equipment types are unlocked a bit late and they sho I haven't been able to upgrade bows yet and I have four regions, the same for Light Armor. Kind of crazy they didn't a least let the smith reforge a Dart+ or something to tide us over.
Incorrect, the game can be quite hard even in casual, you need to make a good party with good equipment, tech and spells. There is no "I win no matter what" mode in this game once you beat the first 4 heroes, after those 4 is just "you lose no matter what unless you get good and develop your country and party.
In this game, it's watching those meters rise, the levels dinging, seeing the numbers and tasting the violence.
I was just wondering if Hard is really the Classic difficulty like the game claims it to be, because I definitely feel that it is way harder at times.
Bear using parry
Theresa using her multi-bow attack when his arm(s) pop up (otherwise hit his weakness to build up super attack gauge)
James using Big Sword stuff (Kni is weak to Big Sword)
Gerard aiming for weakness/healing with moonlight
Male Mage dude using spells/healing
For the first 25% he attacks one person, usually Bear will parry whatever attacks saving you from having to heal him so you can deal damage.
Roughly halfway he'll be able to hit middle row (all 3 characters) for around 100 damage. You have 3 characters that can heal (Theresa has water magic and heal spell as default).
Once his arm raises target it with heavy sword attacks, theresa's multi-hit attack, use double-cut with gerard and magic with your mage, should be able to take it down in 2 turns.
A useful tip is it is always better to hit a weakpoint with a single attack to build up your special gauge than it is to use a multi-hit attack that technically deals more damage but doesn't build up your gauge. But when going for his arm you just want to use whatever does the most damage so you can get rid of it ASAP.
I already forget what most of his weaknesses are, but one for sure is Big Swords, the other is fire, rapiers is another I think.. and I think light is the other one.
I fought all the battles and the enemy level was +2 when I first bought Kni, second time was +3 and yeah... might take a few attempts but the general flow of the battle is: have bear parry to blow most attacks, pile on the damage when you can, quickly heal up when he does multi-hit shenanigans.