The Legend of Heroes: Trails in the Sky

The Legend of Heroes: Trails in the Sky

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1und2 Nov 13, 2018 @ 6:09am
isn't damage taken a little high?
i mean it's kinda ridicoulesly high... (still in prolouge)
also "low" enemies still do 1/6 of my live per hit but basicially don't give me any exp
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Showing 1-13 of 13 comments
Oguzhan Nov 13, 2018 @ 6:11am 
Originally posted by Leosh:
i mean it's kinda ridicoulesly high... (still in prolouge)
also "low" enemies still do 1/6 of my live per hit but basicially don't give me any exp

What difficulty are you playing on? Also 1/6 is not really high considering it is the beginning of an RPG. You might be fighting against some of the harder enemies during prologue too.
Last edited by Oguzhan; Nov 13, 2018 @ 6:12am
1und2 Nov 13, 2018 @ 6:12am 
well with like 20 spawns of enemy between possible recovery stations it's extremly high in my opinion... also playing on normal that's why i'am so suprised... on lvl 7 i can't kill 2 poisonous wasps as they finish me of in 3 attacks
Oguzhan Nov 13, 2018 @ 6:21am 
Originally posted by Leosh:
well with like 20 spawns of enemy between possible recovery stations it's extremly high in my opinion... also playing on normal that's why i'am so suprised... on lvl 7 i can't kill 2 poisonous wasps as they finish me of in 3 attacks

Those wasps are the highest tier enemies in prologue. Also the way you enter battle is important too. If you enter it via touching an enemies back you get turn advantage which should be enough to beat any normal enemy in the game no matter how much stronger they are, Also like I said 6-7 hits is not that difficult in RPGs. You probably need to think about your set ups. This game is quite easy on normal, even on nightmare its not really all that difficult.
Last edited by Oguzhan; Nov 13, 2018 @ 6:22am
Hat8 Nov 13, 2018 @ 8:04am 
Originally posted by Leosh:
i mean it's kinda ridicoulesly high... (still in prolouge)
also "low" enemies still do 1/6 of my live per hit but basicially don't give me any exp

You can customize your characters to be more tanky with orbments and equipment but healing/defense is a must no matter what.

Very tactical.
Berahlen Nov 13, 2018 @ 11:14am 
Trails is unusually agressive for a JRPG, and enemies hitting you for 1/6 of your HP is actually pretty darn low for this game. On harder difficulties just about everything will kill you in 2-3 hits, including enemies you overlevel by quite a bit. Less tanky characters can be oneshot outright by bosses, and getting surprise attacked usually means at least one person is dead before you get to move.

The best defense is a good offense, to clear the field quickly and smoothly before you get overwhelmed and start bleeding resources. Get preemptive strikes, cast early and hard, and go right for the throat at all times. Healing in combat is an absolute last resort -- you just dont have the action economy and healing throughput to keep up with an unchecked damage flow, and need to focus on preventing damage before it happens at all. You won't get the means to prosecute the usual JRPG turtle war until much later and even then it's mostly limited to boss fights.
Last edited by Berahlen; Nov 13, 2018 @ 11:27am
Dragon Nov 13, 2018 @ 3:05pm 
Indeed, the damage you take in these games is ridiculously high, and likewise, the damage you dish out is also ridiculously low.

Apparently the combat designer likes super hardcore games. He has stated that he wanted to make the combat much harder, even though it's already way overly-hard.

Thankfully, you can use the "Retry" button after you die. Every you do that (up to a limit), it nerfs the stats of the OP enemies, so that eventually you will be able to beat them if you use the Retry button enough times in a row.
Last edited by Dragon; Nov 13, 2018 @ 3:08pm
Berahlen Nov 13, 2018 @ 3:48pm 
Originally posted by Dragon:
Indeed, the damage you take in these games is ridiculously high, and likewise, the damage you dish out is also ridiculously low.

Apparently the combat designer likes super hardcore games. He has stated that he wanted to make the combat much harder, even though it's already way overly-hard.

It'll feel that way if you try the usual JRPG potato strategy where you turtle up and spam regular attacks hoping the game will disintegrate before you, sure. Physical damage is a bit undertuned until you get chain crafts in SC, but magic can obliterate almost any overworld encounter before it can move. Even on Nightmare, only boss and extermination encounters live long enough to get turns at all if you're playing smart, and you end up nulling most incoming damage.

The game rewards aggression. That's it.
DevLord Nov 14, 2018 @ 4:33pm 
start grinding, pal. use the orbment guide. make sure to buy the best equipment and trade some of the sepith you don't need for mira. and, especially early on, do all the bracer sidequests.
I didn't think this game was that hard. The game won't be so easy to the point where everything deals 1 damage to you, the way things might work on, say, Super Mario RPG, but I felt the difficulty is pretty reasonable.

Also, it's closer to a tactical RPG like Final Fantasy Tactics than just a "each side takes turns" deal like the old FF games. Positioning is a reasonably important thing, as are attack ranges, areas of effect, and so on. Honestly, the closest comparison is probably Chrono Trigger, with the added feature that you actually CAN tell your characters where to move to, and like FFT, there are some abilities that take time to fully go off (specifically, the Arts that you can cast), so you as you progress through the game you'll learn to watch the turn order list closely.

But I didn't think the battles were that hard, at least early on. First, you can just heal for free in the Prologue chapter by going back home, and second, you can just run around anything you don't fight. And on top of that, you can get a pre-emptive attack on stuff by running into it from behind.

On top of that, you can simply buy the equipment and quartz you need. Money is easy to come by in this game -- you won't win it directly in battles but you'll get sepith, which can then be traded for mira (money) as well as used to buy quartz and open slots on each character's orbment. Simply filling up all the quartz slots on each character's orbment is reasonably good preparation -- on normal difficulty you shouldn't have to think too hard about stuff like character builds.

Soon you'll get yourself the Eagle Eye quartz which lets you see nearby enemies on your mini-map, allowing you to navigate around them more effectively, and IIRC one of the earliest quartz you get is the Information quartz which allows you to see descriptions of the relative weaknesses/strengths an enemy has to the different elements as well as a description, which is sometimes just fun trivia but sometimes tells you super-important information about them -- e.g. they'll tell you which enemies explode on death, meaning that you should take them out using ranged attacks.

Also, use Crafts reasonably liberally. Crafts happen immediately, unlike Arts which have a casting time, and Crafts often multi-target things, making battles go a lot faster. You get CP for using Crafts just from hitting things and from getting hit, so you'll accumulate it in the normal course of fighting things.

If you need to heal, then during battle it's better to use healing items -- specifically, not store-bought healing items, but the food that you can cook once you learn their recipes and gather their ingredients. Almost every food item requires at least one store-bought ingredient and one enemy-drop ingredient, but if you fight basically everything once while going through a place, you'll get a ton of ingredients to use. Healing items also often heal statuses, and some even give CP. Outside of battle, though, healing spells are useful, and in-battle, healing spells that can heal multiple characters at once can be lifesavers.

Later in the game you'll gradually have to learn to use Arts. They are a little less convenient to use because they have a casting time, but have a much more diverse set of effects.

Also, buffs and debuffs in this game are generally worth using. Particularly the Kampfer ability that's one of the characters' Crafts, though you won't get that character until like the third chapter.



TL;DR You can't expect to win simply by running into every battle blindly by grinding and mashing the Attack command. But it's not hard to learn the battle system; just treat it as a tactical thing, but turn-based so you have all the time in the world to make your decisions if you need them.


And if you need stuff to go faster, there's a run button for moving around on the map, and there's also a turbo button that makes both movements and battle go faster (and you can adjust each speed increase separately too!).
Last edited by Quint the Alligator Snapper; Nov 14, 2018 @ 6:30pm
Xengre Nov 14, 2018 @ 9:44pm 
Originally posted by Waypoint:
Originally posted by Dragon:
Indeed, the damage you take in these games is ridiculously high, and likewise, the damage you dish out is also ridiculously low.

Apparently the combat designer likes super hardcore games. He has stated that he wanted to make the combat much harder, even though it's already way overly-hard.

It'll feel that way if you try the usual JRPG potato strategy where you turtle up and spam regular attacks hoping the game will disintegrate before you, sure. Physical damage is a bit undertuned until you get chain crafts in SC, but magic can obliterate almost any overworld encounter before it can move. Even on Nightmare, only boss and extermination encounters live long enough to get turns at all if you're playing smart, and you end up nulling most incoming damage.

The game rewards aggression. That's it.

Eh... To clarify OP because several of these posts are very misleading...
1/6th dmg is normal and quite fine tbh. There is food for healing, once you get water quartz you can basically heal after every battle and honestly not worry about running out of EP doing so which is kind of absurd, and some characters have healing capabilities. Not to mention simply using items...

Physical dmg kind of sucks outside of some of Joshua's crafts and magic is king in FC.

To be precise, magic actually kind of sucks, too in general. What makes magic strong is two spells. White Gehena the only real offensive spell you will want to utilize as pretty much all of the elementals are hot garbage by comparison without exception. Chaos Brand (considered mandatory by majority of players for Nightmare, and utilized abusively so... and works on bosses).

Nightmare is basically a mix of uber stat stick enemies who will wipe the floor with you in some battles without abusing things like Chaos Brand to confuse enemies/bosses to make them fight eachother (confusing a boss is kind of absurd really, but it is the core method of dealing with some major fights in this game on nightmare and arguably MANDATORY for at least one without extreme reliance on RNG). RNG, especially for stated fight in Lightout where the boss can potentially zerg you before you even really get a turn and even if you do get a few turns the boss (two of them) can be so crippling powerful the global answer to the fight is confusing the boss with Chaos Brand (silly).

There is a useful Defense spell that negates any dmg for one hit as well but this is only mandatory in some cases like the special super boss, or ideal on nightmare in some other boss fights. The buffs like Clock Up EX can be good, too to some extent.

It is recommended to use all casters for the final dungeon, except Joshua (who will also be a caster but has an S-Craft that hits every enemy for actually GOOD damage unlike every other character in the game) if that gives you any ideas. Collect your quartz and learn how to set them up. Even by the end of Prologue you can have a decent setup with quartz.

Despite all the claims of strategy by others there is very little actual strategy involved in this game's combat. If one wants real strategy from a JRPG I recommend the Growlanser series like Growlanser III, etc. Those have genuine strategy (as it's story enemies don't delevel from uber status just because you are at the start of the game, that bad arse general will still be level 50+ and still is beatable in that fight, etc.).
Hat8 Nov 18, 2018 @ 1:12pm 
Originally posted by Waypoint:
Trails is unusually agressive for a JRPG, and enemies hitting you for 1/6 of your HP is actually pretty darn low for this game. On harder difficulties just about everything will kill you in 2-3 hits, including enemies you overlevel by quite a bit. Less tanky characters can be oneshot outright by bosses, and getting surprise attacked usually means at least one person is dead before you get to move.

The best defense is a good offense, to clear the field quickly and smoothly before you get overwhelmed and start bleeding resources. Get preemptive strikes, cast early and hard, and go right for the throat at all times. Healing in combat is an absolute last resort -- you just dont have the action economy and healing throughput to keep up with an unchecked damage flow, and need to focus on preventing damage before it happens at all. You won't get the means to prosecute the usual JRPG turtle war until much later and even then it's mostly limited to boss fights.

You can heal just fine. You're drowning in items and can speed yourself up so that you can use healing quartz easily.

You should also block all damage, kinda necessary on Nightmare.
Last edited by Hat8; Nov 18, 2018 @ 1:13pm
Berahlen Nov 18, 2018 @ 2:33pm 
Healing in combat is doable once you have a full party, yes. In the prologue when you have two people and are already at a significant action disadvantage with no turns to spare, not so much.

Also Clock Up isn't really that useful until you get access to EX. The way buff duration works in this game -- combat delay rather than turns taken -- they don't last for many turns until much higher speed stats are in play. A regular Clock Up in the first chapter or two barely lasts long enough to give you back the turn to cast it (if that), and you were probably better off just killing harder. Later on the higher buff against a higher base stat will end up lasting most of the fight just because there's so much less combat delay between your turns.
Last edited by Berahlen; Nov 18, 2018 @ 2:37pm
butterbattle22 Nov 19, 2018 @ 1:53pm 
Enemies doing 1/6th of your health is dangerous?

I remember my first video game.
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Date Posted: Nov 13, 2018 @ 6:09am
Posts: 13