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I can imagine this becomes a bigger problem on Hard and above, though. But it's not exactly hard to keep a lot of weaknesses around.. You can inherit certain skills to cover up whatever skill or elemental attack you naturally don't have, you've also got igniters you can equip that give you a variety of elemental attacks/buffs that you might lack and so on.
The possibilities do exist beyond just ''i use these 4 archetypes and that's all''. It's true sometimes you gotta switch up a little but at least on normal that's an incredibly rare occasion.
My main char at this point in the kreig castle area has like +7 to all stats from my gear alone I am using. +2 from merchant weap, +2 accessory, +1 from the tuxedo, and +2 all stat from a pair of boots I bought in the 2nd town. I also got the merchant social link at rank 4 atm so I can inherit 3 skills onto merchant, making it VERY adaptable. Its base skill is very good as well as Almighty damage cannot be negated or reflected or resisted in anyway, it also has a high crit chance. Also earns you a ton of money instakilling stuff in the overworld, so I get like a bonus of about 450 Reeve on top of whatever the enemy normally gives for killing it instantly in the overworld. Get me by a trance crystal even this early and I can earn 100k+ revee in a very short time, which this gain rate gets faster each level as it seems the merchant money bonus goes up by 15 for each char level you have. As a result I am fully geared, and can easly make 500k reeve in a short time period if I feel like it. Think I started the area I am in with less than 50k and I am at like 400-500k now in just raw reeve due to overworld mob killing with main char. Granted I do grind a bit, as my chars are level 30+ at this point. Just hit the 2nd Magla Hollow in the Kreig castle place.
Opening up the entire range of arch-types (except the one unique each has) leads to a lot of variety and choice of playstyle, but it also means the game isnt balanced with the team in mind anymore and is instead balanced around arch-types that you might not have leveled or equiped. Being able to switch in combat would atleast make the full-range of invested arch-types available for use.
Thats been my experience, this game is honestly quite easy even on hard, compared to p3-5. Hell my 1st playthru of persona 3-5, I went on the highest difficulty and didn't really have much problems finishing the games.
Okay, well. You fight Zorba. Zorba has no weaknesses and resists all magic, and constantly summons mobs who are weak to fire and light, so to start, forget my mage that I've been using throughout the dungeon to hit weaknesses. You need a healer to heal and hit with light, a knight to take aggro/attacks and debuff defense, and a warrior to use that slash skill that sounds like it's not going to be great but turns out to be amazing because you need to do tons of physical as quickly as possible to Zorba because on a long enough timeline he wins by attrition. On hard you'll want a fire skill on one of your characters too because the action economy is very tight and you need to kill at least one zombie a turn to keep them from downing one of your characters - if you get a character down it's L3 because losing a turn plus another turn to heal will put you too far behind.
I hadn't been using warrior because the brawler seems to do just about everything it does except Slash but better, so I had to grind up warrior.
Then you fight the big human. You need a bunch of bludgeoning now and still fire, so you need to have a brawler and a knight because for whatever reason that's still the only way to debuff defense, and then someone who has at least one healing skill. This is a much easier fight, but I had been leveling both brawler and knight on hulkenburg so I had to burn a ton of incense to get Stohl's brawler up to snuff.
Then you have a fight out of bloody nowhere on the trail. The last boss I had fought was that human, so I'm still in brawler/healer/knight, but these guys are immune to all physical and weak to ice so fantasy is dead.
I don't understand - demon fusion was fun because it turned difficult encounters into a puzzle of fusing the right thing to be invincible to what you're fighting. You built up a team so that you can swap things in an out to be able to deal with multiple kinds of threats - having the right depth to your team was important too.
Now it's just... trial and error? What's the point of that? It's such an obviously bad change that I have to think that they're going to introduce something else to make this not bad? But I'm almost 20 hours in, you would think I would have seen all the cards by now.
Really I killed him easly with a mage, brawler, knight combo on hard, he was a complete joke. Never had a problem with him. You can pass turns you know, you don't need to attack every turn that comes up on the mage. I had medi set as a inheranted skill on my mage as well, so he could heal just fine. Game is all about abusing the inherited skill system to customize things. I'd use the mage mostly to heal and deal with his summons while the Knight and Brawler attacked him. Hammer of justice lands a 1 hit pierce weakness, so you can basically force any enemy that is not pierce repel or immune to have a pierce weakness for one attack. It also hits for like 500 on Zorba at level 20 chars after the weakness is applied. I can sometimes kill him without even needing to kill his summons as I can just kill him that fast, and its all by abusing the games systems it has.
I'm in kreig castle area atm, and strohl and Hulkenberg can both hit any physical weakness due to inherited skills, Hulkenberg is a tier 2 Knight class, she has Mediline, a party heal thats about twice as strong as Medi for the same mp cost, the only thing is it only heals people in the same row she is in. So Hulkenberg is basically my healer now as a magic knight if I need it, but she can also hit all physical elements at will as well. Main char is merchant, the Almighty skill it has costs money to use, and can bypass any reflect/block, and has a very high crit rate, its also Str based. I also have him with a slashing attack, and a piercing attack from gunner, so I can hit those weaknessess if needed, as well as Medi just incase. Crit with the almighty skil hits for 500-600 at this point in the game and it crits roughly 50% of the time for me. Sure it costs 500 Reeve a cast, but I get 500 revee just about by insta killing a single enemy in overworld combat with merchant set as MC's class.
Game isin't hard its just people seem to have skill issues where it comes to proper planning etc.
On that note, "Hammer of Justice" destroys any boss that does not Null, Repel or Drain pierce-based attacks, and a bit later you get "Magic Knight's Hammer" which deals even more damage and has Elec affinity.
Point being, study and get used to synthesis skills. Some of them can carry you even with a less-than-optimal choice of Archetypes.
So it sounds like this game doesn’t ever get flexible, weaknesses don’t matter much, and it’s about finding the powerful phys skills and spamming them.
It's not any different in SMT and Persona games.
Check out the synthesis moves, those'll help. Or just lower the difficulty for that single fight if you don't feel like grinding to be more prepared.