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Damn thats crazy. Anyways, Play Shin Megami Tensei Strange Journey.
I've gotten all endings on it and Redux, I need something new, that's why I got this.
You're comparing a Pay 2 Win DLC persona with what is the equivalent of getting Pyro Jack in the first dungeon of P5R and finding out it can beat the entire game with very little further adjustment.
If you're going to try to defend the million dollar company, at least compare apples to apples instead of being so obviously intellectually dishonest.
Here's your (You).
Just cause there is a well in front of you,doesnt mean you have to jump in it.
I'm sorry, I hear you telling me that I shouldn't abuse non-dlc mechanics the developers made available too early.
Do you know how early you can get a true damage setup going on Persona 5 R reliably and without resorting to DLC? At least level 30.
Again, I don't mind being broken if I earn it.
I didn't earn it in this game because its available from the start of the game.
>Just cause there's a well in front of you, doesn't mean you have to jump in it
So lets talk about skill expression.
In atlus games making a character build has always been a core part of the game. Building personas, building demons, building your protagonist. That's part of the experience, and part of the fun.
I'm telling you that this game has -utterly failed- at that, because I can solve the game from the very beggining, as showcased by spoonygundam on this thread.
The problem isn't that the true damage meta exists, its that its so easily accessible.
True damage meta also exists in P5R, but getting Almighty Boosts requires either multiplayer, or unlocking Lucifer, which is very, very, very, very lategame.
I'm not trying to get a rise out of people. You liked that the mechanics are as deep as a puddle.
That's cool.
I don't, and I'm warning other atlus fans that they are, because I saw no one else anywhere say anything about this, or I wouldn't have wasted 70 dollars on it.
You don't think this feedback is valuable to you. You are not the target of this thread.
In ng+ i have her at 8 on the island, so it's not tied to anything but your stat, i'm not even close to the unique type yet
All i'm saying is the dmg doesn't break the game any more than mages do, i am literally hitting 20k meteor or skyfall on turn 1 with elemental master and after that 8k because no hyper, my summoner then does another 12k because of hyper (same as charge)
And yes, ANY boss has a weakness and it's called masked dancer. Which is why WEAKNESS is king in this game.
You get 25% from 2 slots, 1 slot for synthesis dmg and 1 slot for mp regen, you have infinite mp and hit 20k on EVERY boss in the game while still having an actual party setup and not 4 stupid merchants
You're comparing a move that takes 3 press turns and you're charging, to a move that can be used 4 times in a row, hits for 4k on one character, 1-2k on the others, has high crit chance, and often lets you get 8 hits out. Lets see. . . 8 + 6*1.5 = 15k damage with very little setup.
More if you actually use consumables to give the entire team charge.
The point is, your actually well thought out team, should blow a mono merchant braindead strat out of the water, and it doesn't. When the path of least resistance is this good, this comparable to what you're doing, and is also giving you essentially infinite money and consumables the entire game. . .
Also, consider that this is the starting archetype of the Merchant Family. This is a "weak" damage skill, as so many people were pointing out early in this thread's lifespan.
Tycoon's is Heavy, and also comes with a flat 20% almighty boost.
3 press turns? it takes 1 turn with the amulet lmao
I consider hitting 6x your teams dmg with 1 click (you're even using commander buffs to hit that dmg) "blowing out of the water" tbh
With actual buffs i can probably hit up to 30k but i'm not using commander anymore cuz there's no need
Just talking FFV, since I'm much more familiar with that than EO because of dozens of 4JF runs.
Probably the most commonly used/known busted FFV things are:
Dual-wield, Spellblade, Rapid-fire: Which requires mastering three different jobs, which is about the limit of what you can master in a single playthrough without a bunch of grinding.
Dualcast, Quick: Which requires mastering the most expensive job in the game, which isn't happening until the end of the game without a bunch of grinding.
Mix: Which is available ~40% into the game, but requires tons of experimentation and note taking if you aren't using a guide, as well as grinding for materials if you want to use it frequently.
Zeninage: Which is available at the same time as Mix, but is far too costly to use as a primary attack.
Additionally, you have to switch around to those different jobs in order to master them, forcing players to mix things up from time to time, and nothing in the game actively encourages running 3-4 of the same job in the party. And that game is over 30 years old.
Merchant comes online much earlier than any of that stuff in FFV and allows you to fully ignore the battle system's core mechanics while working equally well against everything. Without really needing to grind, while staying in the one class line the entire game, and without any significant drawback to using the money attack as your only damage. The worst thing about running the build is needing to buy Rockbeans one at a time in a dialogue box so you can make Critical Buns for boss fights. The the build gets stronger later on with additional passives + Tycoon, but the gameplan doesn't really change.
I am not a Megaten fan and didn't really expect much from this game mechanically, but I can see why it would bug someone who is. I'm not really in love with the game either, but I'm just playing it to kill time until Romancing SaGa 2. I've gotten all I wanted out of it.
So i'm thinking it's actually a problem with any same-archetype team since u can just inherit any kind of support skill that u need on the other chars
Now i'm sitting on a mage with 65 str and 99 luck, amazing
Also the tycoon skill doesn't even hit 2,5x more dmg than the weak version, which is kinda weird, my mage heavy skill does 5x the dmg of the weak version lol
The drawback is that you have 4 chars with 2 weaknesses to elements that literally every endgame boss spams
This is why I asked you how much effort it took to put the build together earlier.
Yes, this is the core problem. The strongest setup is probably always going to be 3-4x of the same class just because of how potent those passives are.
I don't think anyone was saying Merchant was doing the highest possible damage at all stages of the game, it's just good enough, sometimes extremely good relative to the current bosses, and it comes online extremely early and lets you hit anything without caring about resistances. Mage takes forever to get additional inheritance slots because Gallica's bond is entirely story-gated, but it wouldn't surprise me if it's better eventually.
I've seen one boss use light spells and zero use fire so far.
I'm not worried about fire when it shows up, because there's tons of resist/null/repel fire gear. Light IDK. Just dodge I guess, it wasn't that much trouble the time I saw it.
That build does no dmg either unless you have the inheritance slots to fit all the op passives so it's a very good comparison.
You've seen 0 bosses use fire spells and only 1 use light? Have u fought the dragons? Any of the final boss fights? Elegy?
You can have this kind of dmg on mage as soon as you're in the 2nd city, no 20k ofc but easy 1k+, enough to 1 tap most enemies
You can't put full fire dodge/nullify on all 4 chars because they all wear the same armor type and theres 1 item per type to nullify the element + the boots and if you do that he can't use the trinkets he's already using, see where i'm getting at?
You weren't saying merchant breaks the game but OP did, he was arguing that it's the most broken thing in the game and that it breaks the game.
Also i just changed my setup to no masked dancer since the guy said it requires masked dancer setup, so now i'm spamming Beelzebub for 15k almighty dmg with 1 click instead, big setup right
Magic is just way way easier to setup and get high numbers with and it hits far higher than most phys skills