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That's totally not 'medium'
there are even items that let characters take more turns, so a healer can get two heal bursts in a single turn if you take that route and even more if you double the actions with weaknesses etc.
so honestly. I would say its pretty good when taking all of that into account.
I guess I'm just a little hung up on that word 'medium', and I was hoping to see something closer to like.. 40~60 regen I suppose. I would have been a lot less disappointed in all that time it took me levelling it up if the skill described it as a light or even 'miniscule' amount of health recovery per turn!
(Although honestly If I have one complaint about Atlus games it's the fact that they use vague words like this in the first place; I've seen a mod for P5R and P3R in the wild that actually turns these things into raw numbers when browsing the UI that I hope makes its way to Metaphor..
don't ask me why, I did go agility in smt 5, and so i did here
oh yes, i remember why : to not miss every one of my attacks each turn
second stat was magic : i wanted to go agi/str build, but well...no magic users (all demo characters are strength users)
guess an agi/luck build could be good too, but there is no ailment abuser archetype in the demo and i don't know when an ailment abuser will be available
Well maybe it will be more viable this time. I think dodge tanks are more interesting than mit tanks if done well mechanically and the str/mag paths do get old after a while.
Here's hoping there are some luck/agi scaling stuff or even archetypes.
Making the one character you always have to have in your party a unitasker who ignored str or magic in a game that does not encourage focused builds is a bad idea. And this game does not.
Also...
I tested this in game myself, yes, weapon damage stats do contribute way more than stat points do to damage be it physical skills or magic. Your archetype set up and gear matter far more than the build does which is just another reason to go balanced and not ignore anything.
doesn't matter if i hit like a wet noodle if i take literally no damage
One thing that I didn't see any reviews or people talking about though is the fact that it's no longer an instant gameover if the MC dies..
This is a HUUUUUGE improvement IMO and makes the importance of Endurance/HP not *as* important as the other games
Since your Archetype's stats get added to yours I'd argue it makes it more important to specialize because you will be especially good at whatever your preferred role is but still decent in other roles.
Min/maxing is almost always about optimization. Since you can only ever have one archetype (so far) equipped during combat at once, your non-optimal stats will always hold you back in your current role.
If you need a knight or a trio of knights for a specific reason, then it will trump the specialization, but this is going to b a very rare thing imo.
And your testing needs further proof into how later abilities scale and how weapons keep up with larger and larger stat stacks from both stat items, level ups, and higher tier archetypes.
lol, lmao