Disgaea PC

Disgaea PC

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wynandbrands Dec 20, 2015 @ 11:34am
Gameplay fixes
So for everyone who remembers the original PS2 game, this game wasn't without gameplay issues.

What issue would you like to see fixed or brought over from the other games?

Mine are:

1. EXP for Healing - This was fixed in Disgaea 2, but meant that your healers in DIsgaea 1 were almost impossible to level up.

2. The Broken Item World - My controller went flying at the screen so many times! The item world in Disgaea 1 often spawns enemies in unreachable regions so that you literally can't finish the map and have to use a Gency Exit.

3. The Promotion System from Disgaea D2 - This was a really cool way of upgrading your unit class without having to start over with a level 1 character. The game felt a lot more fluent becuase of this.

Generally I felt that the mechanics in Disgaea 3 and 4 were desperately trying innovate something that was already really good. IMO Disgaea 2 and D2 had the best mechanics.

(I haven't played Disgaea 5, so I can't comment on that one)

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Showing 1-15 of 16 comments
kconvey1 Dec 20, 2015 @ 12:40pm 
Yes please, better innocent farming, better duping, more sensible items, etc

D2 had just about the best gameplay of any of them.

Disgaea 5 is alot like D2, but with a few more improvements and a few... well setbacks, its good just not quiet as good as D2
Melodia Dec 20, 2015 @ 1:15pm 
Most likely they won't change anything.
The only things it REALLY really needs is the ability to skip after battle cut scenes, and the issue with impossible item worlds. The other things would be nice....but it would change the fundimental game.
Z1gZak Dec 21, 2015 @ 2:53am 
I'll wish for battle movement speed up option.
Last edited by Z1gZak; Dec 21, 2015 @ 2:53am
Kaas Chuig Dec 21, 2015 @ 6:49am 
Well, this is Afternoon of Darkness, not Hour of Darkness, and I haven't played the ps2 version, but point 2 should already have been taken care of as I don't remember this happening to me in AoD (aside from one that wasn't the item world... I think the 5th Cave of Ordeals stage was almost like that though, requiring two characters that could throw up to 6 spaces.

Point 1 however, I don't remember having too many issues with healers, but then again I always made a healer first, and had that healer learn the various attack spells from the good-for-nothing mages that the healer created.
Last edited by Kaas Chuig; Dec 21, 2015 @ 6:50am
Digihuman Dec 21, 2015 @ 11:45am 
While I doubt they'll do it, I would like to see Innocent management from DD2 and later added in. Even if we don't get the Cheat Shop, in the very least I want them to make it so combining innocents will give you the "leftovers" (i,e combining a 295 Stastician and 7 statistician gives you a 300 Statistician and a 2 Stastician).

I'd also wish they would introduce the DD2-style throwing, so we don't have to abuse the old throwing "glitch" to throw diagonally.
Futa Fanatic Dec 26, 2015 @ 10:47pm 
1. healers wasnt that hard to level, you just have to make her a battle healer giving her all spells from all mages
sev Dec 27, 2015 @ 5:52pm 
If you go into the Item World without multiple max throw distance characters, you're doing it wrong.
Even if they're level 1.
InkwolfXVII Jan 11, 2016 @ 1:22pm 
So I only played Hour of Darkness on PS2, and it has been a while, but if I remember correctly, Monster classes were absolutely useless in the late game (correct me if I'm wrong). I would really like to see a re-balance for that, because I really like the idea of having humanoids and monsters as two different types of character with different mechanics, but having one strictly outclass the other by a significant ammount just wasn't that well thought out.
I really loved the design of the monster classes in Disgaea, and having all of them in my character creation screen, knowing they are basically unusable, that was just kind of sad to me.
wynandbrands Jan 11, 2016 @ 1:28pm 
Originally posted by InkwolfXVII:
So I only played Hour of Darkness on PS2, and it has been a while, but if I remember correctly, Monster classes were absolutely useless in the late game (correct me if I'm wrong). I would really like to see a re-balance for that, because I really like the idea of having humanoids and monsters as two different types of character with different mechanics, but having one strictly outclass the other by a significant ammount just wasn't that well thought out.
I really loved the design of the monster classes in Disgaea, and having all of them in my character creation screen, knowing they are basically unusable, that was just kind of sad to me.

I think they did a really good job in D2 with the mounting mechanic using your monsters. Espcially with the likeability mechanic added on it gave a reason to invest your demons with your monsters.

Also the monster balancing in D2 was really good. My Baciel and Dragon were my strongest characters after Laharl. I think the Baciel was maybe a little bit overpowered. But they also had the usual array of what I though of as fairly useless mosters, e.g. the Succubus.
Last edited by wynandbrands; Jan 11, 2016 @ 1:29pm
InkwolfXVII Jan 11, 2016 @ 3:26pm 
Originally posted by wynandbrands:
Originally posted by InkwolfXVII:
So I only played Hour of Darkness on PS2, and it has been a while, but if I remember correctly, Monster classes were absolutely useless in the late game (correct me if I'm wrong). I would really like to see a re-balance for that, because I really like the idea of having humanoids and monsters as two different types of character with different mechanics, but having one strictly outclass the other by a significant ammount just wasn't that well thought out.
I really loved the design of the monster classes in Disgaea, and having all of them in my character creation screen, knowing they are basically unusable, that was just kind of sad to me.

I think they did a really good job in D2 with the mounting mechanic using your monsters. Espcially with the likeability mechanic added on it gave a reason to invest your demons with your monsters.

Also the monster balancing in D2 was really good. My Baciel and Dragon were my strongest characters after Laharl. I think the Baciel was maybe a little bit overpowered. But they also had the usual array of what I though of as fairly useless mosters, e.g. the Succubus.

Okay, I wasn't aware they had already made changes to that system in D2. It is good to hear they did though, mounting mechanic sounds pretty neat to me. So nice to hear they are aware that there was a balancing issue in Disgaea 1.

I really hope that they'll take that to heart for this re-make/re-release as well.
Meat Miracle Jan 16, 2016 @ 8:44am 
1. Give your healer a mage disciple and learn their attack spells. Or transmigrate an attack mage to a healer.
2. The game specifically warns you about this happening! And I don't remember it ever happening anyway, and that was after doing all 100 levels in one go to get the Hyperdrive on the PSP version. Just remember to have some high-level mages (they can snipe enemies 11 blocks away), and that you only need to reach the exit each time, not beat the level. Also, geo panels can lead to chains that kill all enemies on the level.

Personally I liked the item world in D1 much more because it was so random. The one in D2 always loaded the same three type of levels, plus the circular arenas for boss levels and the huge towers for item gods. It wasn't as much fun.

3. The entire point of reincarnation is that you start over from lvl 1, it is supposed to be a penalty, in exchange of getting stat boosts. It's fine as it is.

I agree that later Disgaea games did a lot of good things with the system (reverse damage geo panels, tower attacks, for example), but if you change the system of D1 too much then it won't be D1 anymore.
Then again they might add some changes so the game doesn't feel too archaic for those who started the series by playing the later games. We'll see.
Patryk Jan 16, 2016 @ 3:18pm 
It's the first game so I'm pretty forgiving on some of its problems, but man I wish it had EXP for healing. This is such a small thing, but it made the gameplay sooo much smooth in Disgaea 2 and onward.
Overeagerdragon Jan 17, 2016 @ 12:58am 
So training a healer WAS my biggest issue until I spent some time in the game and learnt a few tricks....how's about
* I don't need a healer because my main mage learnt the Heal-spell either through reincarnation/transmigration
* she got it from the master-student mechanic
* she has a 300 - statician infused item (meaning that when she heals she get's 300% exp)
* I make sure she has a fully developed item set (all rare/gold with 100 levels in them)
Usually a combination of the above 4

What do you mean I can't reach? Shield Knights (those big hulks with their ONLY good stat being defense) usually have a throwing range of 8 if I need to get a character across the map....combine that with a monster with 8 throwing range (yeah monsters can't thow but if you throw a character on them they will "bounce" it that range) and you can almost reach any spot (great for level skipping). Mages equipped with a staff will get more casting range when they level up the skill of their spells so monsters being far away is not a problem for a mage that can cast Star over a 15 block range with a skill level of 20+

The promotional system might tier up a character and give them the missing aptitude but is still no replacement for actually reïncarnating a character so they actually get their bonus statpoint and higher base stats. Sure I usually promoted them when I got the option but they would still reincarnate for the first time at level 100.

Monsters being weak was never really an issue for me either in Disgaea 2 and onwards seeing as they introduced the beast master and here's why.
* Make a level 1 monster
* Make a level 1 beast master
* Depending on which Disgaea you are playing have your most powerfull character either equip the monster as a weapon or ride the monster
* Cast Wild Groom (raises exp of monster characters by 200%)
* Cast lots and lots of AoE skills....
*See your monsters become more powerfull than your main character and in less time too (especially if you equip them with statician-infused gear)
Last edited by Overeagerdragon; Jan 18, 2016 @ 1:21am
LadGaga Jan 17, 2016 @ 7:16am 
I don't remember many if any impossible to complete item world levels cropping up either.
Not once you actually had the proper characters for them anyway.

Sure if you were trying to cheese down some items early on to get levels in it for whatever reason, then you might hit the odd annoying level.
But by the time you have an elite team of movers and throwers sitting in the home panel waiting to spam you levels in 2 moves tops, it all becomes much more manageable.
Overeagerdragon Jan 18, 2016 @ 1:24am 
Besides; even if you DO encounter a stage that you can't beat for one reason or another there's always the option to Gency Tonic out and simply head back in again (Thanks to the procedural aspect of the game). It's how you get the ultimate weapons if you have the need to get them in a cheesy way or don't have an entire day to spend grinding through all 100 levels of an equipment piece
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Date Posted: Dec 20, 2015 @ 11:34am
Posts: 16