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Order Break at the start is based on number of monsters alive ( below 3 is typically an order break against skull enemies) , and in some cases specific enemies are guaranteed an order break at the start, regardless of the number of enemies in play. (high level rares come to mind).
One of the other issues with Order Break I forgot to mention, is that enemies can use their full action points, and since they basically have infinite SP/voltage, that means they can use something like 6 EX moves in a row on a double order break. (or the regular turn+ order break)
So you can wipe real easy against an Order Break, and there's just too many ways one is caused.
I've had a boss end its turn only to order break itself. It would of made more sense if each order break type also caused it to use specific abilities, or if there were otherwise limits to it.
Especially if the EX move the boss uses is loaded with stats debuffs or stuff like SP Break or Voltage Break, even if you survive it makes the fight a pain. And that's on top of the issues Order Break brings due to the clothing damage mechanic.
In itself Order Break isnt even the problem I guess, its just that it shows how poorly balanced the plentora of other systems are.
For example, its almost guaranteed to break all clothes early on and in mid game, and late game mostly. How to counter that? Bring more clothes.
Except clothes are also cosmetic so you'd want to use ones you find good looking. On top of that clothes cost a lot of EP to upgrade, and amps (the main reason to upgrade them) cost even more. So you can't really work with that system due to the incredibly high EP costs related to it.
It also prevents harmonics since you'll likely get +wait, have to clear status/stats debuffs, and on top of that dead characters get their position in the turn queue removed. Which also means you'll have to spend even more time waiting for a setup.
And without a setup an overkill isn't going to happen.
Then there's the large amount of different debuff and status effects that can be applied to your party. Another reason why a boss getting even one more sudden turn can be a problem.
Hence why the whole 1-2 shot is a thing; since otherwise its just a painful grind most of the time.
I mean I agree with you that you just have to learn to work around it, but the whole mechanic shouldnt be in the game to begin with. Instead they should of made more use of the positioning system that's there. Or something.
Hopefully at some point they can go back to the days of Agarest when they were better at balancing boss fights. The actual combat systems are quite interesting, they just suffer from poor balancing.
In contradiction to that neither in any Neptunia game nor in Fairy Fencer did I spend more than five minutes looking at things. Building combos in the first few Nep games was pretty much learning by doing, in FF and VII the ingame help explained how to get damage bonus and one was able to figure it out afterwards. First few Nep games had a guard gaunche, VII and FF did not. Sega Hard Girls made it so ExE could only be used during fever time. Some games deplete your SP post battle, other don't. What I'm trying to say is: You had your little differences to consider jumping from one title to another, but never was it really much of a deal.
This does not mean I'm really unhappy with Omega Quintet. It just seems pointless to make things more complicated since one isn't getting anything out of it. Except maybe the feeling of having understood and mastered a game concept - if that's what makes you happy.
I guess my favourite system was either HDN RB2 or RB3
Lol yeah, and on top of that: Press a lot of X every fight because we gonna limit your SP and fever gain so you don't spam skills all the time to clear fast.
I forget, but this often ends up being the best strategy. Don't allow them to counter The boss ended up being easier.
One thing that sometimes happens is that an order break happens when you defeat one enemy, and another enemy hits you with it.
I don't mind it occasionally, but order break can be really cheap. I'm playing on max difficulty, and the only really hard part is managing the order breaks.