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FF is too simplistic when it comes to gameplay, same with Neptune.
Haven't played Dark Rose Valkyrie, so dunno about that one.
and Megatagmentsion in its more of an action RPG which is good as it is different form the traditional battle system of Neptunia. Dark Rose Valkyrie I like the combat system but it can get annoying when you get down to one enemy left and your back row of characters attack. Yeah I know you can choose not to let them attack. I like the strategy RPG aspect of Hyperdevosion Noire because it adds kind of an RTS aspect to it where you have to move your characters around to get them to where they can attack which adds more of a challenge.
Idea Factory/Compile Heart games have a lot of that kind of thing. There are a lot of bosses in previous games where they get to low heath and dodge everything unless you've got someone with an ability to cancel it out.
Both of you above you should back off on using too many skill at once also you shouldn't use harmonics on a BOSS unless your sure you can kill it. Do as I say then boss will play fair and not set off chain of Order break to kill your party.
That doesn't work that well on stronger bosses or mobs, as they will spam you with status attacks anyways. Also if the groups of mobs are still alive, you cant get harmonics in.
Plus, its worth noting that only counters their ''Order Break on allies defeat'', and not any of the others. Still, its not bad advise in itself. Just remember that they can Order Break on a variety of other conditions as well including a random chance, after anyones turn has ended...including their own.
We playing the same game? Bosses have no attack pattern in this game. What abilities they use when is entirely random. And this isn't an action rpg or mmo, skills can't counter anything.
Support/EP/EXP bonus is pretty pointless to mention as well, as those have no relation to actual combat. In order for EP to make a difference (by upgrading outfits to max, multiple outfits, better amps) you'd need to grind for dozens of hours before postgame.
If you don't know how the game works, please dont comment. xD
Pretty much everyone that has actually played the game lots agrees that Order Break is a terrible mechanic.
Is the game easy without them? Well yes, that's why I mentioned they should of used positioning more. It's the reason why Agarest games were still incredibly hard (on highest difficulty) because bosses could do massive party wiping abilities turn after turn, yet you were able to position yourself strategically to prevent a wipe. The only reason Order Break is in the game is because chain linking is too strong without the positional requirements that Agarest had.
But its a completely anti-fun mechanic as well, since there's too many ways it can activate, and what ability or attack they will use is whatever they normally can (which is completely random).
What can trigger an order break:
- defeat of allies
-% hp drop (50%, maybe less on some bosses)
-field break
-after a turn end (can be anyone's, including the monsters own turn, IE: they can order break after their own turn ends)
This means that you'd have to slow kill a bosses group one by one, by which time your getting around to the boss all your outfits are broken and your losing voltage each turn.
Which is not a fun way to do a boss fight.
Skull enemies are even worse, since if you get a group with less then 3 you'll get order breaked right at the start, and they'll spam you with SP break and stats/status debuffs.
I like that they used Agarest mechanics for this game, since Agarest (first 2 anyway, havent played the third game) had the best gameplay. But they balanced it really poorly. Which is pretty ironic, because Agarest also had the most balanced gameplay.
and yea..... order break after its own turn.... I got like 3-4 order break in a row and that kill my entire party once in training center. But I didn't know back then that defeat of their allies and their HP matters too.... how can we even check what trigger Order Break for each boss anyway?