Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Injuries is a good system, actually character with one injury still ok in combat.
I think the system is really interesting and encourages you to not stick to "main characters" while letting the rest of your roster wither away, but also without being as overly (in my opinions) punishing as Fire Emblem, where they're gone forever so you just restart the mission most of the time.
It has cured a lot of the bad habits that I felt never make this genre fun but make it more "optimal" to play a certain way, and I've had more fun because of it.
Would be nice to have a rare item that could occasionally cure injuries, though. I wonder if that's further in. I'm still pretty early on myself.
While I agree with the above poster on how “injuries were made to incentivize using more than just your top 6 heroes, do note that in the game difficulty settings you can always turn this off if you prefer.
That being said, I personally would recommend having a few “backup” heroes on your roster and rotate around s little bit, but, play the way that seems most enjoyably to you ^_^
Edit—for Xobon42:
No “healing item” of any sort which cures injuries exists. Having an alternate way (such as an item or gold cost etc) doesn’t accomplish the purpose of injuries, but merely goes “oh I’m out X gold” or something. Like already discussed, it’s to encourage you to have a bench.
The ability to do a low level combat to easily clean injuries is making the simpler injury system a bit fake. I admit anyway there's a little psychological effect increasing the feeling of "half lost" when a unit fall in a combat.
My roster is still of 10 (4 story characters) and since Caravan Trail I started do a bit of grinding, and put more care to unlock all classes, and try design a versatile roster.
I don't see what non permanent injury system could really work in this game. Perhaps disable the max for scaling could fit better.
For me as I don't want excessive grinding, the roster size can't be big. I would welcome a game taking more distance with FFT. Typically a true respec at a price increasing, a roster gaining full XP, and no AP system but AP only coming from level up.
And well, dont use low level injuries removal if you want this mechanic to have impact. Its not like someone forces you to remove them with crossroads or other low level maps.
While I know what you were saying (nothing wrong with it) as a small clarification: While you can't "go somewhere else and remove injuries" during the Tourney challenges, you still recover from injuries each round of the fight. This means that people who get in injury in round 1, should they rest during round 2, will be ready to go back at it in round 3 (etc). Just to clarify so there's no misunderstanding about "tourney doesn't remove injuries".
Combats extra layers, are gameplay elements that have a wider perspective than combats, and that you need manage during combats in parallel of combats. When all works well, they add an extra depth to combats.
It's weird that for me all extra layers don't work well:
- Non permanent injuries, as already explained.
- Stuff to pick don't merge well, you can just let one enemy alive and then collect. But it's efficient for motivating to do some extra combats, even more for the chests. Moreover I have yet to see an example of turn based combats where it merges well with combats. Or use the XCOM timer trick, but timers are bringing plenty troubles.
- No resource management, consumable are limited in combats and refilled, but frankly it's much better like that. The problem is to not have an economy broken that is then breaking resource management, very very few game avoid this problem. It makes FSAM choice even better. But the intermediate design is even better, before combat you choose a limited amount of consumables either per character either for party. At reverse with those wide RPG inventories, this never work well.
- Grinding XP during combats, too trivial. Combats with specific objectives are even weird with all the XP/AP lost when you are efficient in achieving it quickly through the objective.
- Grinding AP during combats, too artificial with the secondary class system. I don't like RPG systems training skills through using them, in practice it works well for 5% of skills, otherwise it's very artificial. Here it's more training class lol, but it's artificial when you start with a class, and in fact sometimes also with few AP levels.
But ok without a global time parameter with all the design difficulties it brings, or an expedition approach as do the arena, it's extra difficult to design combats extra layers working really.
I realize that Storm Guard Darkness is coming use both, time/expedition. The time system is interesting because it adds no tedious rush in TB.
FSAM is a lot of fun anyway. Eventually it's minor because combats have by themselves a nice enough depth, even when a player like me ignore more or less all the extra layers attempt.
At least for picking stuff, it's not tedious thanks to maps with a limited size and you can even give up and let it for a later patrol.
So if you have 1 injury that character needs to be on the bench for 1 fight, 2 injuries means 2 fights and so on.
Get more than 7 characters or you'll have issues very quickly.
[Moderator Action] Merged post with thread of same topic.
Chrisbors-
Please see this thread for answers.
Basically, you heal injuries by doing encounters and having the injured hero sit on the bench. You will recover 1 injury per battle that hero sits out of.
For more information, check the in-game Compendium which has a section on injuries n such.
Hope this help ^_^