Fell Seal: Arbiter's Mark

Fell Seal: Arbiter's Mark

View Stats:
Cynical Dec 27, 2020 @ 1:10pm
The injury system is terrible.
Seriously, what the hell was this supposed to be? I get that it's supposed to incentivize you to keep alternates around, but it fails miserably at that; if you've got any tough story fight coming that's scaled for a level 15 party, putting in your level 2 backup Plague Doctor or your level 5 backup Wizard or your level 7 Knight isn't going to do you a whole lot of good. Unfortunately, you pretty much have to go patrolling to get your A team back to health... which means you're just grinding in a game that's level scaled specifically to avoid the need for grinding. Is this what the developers think game design is?
< >
Showing 1-15 of 19 comments
The answer is really to rotate around heroes instead of the same six all the time. If you’re not constantly rotating heroes around then yeah, you’ll only have that “level 2” hero sitting around cause you didn’t plan for things.

Grinding is a CHOICE, not a necessity. It’s a choice to not have any viable backups.

All the same, the difficulty options are tunable in the Amry Menu and can be changed at any time outside of battle. If you’d prefer to thrn injuries off, feel free to do so :monstertrainyay:
Cynical Dec 27, 2020 @ 1:43pm 
You can't rotate Kyrie out, so that's not an answer -- she'll always be bringing the party level up, and since the game is level-scaled, that means that if you rotate, you just end up with a consistently under-levelled party.

The option to turn off injuries has a huge "PLEASE DON'T DO THIS!" message from the developers on it, so I'm taking them at their word. Why they want me to interact with a completely dumb non-system is beyond me, but hey, I'm trusting their (terrible) vision for the game.

(Also, "you didn't plan for things", yeah, I totally should have planned for the game taking away a character that I specifically rested in the previous fight for totally unpredictable story reasons. That makes sense.)
Last edited by Cynical; Dec 27, 2020 @ 1:47pm
Originally posted by Cynical:
You can't rotate Kyrie out, so that's not an answer -- she'll always be bringing the party level up, and since the game is level-scaled, that means that if you rotate, you just end up with a consistently under-levelled party.

The option to turn off injuries has a huge "PLEASE DON'T DO THIS!" message from the developers on it, so I'm taking them at their word. Why they want me to interact with a completely dumb non-system is beyond me, but hey, I'm trusting their (terrible) vision for the game.

(Also, "you didn't plan for things", yeah, I totally should have planned for the game taking away a character that I specifically rested in the previous fight for totally unpredictable story reasons. That makes sense.)

If you rotate from a crew of 10-12 heroes is works out pretty smoothly.

To clarify, what I mean is:

Hire 2 - 3 people near the beginning of the game.

Rotate who you use on a consistent basis (not only for injuries).

Perhaps leave Kyrie on the bench during any patrols that you do to find secrets and treasures.
Last edited by Conan The Librarian; Dec 27, 2020 @ 3:32pm
Dapp Dec 28, 2020 @ 9:37am 
I've never read such an entitled opinion in all my life. Get gud you absolute amateur. A battle lasts 10 minutes and if you think strategically you can raise a character from 15 up to an equal 25 in a further 10 by trapping an enemy, healing them and hitting them with the low end character. Even better, if the character is of a healing class, they literally need to heal a tiny bit of hp on another character to get a tasty chunk of exp. Your pathetic ramblings about a system you personally don't like is laughable. Clearly you never grew up in front of a CRT with your mates planning how to beat Emerald Weapon before the time you were able to flee to steam and chat utter garbage. Stop being a prat and play the game these folks so brilliantly have created.
{FC}[ZA]Althor Dec 28, 2020 @ 10:08am 
I mean...they did give you an off switch, or the option to gain less AP if you get KOed, alternatively you could just run a single patrol at crossroads and one shot everything with sorcery to remove an injury quickly... In the almost 600 hours I played FS I don't remember that being too much of a bother, perhaps you just need some more experience with tactical games?
Cynical Dec 28, 2020 @ 1:58pm 
Originally posted by Bizzle Dapp:
I've never read such an entitled opinion in all my life. Get gud you absolute amateur. A battle lasts 10 minutes and if you think strategically you can raise a character from 15 up to an equal 25 in a further 10 by trapping an enemy, healing them and hitting them with the low end character. Even better, if the character is of a healing class, they literally need to heal a tiny bit of hp on another character to get a tasty chunk of exp. Your pathetic ramblings about a system you personally don't like is laughable. Clearly you never grew up in front of a CRT with your mates planning how to beat Emerald Weapon before the time you were able to flee to steam and chat utter garbage. Stop being a prat and play the game these folks so brilliantly have created.
When "spend 20 minutes having a party member heal someone pointlessly or beating on a cornered healed monster" is your idea of "good design", it might be time to stop playing JRPGs and upgrade to real video games. Also, if you're that upset over someone pointing out that a game's mechanics suck, you're obviously not old enough to have played FF7 on a CRT, stop lying.
stanazolol69 Dec 28, 2020 @ 5:51pm 
I feel old as ♥♥♥♥ listening to this argument.
Cynical Dec 28, 2020 @ 7:02pm 
Also, even rotating isn't enough. I've now hit a point where the guys I've been rotating are 10 levels or more behind Kyrie, Yates, and Bzaro (because Kyrie is in every fight, and Yates and Bzaro have their levels pegged to hers when you pick them up), so now every one of my not-main characters is irrevocably useless in a fight. As in "goes down in one hit" useless.

What absolutely trash design. "hurr durr, we add a mechanic to encourage you to rotate, then we make level scaling that punishes you for rotation"... devs are completely stupid and incompetent.
stanazolol69 Dec 28, 2020 @ 9:31pm 
Originally posted by Cynical:
Also, even rotating isn't enough. I've now hit a point where the guys I've been rotating are 10 levels or more behind Kyrie, Yates, and Bzaro (because Kyrie is in every fight, and Yates and Bzaro have their levels pegged to hers when you pick them up), so now every one of my not-main characters is irrevocably useless in a fight. As in "goes down in one hit" useless.

What absolutely trash design. "hurr durr, we add a mechanic to encourage you to rotate, then we make level scaling that punishes you for rotation"... devs are completely stupid and incompetent.

You can turn off or tweak everything you're complaining about dude.
Cynical Dec 28, 2020 @ 9:33pm 
And if you do, you get two screens begging you not to turn those things off. I'm choosing to play the devs incredibly stupid vision for the game.
Originally posted by Cynical:
And if you do, you get two screens begging you not to turn those things off. I'm choosing to play the devs incredibly stupid vision for the game.

For sake of ease, I’d highly recommend playing it in the fashion which you personally enjoy. While 6 Eyes does have certain intended systems, they’ve quite purposefully made it easy to adjust some of those things in the Difficulty settings. Believe me when I say they’d much prefer you adjusted some things to your taste as opposed to being continually unhappy with the experience.
stanazolol69 Dec 29, 2020 @ 5:05am 
Originally posted by Cynical:
And if you do, you get two screens begging you not to turn those things off.

Who cares? This is a silly thing to whine about when you can literally turn off everything you don't like.
Flavio Dec 29, 2020 @ 9:21am 
It is normal to be surprised at first (since this system did not exist in FFT and other games), but when you have a larger group you start to appreciate the system! And yet you can always patrol at places like Crossroads if you want an easy option without having to disable the feature. But don't be shy about changing the options of the game, it is made to make us personal experience better, for example I use mods in portraits and options like speed 200%. There's no wrong way to play it as you like! :grimeyelaugh:
Last edited by Flavio; Dec 29, 2020 @ 11:36am
Lag Altrash Dec 29, 2020 @ 10:37am 
Give this man a medal for the most entertaining opinion :lunar2019laughingpig:

So let me summarise your opinion and put 2 and 2 together.
You said, "The injury system is terrible" and "I'm choosing to play the devs incredibly stupid vision for the game".
Since you regard the "devs vision" (which is also about playing with the injury system in place I guess?) as "incredibly stupid", but you still "choosing to" follow the "devs incredibly stupid vision", I take it you are "incredibly stupid" then since you "choose to" follow an "incredibly stupid vision"?

I'm just using your words, word by word, yeah? :claptrap:

====================
Let's get to your "problem" then.

So you said that "the injury system is terrible". May I ask you to also put out a solution for it then? If you could say that this "injury system is terrible", means you have something better to compare it to, yes? I kinda expecting something "very good" kind of solution from you as you also mentioned about "game design". Means you are quite knowledgeable in what is a "good game design", yes? I sincerely hope you know the difference between "game design" and "game mechanics".

I see the devs are very open about suggestions about the game. I reckon you can get your suggestion in if it's "very good".

Me? I'm just your normal tactics games consumer/enthusiast. I don't have the knowledge about "game design". I can at least differentiate between "hard" and "unplayable" though. :claptrap:

====================
Let's get to the immediate solution for your "problem".

As everybody have said till my post here, you could turn off the injury system anytime since it's "terrible".

Or if you still "choosing to play with the devs incredibly stupid vision", as some people already said, you could always use a patrol at the very first map node, I recall it's just level 3-5.
Here's my tips for the patrol: the injury will be reduced by 1 for each battle you excluded the injured unit whether you win the battle or not. If you want something faster, you could just buy a level 1 unit and throw him/her alone into a very-high-level patrol battle. Bet you just waste 1 minute at most? Or you could just throw Kyrie, she will never get injury.
Cynical Dec 29, 2020 @ 11:28am 
Originally posted by Lag Altrash:
Give this man a medal for the most entertaining opinion :lunar2019laughingpig:

So let me summarise your opinion and put 2 and 2 together.
You said, "The injury system is terrible" and "I'm choosing to play the devs incredibly stupid vision for the game".
Since you regard the "devs vision" (which is also about playing with the injury system in place I guess?) as "incredibly stupid", but you still "choosing to" follow the "devs incredibly stupid vision", I take it you are "incredibly stupid" then since you "choose to" follow an "incredibly stupid vision"?

I'm just using your words, word by word, yeah? :claptrap:
When you go to a restaurant, do you go in and tell the chef how to cook your order? When I buy a game, I'm pretty much explicitly paying the developers for *their* design of the game. Giving me a big bag of options and moddability and saying "lol design the game yourself" like Bethesda does isn't game design; to continue the cooking metaphor, it's basically a grocery store and vague suggestions from a friend. The answer to a game having crap mechanics is the same as the answer to a restaurant that cooks lousy meals -- you don't go into the kitchen and tell them how to cook, you just don't buy stuff from them again (I definitely won't be buying another 6 Eyes game, that's for sure).

====================
Let's get to your "problem" then.

So you said that "the injury system is terrible". May I ask you to also put out a solution for it then? If you could say that this "injury system is terrible", means you have something better to compare it to, yes? I kinda expecting something "very good" kind of solution from you as you also mentioned about "game design". Means you are quite knowledgeable in what is a "good game design", yes? I sincerely hope you know the difference between "game design" and "game mechanics".

I see the devs are very open about suggestions about the game. I reckon you can get your suggestion in if it's "very good".
If you need examples, there's plenty of them. FFT's "countdown to rescue the guy" mechanic worked. Far better is what X-Com (original series, not reboots)/Jagged Alliance 2/Silent Storm/Xenonauts/Codex of Victory/Phoenix Point/Panzer General (and clones)/etc. do, where some unit losses are expected, and you can recruit new units without it being a huge deficit (in this game, if you recruit new units late-game, they're pretty much useless without dozens of hours of grinding; even if you recruit them at high levels, with no AP and no jobs learned, they're wastes of space). You could do what Bioware RPGs do, and characters that fall in battle are ready-to-go for the next one. You could do what D&D and Pathfinder do, which let you ressurect dead characters at a small XP cost which quickly gets made up because lower-level characters level at about twice the rate. *Any* of these would work well. Fell Seal's injury mechanic does not. Best case scenario, it encourages taking pointless battles in the early game to un-injure people; worst case scenario, it results in broken saves, because you rotate guys too much and everyone else finds themselves at half of Kyrie's level, leaving them useless and forcing you to try to basically solo missions.

Let's get to the immediate solution for your "problem".

As everybody have said till my post here, you could turn off the injury system anytime since it's "terrible".

Or if you still "choosing to play with the devs incredibly stupid vision", as some people already said, you could always use a patrol at the very first map node, I recall it's just level 3-5.
Here's my tips for the patrol: the injury will be reduced by 1 for each battle you excluded the injured unit whether you win the battle or not. If you want something faster, you could just buy a level 1 unit and throw him/her alone into a very-high-level patrol battle. Bet you just waste 1 minute at most? Or you could just throw Kyrie, she will never get injury.
When the solution is "lol waste time grinding low level battles", that's not a solution outside of the incredibly degenerate land of Final Fantasy/Dragon Quest/Disgaea (and even fans of those debased series are starting to realize how dumb they are, leaving them coasting on nothing except nostalgia). Also, you apparently never got very far in the game, since there's some situations where the game doesn't give you the chance to go patrolling to deal with injuries, instead forcing you to move through "red" spots on the map to get out of a dead end the story forced you down.
< >
Showing 1-15 of 19 comments
Per page: 1530 50

Date Posted: Dec 27, 2020 @ 1:10pm
Posts: 19