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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
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.
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.
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.
Who cares? This is a silly thing to whine about when you can literally turn off everything you don't like.
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?
====================
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.
====================
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.
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.
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.