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I find in this game aggressive plays are rewarded a lot more. Bosses and enemies in general have a lot of ranged or charge attacks that can be problematic if you drag the fight out too much.
Evading + counterattack mechanics as well as high mobility moves make it easier to be on the offense then defense.
Against humanoid bosses its mostly the case of ''not knowing how to play the game''.
Against beasts those jump around way too much, but they can also be downed normally. And using Alphen to do just that even kind of feels like exploiting.. it makes it way too easy to just ignore most of the mechanics for that fight.
If you disagree and you ''definately know how to play the game well'', I'd say try the arena/training grounds for a bit:
Its possible to beat the level 40 ones at level 20 (takes forever tho, due to damage) but it requires a lot of skill on the melee characters, some skill on Shionne, and a lot of patience with very little skill on Rinwell.
Iirc I beat 2~ others around level 25~30, but it wasnt easy.
You probably wont be able to do any of them (I could only beat Rinwells at that point, which took me 16 minutes) but it will atleast give you a good indicator of how good you understand the combat system.
ps: any monster that can be downed by a special characters boost, can also be downed by Alphens boost. (in fact, his boost can down basically anything that isnt a story humanoid.. its kind of OP) Only during specific story fights is a special character boost required. (like Rinwell on 4th lord)
Elites, Bosses, and Gigantos cannot be put into hitstun by attacks and artes. Therefore you cannot combo them, nor launch them into the air to continue said combo.
If you have played a 2D fighting game you probably know what a 'true combo' is.
See my previous point:
Alright, I'll grant that I did not know about this. It still changes very little since the enemy gets up only after a few seconds, and you still have to wait a fairly lengthy amount of time until those Boost Breaks charge up again. The enemy will have plenty of time to break your casters during that time.
Edit: If you claim Alphen's Boost Break feels like an exploit and lets you ignore half of the other mechanics, it only strengthens my argument that the battle system is lacking.
Yup, also, it's annoying that some of these enemies lose their weak spot(s) later in the game.
I don't understand why they ditched the epic strategy options that were in Berseria: there were so many options to make use of. Arise strategic options are lacking at best.
Correct, but you overcome this by leveling up - be at the boss level and you should have no problem. At least I didn't, once I leveled.
All in all I do have some recommendations, since it sounds like you are playing on max difficulty:
- always cook meals before boss fights (best ones would likely be defense oriented, like the elemental defense boost)
- make sure you are using decent accessories (for AI controlled party members it's better to use defense oriented stats as they cannot dodge properly)
- always use the best gear that you can
- don't use skills with long animations if you are unsure of what the boss/mob is going to do next: play strategically
- setup your strategy so that it involves using gels and life bottles (I found it impossible to play without the usage of these items on max difficulty) and make sure that the party members use their buffs (Rinwell can buff penetration/attack while Dohalim can buff defense)
I had very little problems playing and finishing the game when I did all that.
I've set up custom strategies, and I have to constantly pause and switch between passive and aggressive strategies for the few times the boss pauses or becomes downed.
What you mean is - bosses/gigantos do not have a break meter (blue bar that fills up for an insta-kill). And that is pretty lame, I wish, too, that this was handled differently - maybe make it harder for the blue bar to fill up, but also harder to lose it? Not sure what to do about no-air-combo, though. There's so many "no fun allowed" restrictions in place, when you think about it.
The increase/decrease aggro on accessories helps with that problem to an extent. I mean, you can't give the AI more brain lmao.
It only feels "broken" when you have an accessory with 4x8% BG increase, which allows for near constant spam.
Hmmm, strange. I have always only used one custom strategy that I made (and I only added to it once more party members got unlocked).
Another tip for strategy: I found that it helps to set each character that can heal themselves (so everyone except for Rinwell and Alphen) to do so, once their own HP is at 50%. I have found that the AI has stopped dying as much with that setting. Example: own HP 50% or less/Guardian field (that's Kisara)/CP 1% or more.
I think you should try making your own custom strategy, that is, if you want.
Basically, going back to how older games work you can hitstun bosses and combo them for a period of time until you either drop the combo, they go into a 'forced down'-position, or go into Overlimit. That could work in Arise too.
I've only found 'Aggro Down S' so far, and that is not nearly enough to stop them from drawing aggro.
Sounds very late game when you find level4+ accessories. I'm nowhere near that point.
I'll leave this alone.
Actually, if your penetration is too low that applies to most, or perhaps even any monster in the game.
You can use that defination of a combo if you want, but if you have played 2D fighting games you should know that if these were easily possible in this kind of game, it would completely break the difficulty and any challenge the game might have.
What are bosses going to do against you, if they cant act?
It reminds me of the last boss in Dual Savior Justice(?) where I just hitstunned them into oblivion. Otherwise it would have been an incredibly hard fight.
I say leave that kind of gameplay for 2D fighting games, and dont bring it over to 3D action games.
Bosses have attack patterns and very specific moves. You can learn those and know when to dodge or reposition, and when its safer.
Yes, it wont hit stun them if you counter attack. But you can still deal damage if you learn to avoid their attacks, and the evasion system and timing is very forgiving in this game. It will straight up give you easy damage avoidance and free damage output. (as well as AG restoration etc, later on)
Ofcourse, it does require learning the game mechanics better.
Alright, I'll grant that I did not know about this.[/quote]
This game has the easy to learn, hard to master kind of combat.
Again: try out the training grounds, to see how well you really understand the combat (or character specific) mechanics. You'll find the game more enjoyable I think, if you know how to play the characters better. It was the case for me, and I already liked the combat a lot.
Personally, I find the combat to much more engaging during boss fights. Against trash you cant really use evading well as there are too many monsters and its too chaotic. As for comboing: its really just mindless spam for the most part.
Its very powerful long before that point. You just have to time it better since your BG doesnt increase as fast. Also, worth noting that the HP cost of Alphens boost doesnt matter if he isnt on the field, since it wont reduce his HP below 1. (in fact, with the right passives having him at 1HP will just increase his Attack more)
My Alphen performs crits almost all the time, this is not an issue of penetration. This issue is inherently within the game's design.
Try playing the game on a higher difficulty than Normal and see how it is when you are a few levels lower than the intended target.
Also, definition.
I've long made peace with the fact that this is probably the direction that the series will be going in from now on so i'm hoping that they at least do more with it to bring back some of that Tales charm while still improving on the weaker aspects instead of doubling down on them.
That said ... I still love it in short bursts. There were a couple times when the dungeons were too long (none of them are very long relative to other games, just saying long for this game) where yeah, it started to slog because it feels too repetitious without frequent breaks.
I don't have any solutions or debate points re: quality of the battle system but re: ranged AI using the opposite type of skills, just go into their artes list and uncheck anything you don't want them ever using during a major fight.
With Rinwell I might uncheck all her artes that have the sword icon, for example. That at least keeps her from running in super close most of the time.
Ah yes, inherently within the game design when you say its too risky to go into melee range.
Okay then.
Again: go try the training ground. See if you actually know how to play this game.
I think the result will be very humbling.
Beating the melee challenges at level 20 is a lot better for posturing then ''do you even play above normal''
Well without DLCs. Unsure how much easier those would make them.
..Speaking of difficulty, do you play on Unknown?
Yes, it's inherently designed that it becomes a lot more risky to engage in melee when you cannot hitstun bosses, elites, and gigantos. It's called a consequence, from the latin word 'consequens' which means 'resulting' or 'ensuing'.
I play on Hard, and yes, I have been to the Training Ground and beaten both early challenges. They are not hard because you can hitstun the enemies unlike the bosses which is part of the topic in this thread. Unlike you I don't have a problem fighting multiple enemies at once. Stop trying to change the subject.