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Its balanced around having all the abilities and plugins etc unlocked, for people that want a real challenge.
IIRC someone somewhere suggested playing the Dive1 on Hard and Dive2 on very hard, but I cant agree with that at all. In Dive2 we're experienced with the combat and got tons of stuff, but the game also throws way more enemies, and lots of annoying ones at you.
If you still want to play it: Bazooka's still one of the best abilities around at that point, as is Gattling Gun with high heat (tho you cant use that one against all enemies due to the high animation delay after use, making it best against bosses or enemies without charge/ranged interupts)
You'll also want to make a 6 or higher combo of melee abilities thats capable of knocking enemies up in the air (preferably with the first or second ability since that will prevent them from countering with a superarmor hit, since they cant do that in the air)
Aside from that, nothing you probably already dont know (assuming you didnt already know the above either!). Play the game like its a bullet hell with combos, emphasis on the bullet hell part.
Something I wasnt quite able to achieve myself, but could be possible for you: use the jump attacks in your combo as single abilities to jump into the air and boost away to safety if you are about to get surrounded.
GL beating any of the timed segments tho. Or the optional practises, all of which give a plugin if you beat it timed, dont lose too much hp or dont lose allies (depends on the fight).
Some of those were already brutal to beat on Hard, so I dont even want to know what they would be like on very hard.
GL!
It was not ever considered or balanced for progression play. Doesn't mean you can't try, but, you're pretty much going to give yourself the most painful experience possible. It is designed to wreck your ♥♥♥♥ even if you ARE maxed out. Imagine playing it when you aren't maxed...
in general combos have to start with a connector, a fast move that lets you close the distance and touch the enemy for the first hit, a launcher, which launches the enemy into the air so they cannot retaliate and enemies on the ground will generally not be able to interrupt you, and the rest is about dealing as much damage as possible to the enemy in mid air before it touches the ground. Generally, you want to be able to finish this combo with one of the super moves just because it's stylish.
when fighting boss enemies the same size as you, the game turns into a sort of dogfight where you and the enemy run around trying to avoid being caught in each other's combos while trying desperately to land the first hit and connect our own. They are the most fun battles in the game imo.
IE: The Dominion Miko fights were epic fights, even despite having the weird thingy where flying in the air makes her immune to most of your ranged attacks and melee attacks being better to use...lol.
That said, since I played through all 6 routes (+ Reminisce) in one go (well with sleep in between), I did get tired of the fights by the time the 6th route came around. At that point I only did the bosses on hard/very hard (last boss on very easy since saving Sora > my pride and the random monster fights on very easy.
Imo there's a bit too many thrash monster fights in Dive2, with too many annoying enemies. (honestly, screw most of the non-boss new enemies they introduced in Dive2. xD)
Yup, this basically sums it up. I said a similar thing in a thread on Reddit. There are a number of 'exhibition' combos out there that look really cool but use all 12 equip slots... Anyone who actually brings one of those builds into the game for real play on any difficulty that isn't V.Easy or Easy is a complete moron. Its equivalent to picking up a fighting game, youtubing exhibition combo vids and then practicing those and then expecting to win Ranked matches.
Absolutely not going to happen.
Combos NEED to be to-the-point, high damaging (use big moves, critical hit moves and moves that amplify following hit damage) and also fully aerial not only so they don't get interrupted, but mobs gain Heat in the air... If you launch them when they're almost overheated, you'll do far more damage, this basically is the key to doing 3000-4000+ damage on big sub boss or boss enemies as like you said, you're juking around for position basically the equivalent to playing footsies in a fighting game while avoiding each other's opening hit. The exact same philosophies and mentality applies.
Nah, ♥♥♥♥ that. If it gets even more annoying from now on, I will do the same and just play on very easy for the mobs and hard for the bosses (Dominion Miko was pretty difficult but epic af).
Is this only true of Dive2, or does the game get a lot harder after the first route? I got the game recently, fired up a new file on Very Hard and have been having a blast. Just tore through ch10 of the first route without getting a single one of the punishment scenes, that one definitely tested my skills.
Feels like things would be too easy if I was all maxed. Very Hard throws a lot of force and exp at you anyway. On everything but ch10 I was usually bringing a suboptimal loadout to level weapons, too.
About the only time I've had a complaint about the difficulty is the third fight of the game - it throws a huge amount of enemies at you while you're still missing some critical tutorials to explain how the controls work, and to make matters worse, Rain will get stunlocked and die on the third wave with the bugs if you don't kill fast enough (with your crappy starter weapons), which gives you a game over. I managed it without turning the difficulty down, but still.
I went through all of Dive2 on hard, though I think I dropped it to normal on a fight or two. As you progress through the game, Dive2 starts introducing some obnoxiously annoying enemies at you, sometimes a whole ♥♥♥♥♥♥♥ at once.
I'd say it's totally doable on hard, as I'm 100% not that great at the game and I managed through with only a few rough patches. Bosses on hard (or very hard if you really wanna suffer / have fun) are a must imo, as some of them are a blast and burning through it quickly on a difficulty you don't find challenging enough dampens the impact of some of the more plot-relevant opponents.
But obviously if you aren't having fun or struggling too much, by all means drop the difficulty, I definitely tilted at certain points.
Oh, but do yourself a favor and just play on very easy for Isao on Aki's route. Them Iron Wolfs are just cancer. Too fast, won't let you hit them, ignore your attacks by just tackling you and then proceed to chain you into a combo.