Tactics V: "Obsidian Brigade"

Tactics V: "Obsidian Brigade"

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Soul4hdwn May 16, 2020 @ 6:19pm
feedback, tips, and bugs
first, attributes cap at 45 not 40 like i read somewhere else in this forums and nowhere in patch notes. this is fine but just wanted to know as to not "waste" level ups while staying in a certain class.

a team full of healing basic mages tend to dominate stages... specially because...

... i think the elemental staves such as "dark affinity" staff in paticular, are somewhat overpowered and accessable way too early. sure i had to fiddle with some explorables to afford them all... but now only a healer or someone equiped with a certain elemental accessory can evade/block/dodge my 80 to 120 dmg basic spells... doubled if...

... the elemental armor boosts outward dmg of thier respective elements. for example that fire armor cape was providing a 50% dmg boost for fire spells the unit was using. not sure if this stacks with others... not that its needed because i can...

... one shot (well before the boss gets thier second turn) most of the "bosses" at same level that supposedly have 800 hp... lv 18. otherwise two shot anything else but monsters and max toughness based units. oh and not healers as they have bonus resistance to spells it seems ontop of typically having max will.

i'd like to return or attempt melee or archer units but i'm not sure if units still get sp once at level cap, i mean they should but with a level cap so low, (even 35 on NG+ apparently). i know how to get a melee unit to easily deal 200 dmg in one hit as early as lv 8... not sure how that scales though with lv 23 npcs with a club (no armor penetration) can deal about the same from the front lol...

(instant or even plain) concentrate is very potent, speeding up turns vastly for casters. but see bugs section below...

tip: due to how skill unlock sharing works, a spell blade can unlock necromancer own its own, shortening the "chain" of classes needed.

tok and the other caster you gain are deemed worthless, i'm struggling to keep them relevant and while they have nice spells at those points, thier main stat is capped and they don't have much skills to equip. they're basically a handicap in stages that require them to be present compared to my evenly trained group of (accidental) mages that are dealing about same dmg with the most basic spells and faster with less downtime.

makes me worried for any unit i might grab in recruitment cities...

the level jumps are logical but too sudden for such few main battles... lv 3, 8, 13, 18, 23

so... bugs found:
1) auto concentrate and spells that still gain a delay while using it... the unit will reapply concentrate after preping the spell and remove the buff again when the spell actually casts.

2) the game says the turn order list shows when spells or other delay based skills would trigger... no it doesn't, it just lists units' next turns only. some of them are casting but it doesn't indicate otherwise other than the animation would suggest.

3) not important but sometimes the UI keeps info panel on bottom of screen, this fixes itself on changing units after selecting one.

4) sometimes, the screen gains a black and white checkerboard over a menu (forgot which ones as its rare) or a unit selection for picking people to go in a battle (happens often enough to be repeatable but is inconsistent). mind you i tend to have "idle games" running on the side/background that may or may not be intensive and i run the default opengl graphics.

5) definitely steam's fault but re-plugging or re-connecting wirelessly the controler doesn't match up input correctly to the game. relatedly, i can't get the R2 button to work sometimes but i can't narrow the cause.

6) the ai has some glaring issues so far:
a) summoners and units that can infuse, will go into melee touch range to use thier skills (unless they're extra far away then they cast as expected, early and at range).
b) spearmen or AoE skills like fighter's line attacks, will go into melee and not care that thier attacks hit allies.
c) healers don't heal themselves.

7) tok again, but when selecting a spell for him, the basic spells (such as air orb) is listed twice.

8) dual wielding + back attack = only one backstab + frontal hit

tip, remember when game said archers can use infuse too? that includes spell infuse =p ... so technically fast as concentration caster for a lot less slots used... unless you're gonna stack an infuse with a bowskill charge =p

the "loose" multiclassing is nice idea but takes more investment than it suggests to pull off something reasonable. its basically the game's main gimmic or key feature and it pulls it off well. a concern with "power creep" happens though with each new class in future that comes in patches via the extra slot per class. things might eventually become where a unit is basically everything.

the story/game is shorter than i realized. guess its kind of expected when i just mow through everything and get 2 or 3 actions a unit before the opponents... the final boss only ever attacked once... while being 10 lvs higher than me lol

although i still wonder if any dialog option other than the king changes anything...
Last edited by Soul4hdwn; May 16, 2020 @ 6:20pm
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Showing 1-2 of 2 comments
Zaibach333  [developer] May 20, 2020 @ 8:39am 
Thank you for the analysis, it will influence any future patches
Soul4hdwn May 20, 2020 @ 12:38pm 
Originally posted by Zaibach333:
Thank you for the analysis, it will influence any future patches
now my units weren't invisible, even on the final "raid" battles my units had some downs (not full deaths) due to the AI using AoE or i gotten lazy vs a dual wielding warrior.

and my first battle in NG+ was scary bad as my main hero's spells were a 0% chance to hit =p despite using those dark staffs.

i apologize i haven't really played further to experiement with melee builds like i intended to. a backstabing boardsword is indeed a great tactic i'd like to bring back (was an older lost save). a dual wielder with fire mace, side quest dagger, and backstab is a really nice DoT stacker too.
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