Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But that said, the main reason I not get it is because I am not that much into the Story. The missing Save Point between the Boss Rush and the Last Boss has nothing to do with it.
The takeaway for me here is the fact that you seemingly not have enough Saving Spots. I played ALLOT JRPGs over my lifetime ...and usually if they have a "Bossrush" of kinds they provide you with a Savespot before it ... and right after it is done, so that you can do exactly what you could not do here: Experiment at the last Boss Battle.
If you have a Boss that might require the Player to experiment around and that might take some time to grasp the abilities of the Boss fully ... you should put a Save Spot right there. Almost every JRPG I played does that.
If this doesn't do it ... shame.
The protagonist being freed up after their chapter 4 is only of marginal usefulness to fixing the problem - even by the chapter 3s you're already at the point where the protagonist is way overpowered relative to everyone else. There are things they could have done to avoid this - XP share to inactive party members, swap out the "protagonist" when you begin a chapter, etc. (Swapping out the "protagonist" for the duration of the chapter would actually probably be the best solution, to be blunt. Not sure why they even felt the need to lock one person into the party in the first place.)