Enjoying the game, but since I selected Therion first I'm afraid the game will be easier due to him being able to just steal stuff from everyone. For those that have played with him first. Is this the case?
Finished all chapter 2's of team noble in my "new game +" mode and it's going smoothly. The bonus exp/jp skills make it so there's no grinding needed at all, which is nice. It's almost too easy with all the stuff these guys have but it's all good. Just want to get through these last four stories at this point and then build my dream team to do all the side quests + endgame.
is there a run button, I see running in streams but I don't think I've moved that fast
I feel like such a dumb with Alfyn in that I had to YouTube his concoct ability as I feel like a monkey behind a typewriter whenever I use it now.
Piece of shit dungeons that make persona 5 dungeons look decent.
Persona 5's dungeons were the best thing about the game though?Piece of shit dungeons that make persona 5 dungeons look decent.
Other than that I love it
I have a $30 Best Buy certificate burning a hole in my virtual wallet, and I want to use it on something that will last a while, and won't drop in price any time soon
Is this it Era?
Persona 5's dungeons were the best thing about the game though?
Buy this game without hesitation.I have a $30 Best Buy certificate burning a hole in my virtual wallet, and I want to use it on something that will last a while, and won't drop in price any time soon
Is this it Era?
Technically this is true but you will still get around faster running. The encounters aren't that much more common than normal speedYou can hold the B button to run but it'll raise the rate of random battles.
Totally different design philosophy. Here, they're mostly inspired by FF4, with trying to figure out how to get chests. I think they're pretty well designed to make use of the DoF and camera angle. I don't think simple is necessarily bad for dungeon design, as I really don't want to spend my times hitting a switch then backtracking, or dragging blocks around, etc.
I think calling the dungeon design "simple" gives them too much credit. There is no design at all. There is no difference between field exploration and dungeons, for example. Once you leave a city, it's all the same. I think the structure of the game wouldn't feel so repetetive if, you know, it wouldn't be all the same.
Just combat.Do subclasses allow me to do a new special skill on townsfolk, or is it strictly combat skills?
A path that splits off to dead ends with a treasure chests is not level design. There are like, 50 dungeons in this game man. Could it have killed them to do something interesting with at least a couple of them? If the only thing that changes after entering a dungeon is the background graphics, you've made a bad dungeon.I actually really like the dungeon and environment design. It's always beautiful to look at. Environments feel very different atmospherically. It's simple but doesn't feel ridiculous or convoluted like some JRPGs. Like, some environments could never exist and just feel labyrinthine for the sake of it. This whole game feels cohesive in a really nice way from the paths between cities to the cities and then the dungeons. Everything feels like it goes together and serves the environment.
Oh come on. That's ridiculous. Of course there's design.
- The Battle System is great and many of the boss fights are well executed and challenging if you aren't over leveled.
Good lord I can not make up my mind on who I want my main 4 to be, or what I want their subclasses to be. Cyrus is my starting character though.
Leaning:
Cyrus
Alfyn
H'aanit
Therion
Do subclasses allow me to do a new special skill on townsfolk, or is it strictly combat skills?
A path that splits off to dead ends with a treasure chests is not level design. There are like, 50 dungeons in this game man. Could it have killed them to do something interesting with at least a couple of them? If the only thing that changes after entering a dungeon is the background graphics, you've made a bad dungeon.
the whole world feels like a dungeon in this game you are fenced in on many sides just little path loose shaped like a mazePiece of shit dungeons that make persona 5 dungeons look decent.
Other than that I love it
the whole world feels like a dungeon in this game you are fenced in on many sides just little path loose shaped like a maze
it is just different
I wish there were no areas blocked off with a stupid wooden post telling my I can go there yet :/
Man, I'm on my fourth character and I'm so tired of feeling like I'm starting the game over and over again. Some of these stories are just so slow to start.
Man, I'm on my fourth character and I'm so tired of feeling like I'm starting the game over and over again. Some of these stories are just so slow to start.
The one thing I wish they did implement right out the gate instead of waiting to be unlocked after you complete your first Chapter 4 is the tavern travel banter between your team. Would have helped build the illusion of team togetherness a lot earlier.
Yeah, the 8 opening chapters is the biggest hump of the game.
One of the reasons I proposed removing levels in this game in the other thread (they have to put other systems in place) is that people look at level recommendations and follow that strictly. If you varied the zone levels more and include another danger indicator in it's stead, it would encourage exploration and freeform gameplay a lot more. That would fix some of the repetition on this game.
However, removing levels itself is a really big departure from JRPGs and I'm pretty sure there will be significant disinterest or backlash because of that as well. Sometimes making a game clearly very different from its predecessors help set expectations straight though.
Man, I'm on my fourth character and I'm so tired of feeling like I'm starting the game over and over again. Some of these stories are just so slow to start.
It's great. I'm still playing it daily, 3-5 hours on average.
I like H'aanit much more but yes her Provoke ability is shit compared to Olberic's ChallengeIs H'aanit or Olberic better to use? I've been using H'aanit but she doesn't seem that great in duels. Not sure if one is stronger than the other for regular battles.
I don't know if 51 hours in is still a honeymoon or not, but I'm ready for another great 30ish hours while I beat the game and post-game stuff!
Is H'aanit or Olberic better to use? I've been using H'aanit but she doesn't seem that great in duels. Not sure if one is stronger than the other for regular battles.
I had to laugh regarding the dungeon design in the chapter 1's. I started with Olberic and had to go rescue the kid from a bunch of bandits, whose hideout was at the end of a dangerous cave. Makes sense. Then I headed north to Tressa, and I had to go teach some pirates a lesson, whose hideout was at the end of a dangerous cave. Ok, that makes sense too.
Then I head up to get Cyrus and I have to go confront one of his professor peers in his laboratory in the middle this regal, high class academy. This peer's lab is of course... at the end of a dangerous cave. What?
Is H'aanit or Olberic better to use? I've been using H'aanit but she doesn't seem that great in duels. Not sure if one is stronger than the other for regular battles.
Man, I'm on my fourth character and I'm so tired of feeling like I'm starting the game over and over again. Some of these stories are just so slow to start.
I honestly recommend skipping a bunch of the Chapter 1 scenes, and watching them later. Only the scenes leading up to the boss and after the bosses are super vital. Back-to-back-to-back-to-back-to-back RPG Opening Cutscenes and starts is by far my largest complaint about the game, as the biggest thing that pushes me to say that adamantly trying to get all 8 immediately from the start without doing exploring/questing in-between is a bit of a mistake. The recruitment chapters need to be broken up slightly, and even making them more dynamic or setpiece-based wouldn't help the underlying problem.
I had to laugh regarding the dungeon design in the chapter 1's. I started with Olberic and had to go rescue the kid from a bunch of bandits, whose hideout was at the end of a dangerous cave. Makes sense. Then I headed north to Tressa, and I had to go teach some pirates a lesson, whose hideout was at the end of a dangerous cave. Ok, that makes sense too.
Then I head up to get Cyrus and I have to go confront one of his professor peers in his laboratory in the middle this regal, high class academy. This peer's lab is of course... at the end of a dangerous cave. What?
Wow, paths of different length, level designers sure went all out. And it's supposed to be a slap in the face, maybe they start actually working on area and scenario design in dungeons for their next game if you slap them enough.Completely ridiculous and you know it. Come on. If every dungeon were "the same" and not designed then you'd just be moving forward and that's it. The only thing that changes isn't the graphics. The paths, lengths, and everything is changed. Paths are also intimately informed by the graphics and style. And also making something simple is a design, too. There's a lot of design choices happening throughout the game's dungeons. That's design. A path that splits off to dead ends with treasure chests is level design.
You don't like them, that's cool. You think they should have done something more complex. Also valid. Saying they're not designed is just bunk. It's a slap in the face of the actual designers that worked on this game.
I think the dungeon design in OT is substantially better than the bulk of FFG's or BD's dungeon design. They were just copy-paste tedium. Like, exact layouts reused, and then revisited.
Wow, paths of different length, level designers sure went all out. And it's supposed to be a slap in the face, maybe they start actually working on area and scenario design in dungeons for their next game if you slap them enough.
I thought so. I remember BD had the exact same design issue with paths that lead to chests that were pointless. There's a case for trying to adhere to past JRPG conventions. This is not one of them.I think the dungeon design in OT is substantially better than the bulk of FFG's or BD's dungeon design. They were just copy-paste tedium. Like, exact layouts reused, and then revisited.