Just listened to GameXplain's spoiler discussion, and really like the interpretation thatTerrako's time traveling ability came as a result of Zelda wishing upon the Triforce to save everyone the moment she unlocked her powers in Hateno field. Because most everyone was already dead at that point, that wish was fulfilled in the form of Terrako gaining the ability to save everyone in an alternate timeline.
That's true, I forgot BOTW wasn't the only time Link was named.But Link has the MS (the point that now Link can't be renamed i think is due to the fact that Nintendo consider Link an actual character, no more the player's avatar -but this from 2-3 titles, almost).
The theory that the mummy is the past hero is interesting, however.
thx, threadmarkedTheMoon
This is the most extensive compiled resource for the game i've found, including a ton of information on weapons and fusions and korok location(includes SPOILER). It would be helpful if this was thread-marked / added to the OT.
Hyrule Warriors: Age of Calamity - Weapons & Resources (Comments Enabled)
Attack Weapon Attack,Tier 1 Worst,Tier 1 Lite,Tier 1,Tier 2 Lite,Tier 2,Tier 3 Lite,Tier 3,DLC Growth 1,DLC Growth 2 View Mode (Faster Image Load): <a href="https://docs.google.com/spreadsheets/u/0/d/1Ci8hBndMf9jIRC_sYzZaKWhWt9UVw9Ee8PyhlbQ-eHA/htmlview#">https://docs.google.com/spreadsheets/u/0...docs.google.com
That isn't really inconsistent, though. Apples and rods are consumables that are brought into battles. Cooking/crafting materials aren't actively used in battle, but you can still run out of them if you spend all of your resources on, for example, cooking the same dishes over and over without restocking ingredients.Well, I can agree that the current implementation seems off. It's like the only part of the game that has active resource management. The only other place is like... fusing weapons, which is totally different because it occurs outside of the levels.
Edit: And the materials, lol. But that's still outside of missions so the carryover between missions doesn't feel weird like it does with apples.
The greatest of rewards, the mad lads actually let us use it!I absolutely lovethat is unlocked when you finish the last main mission.Zelda's winter outfit
I just spent an extra hour more than planned doing post game quests because I kept using the excuse "I'll stop when the merchant brings me some gosh darn sizzle fish...he's not here, well time for another round!"
No, I know. I just think it feels weird because there's this one category of items that you're supposed to restock but there's no way to do that except to replay random missions, and you can't even check whether you're full up or not without starting a mission. The execution is just awkward.That isn't really inconsistent, though. Apples and rods are consumables that are brought into battles. Cooking/crafting materials aren't actively used in battle, but you can still run out of them if you spend all of your resources on, for example, cooking the same dishes over and over without restocking ingredients.
if you can just replay some level 5 mission to refill a resource then that resource shouldn't require a random level 5 mission to refill
At least wIzzrobes are easy enemies to beat and fill up your rods significantly.I agree, between missions management doesn't matter, when you can circumvent it with 0 effort anyway. It's just an annoyance. They should've made them fill up at start of the missions, but made stuff like wizzrobes rarer, or maximum charge smaller. Only in-combat management actually matters in the end anyway.
I did nothing today but play this game, and I do not regret it.
I'm at 42 hours. Map says I'm 74% done with the game. My main "squad" (the four players I use most consistently) who are:
Link, Zelda (Sacred Bow), Impa, and King Rhoam
...are all in the lvl. 81-89 range. I finally beat the main story about 2 hours ago--figured I might as well. There's still a whole lot to do and I'm going to keep grinding away at it after work each day (stay home and stay safe!). I'm committed to 100% this game--I've loved it so much more than I expected, and the process of doing the challenge missions and side-quests is SO MUCH more natural than the menu-hopping of the first Hyrule Warriors game.
P.S. There is only one character in the game I truly despise playing as:
Fucking Teba. He flies around like crazy and the camera is constantly freaking out. And when I go in to attack an enemy or break their shield counter thing, he flies so far back after one attack that the rest of my attacks miss. FUCK Teba. Strangely, Revali is one of my favorites to play as.
no, i also wish the two very obvious groups were listed in the very obvious way they should be lolAm I only one who has a littl bit of an OCD when it comes to character select screen?
Mipha should be moved one spot down, and hestu swapped with the King afterwards. So Hyrule peeps are the first row, 4 champions are 2nd, future champions are 3rd and rest are afterwards...
It bothers me that mipha is misalligned like that, simply cuz they chose to list them chronologically.
i think it's fine the way it is. now it's basically a difficulty setting. if you want to make things easier, you can bother to resupply every mission. if you're fine just using what the level gives you, then you can just play the game normallyI'd argue the opposite. If they're not going to give us a full set, then they should just be wiped out. Having them carry over just sets off the balance of the game.
Full apples would make everything way too easy though lol.
The circling for his C4 is very incredibly for crowd control. I use that all the time for that.He's definitely hard to control. The 2nd or 3rd Y loop him around weirdly and I really don't like the "constant circling" on his c4 (I think) when you keep mashing X. I've found success with mashing X on C2 or C3 when a weakpoint comes up to he just fires a constant stream arrows at the gauge. Still hard to set up though.
On a different note, I really like Revali's playstyle, He shines in 2 players too as fire support. Cancelling his stasis rain of arrows into even more attacks is so so strong.
TheMoon
This is the most extensive compiled resource for the game i've found, including a ton of information on weapons and fusions and korok location(includes SPOILER). It would be helpful if this was thread-marked / added to the OT.
Hyrule Warriors: Age of Calamity - Weapons & Resources (Comments Enabled)
Attack Weapon Attack,Tier 1 Worst,Tier 1 Lite,Tier 1,Tier 2 Lite,Tier 2,Tier 3 Lite,Tier 3,DLC Growth 1,DLC Growth 2 View Mode (Faster Image Load): <a href="https://docs.google.com/spreadsheets/u/0/d/1Ci8hBndMf9jIRC_sYzZaKWhWt9UVw9Ee8PyhlbQ-eHA/htmlview#">https://docs.google.com/spreadsheets/u/0...docs.google.com
Click the box with their hearts and special bars in the menu.is there a way to bring up a character's move guide during a mission?
ah, cheers!
is there a way to bring up a character's move guide during a mission?
i think it's fine the way it is. now it's basically a difficulty setting. if you want to make things easier, you can bother to resupply every mission. if you're fine just using what the level gives you, then you can just play the game normally
having the items doesn't change anything tho? just don't use them, the difficulty stays the same if you don't use them, and is easier if you doOkay, but more often it is the case that I have materials that carry over when I might not want them to, making a quest much easier than designed. So, the only solution to that would be me burning all of my consumables at the start or end of each level, which is not playing the game normally. The game already has a difficulty setting anyhow, maybe it would make sense to alter this behavior based on the mode and only carry over for normal.
having the items doesn't change anything tho? just don't use them, the difficulty stays the same if you don't use them, and is easier if you do
even with the standard difficulty settings, the game is harder without using items, and easier when using them. i'm not seeing the problem in having more options
ultimately this seems like a deliberate design decision, so i doubt it's going to change
Spoiler tag your post lol
Might wanna tag that spoiler, buddy. But I disagree, that character is one of the best in the game for highly mobile crowd control.
Done, so sorry, can't believe I let that slip.Might wanna tag that spoiler, buddy. But I disagree, that character is one of the best in the game for highly mobile crowd control.
Thanks, appreciated
No prob, I'm not a stickler about spoilers but I know people get crazy about that stuff here. It's tough, too, because like more than half of this game is spoiler territory, lol.
I know that FE Muso was kind of an exception, but you could totally rely on AI in this one. Of course it's not harder/better/faster/stronger than a decent player, but it was able to do quite a bit of stuff on their own IIRC.
Except you can just farm a random mission to have full items anyway 🤷♀️That's a very conscious decision, its not getting patched out. It's so flurry attacks and special attacks stay more important than just spamming rods.
Yep, it's my favorite Zelda story since Majora's Mask. The buildup with the ending is amazing.Just hit the credits and damn I am really surprised as to how much I liked the story.
Really excited to start working on making certain characters unstoppable killing machines
I think being one of the most prominent characters besides Link and Zelda in the cutscenes (as well as having a design and moveset unique to this game) means she is probably the most likely besides Link and Zelda to get new movesetsIt bears repeating that Impa really needs/needed at least a second moveset. Especially since they already have a wealth of Sheikah weaponry from BotW they could use and it would work well with her ancient tech ninja theme. I loved using Impa with the naginata in the first one, this incarnation could use a kusarigama and use it in conjunction with whatever Sheikah tech they can come up with. Sadly I don't think they're very likely to add that in an update/DLC.
Dunno sounds like common (minor) translation mistakes, and as you put it: "Japanese tends to be a little dry, so they punch it up when localizing".So in regards to localization, is it just me or ocassionally it seems like lines were translated out of context of what actually happened in cutscenes? Like i know japanese tends to be a little dry, so they punch it up when localizing, that's pretty common.
But then there's Revali shooting bomb arrows at Windblight ganon, it BLOCKING them, and Teba going "What? That thing is still standing?". Still standing after what? After you DIDN'T hit it? Was Windblight Ganon supposed to die of fright or like, run away cuz of loud boom noise? When localizing the original line that is simply something along the lines of "that didn't work", did you even look at the scene?
This one stood out to me specifically but I recall feeling similarly when playing the game on a few ocassions, since i used japanese va
Anyone have trouble with the final boss? I was 20 levels over the recommended level and it was still a huge damage sponge. Curious if anyone played it in the 50s and how that went.
Impa's YYYYY>X combo makes her ride a giant frog.
When she has her shadow clones activated, each one gets their own giant frog
her moveset is perfect
There are other avenues for having Sheikah technology present in movesets.