YSlayer Wrote:"This is the content that will be going live in our next public build, once it's polished and ready.".
HYPE! Any plan on how many chapters there will be btw or you just going one step at a time?
YSlayer Wrote:Thanks for the reply. I do get the feeling that my team build isn't whats expected since difficulty has been all over the place. I put every single advancement into agility for both characters and use greatsword+healing orus. The thing thats crazy is orus actually contributes more damage because of just how fast he is. However, my party is so insanely squishy that a single status ailment probably means I just lose cause I'll get twoshot in the course of trying to heal it. It reaches a case of can the enemy team 1 turn kill/disable someone on my team. If they can the battle is nearly unwinnable and if they can't I face no threat outside of running out of mana. Orus can heal so fast because of his super high agi coupled with very low health totals that I can full regen my party in one enemy turn usually.
I probably wouldn't choose this playstyle if I started again but originally I had no idea I couldn't ever grind. In grinding games I always go for glass cannons cause winning battles faster equals more exp per second which equals higher level in the same timeframe so it feels optimal. I'd probably go for a sustain tank build otherwise or whatever has the best def/atk ratio.
I think it's the hit ratio that made the recent battle so frustrating though. I assume your game uses the standard formula which just ends up feeling wrong. Having a hit rate of 89% on your weapon makes you think you would hit 89% of your attacks but really thats before factoring in enemy evasion. In reality it feels closer to 50% which is never a fun hit rate to play with. Aside from just buffing hit rates/reducing evasion I'd love a bad luck protection style system for the players. Something like increase player's final hit chance (after evasion) by 10% per miss in a row reseting on hit. That way you'd have less bad luck streaks where you miss 6 attacks in a row.
Anyway, just my thoughts on the battle system and my approach to it currently. Looking forward to the next public release.
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