![]() I finally got the full team, I barely used some of them in combat but I can see some great disparities. Ps I was typing on phone sorry for syntax, will probably come back here with some more feedback regarding this. Not to mention that this system of cost increase will make sure that the meta is to increase only one skill and spam it, a shame for any turn based games imo, where tactic should be the king. Not only did you lose points and possibly screw your build but you even pay some extra by this design. Not only Renkailon's ability lose to dmg dealing abilities, but because I decided to level it up, every other abilities are even more costly to level up, because each time you raise the level of an ability it raise the cost of any other ability. It becomes more apparent on some fights where you've to destroy adversary team within 6 rounds and where you can clearly see as a player that the best thing to do is to spam attacks. Seeing that most skills even at level 2 end up being around 80, 85 accuracy, the accuracy bonus of that debuff is marginal. bonus was capped at +10 and that the crit bonus was capped at +5, only the number of round increase with ability level. I thought it was interesting and decided to level up that ability, only to find out that the acc. bonus to all subsequent attacks vs that target. Renkailon is a good example, he has an ability to apply a debuff to 1 enemy which gives acc. Thus the end result is that each turn you spam your selected dmg dealing ability and forget about any tactic, or synergy, or combo, or positionning.Īnd that's really the end result that should interest us. ![]() ![]() Levelling multiple abilities is exponentially expensive. Support abilities are either absents or terrible, dmg dealing abilities seem to be the only thing that really matters. Each companion role isn't really defined. Open world rpg, per-turn combats, emphasis on exploration, logistic and survival. Let's start by saying that I vastly appreciate the game. ![]()
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