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Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...
In the third dungeon and dropping this down to easy, bosses and minibosses are such loving health sponges and it's getting tedious.

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Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

ImpAtom posted:

So the trick here is not to approach combat like you would a Musou game. Treat it exactly like a persona game. Throw on buffs and spam the gently caress out of spells the enemy is weak to or occasionally use gimmicks in the environment. For physical stuff use Charge and your best critical attacks. Your regular attacks can be okay in certain situations but they're not for regular use. Instead you need to figure out which ones are really good for the specific mechanics. Some characters have attacks that auto-give buffs or have special effects and those are most useful for saving SP. That said some, like Haru's Psy-Tornado, are still very very good to use in regular situations. For Joker you need to experiment because every Persona he gets has different gimmicks and some of those gimmicks can even evolve if they learn higher-tier skills. There's at least one Persona (Black Frost IIRC) who gives Concentrate from a regular combo which is a hilarious combo with anything.

So what do you do about limited SP? Cook. You will want to grab as many ingedients as you can at any time because you'll quickly get recipes that give you tremendous amounts of SP back in combat. Rather than conserving items it's best to come in with a team that hopefully can give the enemy's weaknesses or do crits and then spam them fuckin' spells. 'Swap between characters, use up every SP you can because giving 80 SP back to your party with a single item use goes a long way.

Once you start playing this way bosses start to melt. When I was doing late-game boss refights it was rare for them to take more than a minute or so if I went in prepared. You really have to approach combat like Persona, not Warriors, and not doing so lead to a lot of my early game frustration


Fights get larger and there are some pretty huge fights later on but by and large the game is more like Tales of (x) then Musou.

this is an insanely boring way to play so I'm just gonna stick to easy and have a chill time

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

Ibram Gaunt posted:

Engaging with a games systems is boring?

Going back and forth between a menu and spells is boring, yes. It doesn't provide challenge in a meaningful way.

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

Ibram Gaunt posted:

Using moves is like a basic part of the gameplay wtf

There actually is a pretty robust system in using the charge attacks to get free spells of different types, and setting up personas to synergize with that. It's just that playing the game efficiently incentivizes you to ignore those systems, which to me is not great design.

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

PsychoInternetHawk posted:

Hard mode is....very hard. I think it's manageable by grinding a little and playing very, very safely, but it makes bosses into an absolute slog and I have finite time on this earth so I guess it's down to easy for me!

Also I appreciate Haru's pure and just hatred for cops.

Yeah, I think normal is the right difficulty most of the time but there are some fights that straight up aren't tuned very well, in part because of too much HP/damage but also because the enemies attack so frequently that you can't do even the most basic combos. The Dark Sun miniboss in the third dungeon was my breaking point.

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

YoshiOfYellow posted:

So far I only have one minor gripe of sorts and it's the pacing of the dungeons. It's good that there's a lot of dungeon to go through in each area, they are legit real big and stuff. But the way the game paces you through them just feels bad. Because it does this very video gamey thing like: "Oh the front door is heavily guarded we should find a side route. Oh this side door is blocked by security we should find a way to disable it. Oh the gate to this security area is locked we need a key. Oh this key is guarded too." And so on and so on.

It's just the game directing you all over the dungeon and stuff but it feels intensely annoying at times when I'm just trying to progress and every single thing I run into is "oh we need to find another way".

Especially bad in the 2nd dungeon so far.

The 2nd dungeon is definitely the worst with that stuff, they get less annoying after that.

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

Tae posted:

Is the mastery based on use, cause I already have like 4 of Joker's and just unlocked Ryuji's second one despite playing the same time.

Also, Joker's mastery of his guns not using ammo is whew.

You have to actually play as the characters to unlock their masteries.

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

fadam posted:

So what am I missing: with Hua Po Joker's C4 shoots out a Maragi, but it doesn't seem to break fire shields for me even though actually casting it does.

It's a less damaging version of the move, so it might take a few of them to get all the way through a shield.

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...
Do any of the non-element status effects (dizzy, fear, rage, forget, brainwash etc.) work on bosses/minibosses?

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

fadam posted:

I have a brain problem where I always play games on the hardest difficulty possible but hard mode in this game is so miserable. The damage you intake is fine and feels fair considering how cheap healing items are, but the damage you output is miserable. You spend all of your character’s SP to break a boss’ shield one time (I wish I knew why my combo attacks didn’t do shield damage) and then you just have to slowly whittle down the remaining ~70% of their health bar.


Unless the number is over 20 idk, I basically did nothing but C4 and never saw it even dent the shield bar. What difficulty are you on?

I know I've done it with Haru against named enemies on normal but her C3 hits about a million times so maybe that's a special case.

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

ASenileAnimal posted:

i just got seth and his combos are really awesome. you get a crit evade buff and a huge aoe gun attack. im looking forward to seeing what the other really strong personas are like.

I really wish it was clearer what each persona's skills are on combo activation without just having to equip them and try each one out.

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...
Welp, finished everything in the first playthrough. Normally in a game like this I'd get going on NG+ Merciless right away but SP management is such a pain that I'm not even going to bother. Glaring flaw in what would otherwise be a great game.

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Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

Fojar38 posted:

Your level carries over into NG+

Basically everything does. NG+ is "play through the game again at endgame power and everything is balanced for it"

That being said, prepare for an rear end-whooping if you go with Merciless difficulty. Got my first merciless game over in the tutorial lmao

I know that, but SP management is even more of a thing in Merciless. So having to use all your skills and buffs and debuffs is great but having to sit through three loading screens at every checkpoint to restore SP, and having bosses that are even bigger HP sponges, doesn't sound like a great time.

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