You get to see some silly conversations and a few happy endings. Mostly it just expands on what you already know and the new stuff is not that important or interesting. Still, the battles are fewer and more interesting so you should go for it.
Chapter 8 is post-game content, really. Once you finished the true ending, you'll be teleported back to the beginning of chapter 8, anyway. So, there's really no reason to force yourself through chapter 8, if you don't feel like it.
Thinking of getting the collector's edition of this. How are the characters? I've found that RPGs without good characters cannot hold me interest really, for example, SMT IV. I really was interested in the story, but now it is so hard to get back to because the other characters in the game are so boring or cliche.
I don't really care if the characters in Bravely Default are archetypes, they don't need to break new ground. I'm just wondering how people would rate the character interactions in this game, are they fairly standard anime archetype fare, or are do they have hidden depths to their characters?
No reviews really say much about character interaction itself, they'll rate a game's story, but not the people within that story. How would those here who have played more than the demo describe the quality of characters in Bravely Default?
Were Revo, Hayashi and Yoshida involved in the project from the very beginning? How did they get the idea of getting so involved with the fans while they were producing the game? Are they intending to do the same for the next game?
Thinking of getting the collector's edition of this. How are the characters? I've found that RPGs without good characters cannot hold me interest really, for example, SMT IV. I really was interested in the story, but now it is so hard to get back to because the other characters in the game are so boring or cliche.
I don't really care if the characters in Bravely Default are archetypes, they don't need to break new ground. I'm just wondering how people would rate the character interactions in this game, are they fairly standard anime archetype fare, or are do they have hidden depths to their characters?
No reviews really say much about character interaction itself, they'll rate a game's story, but not the people within that story. How would those here who have played more than the demo describe the quality of characters in Bravely Default?
Well I just got to chapter 6 and hmmm I kinda don't like this turn of events but we'll see. Anyway can you give me some OP setups as I'm feeling a bit burned out by this and just want to see the story
Also where is the good place to grind jp in Chapter 6?
Well I just got to chapter 6 and hmmm I kinda don't like this turn of events but we'll see. Anyway can you give me some OP setups as I'm feeling a bit burned out by this and just want to see the story
Also where is the good place to grind jp in Chapter 6?
Others will be able to advise on party setup better than me (I'm of the beginner's school that favours levelling up enough to twat everything with a bunch of ninjas), but I found the best place for grinding was
an island northeast of Florem - it has a keystone obelisk on it, a beach on the south end and ice further north. The beach is great for grinding, particularly when you get groups of 6 * rafflesia; with a growth egg and bonuses you can get 999 JP per fight. Arcanist with black mage support doing poison*2 (in case it misses someone) then exterminate wipes them out in a single go most of the time. I use a ninja using hidden dragon to mop up - that move only occurs at the end of a turn, meaning it'll only be needed when the arcanist fails to one shot everything and so preserving your sweeper bonus.
Others will be able to advise on party setup better than me (I'm of the beginner's school that favours levelling up enough to twat everything with a bunch of ninjas), but I found the best place for grinding was
an island northeast of Florem - it has a keystone obelisk on it, a beach on the south end and ice further north. The beach is great for grinding, particularly when you get groups of 6 * rafflesia; with a growth egg and bonuses you can get 999 JP per fight. Arcanist with black mage support doing poison*2 (in case it misses someone) then exterminate wipes them out in a single go most of the time. I use a ninja using hidden dragon to mop up - that move only occurs at the end of a turn, meaning it'll only be needed when the arcanist fails to one shot everything and so preserving your sweeper bonus.
All my questions double more as complaints though. If this is allowed. I'm really curious if the dungeons in Bravely second will have hand drawn art? The presentation is pretty inconsistent in BD imo, the hand drawn towns look amazing, but most dungeons are just ugly repeating polygons.
So I bought the game again (I initially sold if after getting sick of it from playing it way too much, this time I will play in shorter bursts), one question I have:
How many bosses are there, not counting these human-type ones? Do they just repeat the
two-headed hellhound, the water-thingy, the brain with the eyeball and the huge hulk dude
? And are the regular enemies in chapter 5 and onwards more interesting than just palette swaps? That´s another gripe I have with the game - the enemies tend to be rather generic and few in number, which is even more obvious once I played some more Dragon Quest and Strange Journey after BD. The
hellhound and that huge orc
bosses look super cool, but the other
two temple bosses
were just awfully generic.
I guess what I´m asking it whether I can motivate myself to play all that early stuff again to at least see SOME new assets later on in the game, or if it really just repeats old stuff with a new coat of paint (the orc leader is now a - you´re going to love this!!! - super orc leader!) until I reach the final bosses. Fighting all these
dragons that looked just like the first dragon early on in the game (yulana woods?)
was a bit dull too. I guess I just want my RPGs to have a certain variety in enemy/boss design. Before I bought all three Dragon Quest DS remakes I even actively spoiled myself on the late-game bosses to see if there are some nicely drawn big baddies to look forward too.
...also, the GameFAQs page on BD is surprisingly empty, not a single guide and not even a single user review, just the usual "discussion" nonsense going on ("OMG I cant belief this game still has turn-bazed battles in these days and age!!!"). I never realized GameFAQs is so US-centric!
3. Why are there no slots to save your party setup? Changing from your boss team configuration to a random encounters setup is annoying. Plus it makes it easier for people to experiment.
Man, that is such a great idea! It would very likely be trivial to implement it, too, but such a great time saver.
I also would love a way to save several auto-battle setups, and maybe even some sort of semi-AI. The Dragon Quest DS ports have options like "focus on healing" or "show no mercy", would be great to command your party to Default but assign a white mage to heal once someone gets hurt over a certain threshold.
Just a little over a week to go for us North Amaricans ...I hate a Friday release though,there is always a chance that it comes out the next Monday(if a storm happens or whatever(pessimist) ) lol...
Really looking forward to the reactions of the US players. It´s weird, I can´t remember the last time I played a game that a significant amount of people didn´t have access to yet (I used to own an import US 3DS for SMTIV).
Just a little over a week to go for us North Amaricans ...I hate a Friday release though,there is always a chance that it comes out the next Monday(if a storm happens or whatever(pessimist) ) lol...
So I bought the game again (I initially sold if after getting sick of it from playing it way too much, this time I will play in shorter bursts), one question I have:
How many bosses are there, not counting these human-type ones? Do they just repeat the
two-headed hellhound, the water-thingy, the brain with the eyeball and the huge hulk dude
? And are the regular enemies in chapter 5 and onwards more interesting than just palette swaps? That´s another gripe I have with the game - the enemies tend to be rather generic and few in number, which is even more obvious once I played some more Dragon Quest and Strange Journey after BD. The
I'm afraid it's literally the same bosses repeated but tougher, don't think there's even any tinkering with palette swaps. The only thing that really changes are the human bosses, and then only story-wise - new dialogue and, later, different battles. Same with the regular enemies. If you can make your peace with that, the game does improve thanks to the story development, but chapter 5 is a low point. There are of course new things to see, do and fight during the last stretch of the game.
...also, the GameFAQs page on BD is surprisingly empty, not a single guide and not even a single user review, just the usual "discussion" nonsense going on ("OMG I cant belief this game still has turn-bazed battles in these days and age!!!"). I never realized GameFAQs is so US-centric!
...also, the GameFAQs page on BD is surprisingly empty, not a single guide and not even a single user review, just the usual "discussion" nonsense going on ("OMG I cant belief this game still has turn-bazed battles in these days and age!!!"). I never realized GameFAQs is so US-centric!
Nothing cut, I think - the reduced playtime was based on the extra settings that allowed you to adjust difficulty and reduce encounter rates. And it is this For The Sequel version that the West got.
Nothing cut, I think - the reduced playtime was based on the extra settings that allowed you to adjust difficulty and reduce encounter rates. And it is this For The Sequel version that the West got.
Searched but couldn't find an answer to this. I've been destroying everything in my path up until now, I just can't stay alive long enough. Team build:
Agnes is a Ninja/Spell Fencer, using Lightning attacks on Heinkel, Tiz is a Thief/Dark Knight stealing the items from everyone, Edea is Performer/Freelancer for the My Hero/Mimic combo, and Ringabel is a Spiritmaster/White Mage. He casts Fairy Ward and Enigma to avoid magic damage and poisoning, but Barras often OHKOs me with punches. :/ If my stealing was a bit faster it would probably be okay because of Tiz' extra damage, but it takes me 2+ rounds to steal from everyone, even with thief gloves and Rob Blind.
Great news for you then! The demo does not have any story from the game in it, you just do sidequests made up for the demo that earn you packages of items that transfer to the full game. The items/equipment aren't anything special but you can start building up villagers from streetpass and the game gives you a couple as well and transfer as many as 20 to the full game. Having 20 villagers to start should be pretty huge. Basically the only thing you'll do that's in the full game and would have to do over is leveling up your characters and jobs (and norende shops via villagers). Which is why I didn't power level and grind every job but you won't have to do any objectives over again in the main game.
I think I used a full valkyrie team with subjob salvemaker.
Everyone defaulted until they all had 3 bp then unleashed super jump on the enemy. Whenever necessary use compound to heal/revive. Can't remember what my supports were but if I were to battle now I would probably go with two handed, auto-phoenix, see you in hell and absorb physical damage. My equipment was set to raise physical attack (headbands and power/hyper braces).
If you wanna get through things really quickly though, here's a strategy I found that completely owns most things:
3 dark knights, subjob doesn't really matter. supports two handed, physical attack 30% up, gloom.
1 thief, subjob spiritmaster. supports 20% and 30% speed up. Hermes shoes if you want.
Get your thief to brave 3 times and cast adaptation on everyone. They should always go first cos of the speed supports. Get all your dark knights to brave 3 times and spam dark nebula. You can go the opposite way and default 3 times and then brave if you want.