Parakeetman
No one wants a throne you've been sitting on!
For us EU folks it's always been "better late than never"~
At least its not as late as like SMT IV was...lol
For us EU folks it's always been "better late than never"~
At least its not as late as like SMT IV was...lol
This is only my second roguelike ever and damn, it shows. I'm complete balls at this game. It's very charming though and I want to keep at it. I know there's a good game under there, I just need to stop dying so that I can experience it!
Shuffle my party, work on my formations, etc, etc. I'll figure it out.
Really missing that 5th character slot from EO though.
I just dislike that for some reason I'm not doing that much damage when I'm pretty sure I'm overleveled and I have the best equips I can have, like what is the game expecting from me?
I don't lose, thanks to the Protector being basically immortal, but it sucks that every battle takes FOREVER.
My team is Protector/Dancer/Hexer/Gunner, the Gunner is amazing for "random mobs", but when it comes to boss fights she does no damage 90% of the time, she's there to bind... which is fine and all, but I wish she was more useful in boss battles.
I also wanted to say that the Dancer is amazing, her heals are no joke.
Finished up the main game last night.
Boss was surprisingly easy. It didn't really do anything, whole fight was over in less than 20 rounds I think. A bit anti-climactic after the struggle to actually get down there to the boss room. No healing needed, no one died. I think my paladin maybe lost 30 or 40 HP in the fight. And that was even with my hexer kind of standing around doing nothing on a few turns. ( ´Д`)y━・~~
Sparkly rare spawn bees and lions on the floor above the boss room felt tougher.
I do want to check out some of the postgame dungeons but this game is not as compelling as mainline EO games so I might take a break and finish some vita backlog (like Firefly Diary) before tackling that.
Eurogaffers, Amazon UK has this listed for 4 September.
http://www.amazon.co.uk/dp/B00WOS3ANK/
They are also listing Etrian Odyssey Untold 2 for February 12 2016.
Cheers, I must have missed that! None of the news sites I follow bothered to report it.NISA Europe have already given a press release with these games dated.
Etrian Mystery Dungeon is September 11th
Devil Survivor 2 is October 30th
& Etrian Odyssey 2 Untold is February 12th
also Danganronpa Another Episode is September 4th
http://www.siliconera.com/2015/05/28/devil-survivor-2-record-breaker-and-etrian-games-get-european-dates/
NISA Europe have already given a press release with these games dated.
Etrian Mystery Dungeon is September 11th
Devil Survivor 2 is October 30th
& Etrian Odyssey 2 Untold is February 12th
also Danganronpa Another Episode is September 4th
http://www.siliconera.com/2015/05/28/devil-survivor-2-record-breaker-and-etrian-games-get-european-dates/
NISA Europe have already given a press release with these games dated.
Etrian Mystery Dungeon is September 11th
Devil Survivor 2 is October 30th
& Etrian Odyssey 2 Untold is February 12th
also Danganronpa Another Episode is September 4th
http://www.siliconera.com/2015/05/28/devil-survivor-2-record-breaker-and-etrian-games-get-european-dates/
Hey guys,
This OT never got much traction (at least compared to other EO games) and I never heard much about EOxMD after release. How is the game? Worth the money? How is it as a roguelike?
Thanks!
NISA Europe have already given a press release with these games dated.
Etrian Mystery Dungeon is September 11th
Devil Survivor 2 is October 30th
& Etrian Odyssey 2 Untold is February 12th
also Danganronpa Another Episode is September 4th
http://www.siliconera.com/2015/05/28/devil-survivor-2-record-breaker-and-etrian-games-get-european-dates/
There are a fair number of impressions in this thread and a few in the main CT.
Pros:
- Overall good adaptation of EO classes to a 3D battlefield.
- Unused guild members can get exp so swapping teammates is fairly painless.
- Cute 3D EO people!
- Controls and UI are good.
- Hexer made the roster.
- Fort system is pretty neat.
Cons:
- Overall game is very easy (only one wipe ever near the beginning), at least so far , even to someone like me who does not play roguelikes. I am in the first postgame dungeon and it's still easy. Progress is slower now, just due to attrition, but this game seriously lacks a sense of danger or risk.
- Exploration element does not exist in the way it does in EO. Exploration in EMD is not compelling, you don't get a sense of completion or ownership from it.
- Progress balance seems weird at times. Bosses in the main game are all easy. Normal enemies on the way down put up way more of a fight. Every main dungeon in the main game felt very anti-climactic.
- FOEs (well, DOEs in this game) are not well designed. Very easy if you can land ailments on them, otherwise unkillable.
Overall:
I like the game and don't regret buying it or anything like that but it's not as interesting as a mainline EO game.
There are a fair number of impressions in this thread and a few in the main CT.
Pros:
- Overall good adaptation of EO classes to a 3D battlefield.
- Unused guild members can get exp so swapping teammates is fairly painless.
- Cute 3D EO people!
- Controls and UI are good.
- Hexer made the roster.
- Fort system is pretty neat.
Cons:
- Overall game is very easy (only one wipe ever near the beginning), at least so far , even to someone like me who does not play roguelikes. I am in the first postgame dungeon and it's still easy. Progress is slower now, just due to attrition, but this game seriously lacks a sense of danger or risk.
- Exploration element does not exist in the way it does in EO. Exploration in EMD is not compelling, you don't get a sense of completion or ownership from it.
- Progress balance seems weird at times. Bosses in the main game are all easy. Normal enemies on the way down put up way more of a fight. Every main dungeon in the main game felt very anti-climactic.
- FOEs (well, DOEs in this game) are not well designed. Very easy if you can land ailments on them, otherwise unkillable.
- You only control one party member at a time while exploring and the rest are controlled by the AI. Usually this is a non-issue but sometimes it can be annoying. There are some things you can do to help/force the AI to do certain things (and you can tell the AI which skills to never use), but some things, especially the AI pathfinding and the way the AI will try to stick close to the character you're controlling during battle (so if you're controlling a ranged/caster, your melee might stand near you and do nothing, or move up then move back repeatedly), are just really poorly done.
Overall:
I like the game and don't regret buying it or anything like that but it's not as interesting as a mainline EO game.
Well, my 3DS battery died this weekend when I wasn't paying attention. I lost about +80 level worth of enchanted weaponry and 7 pieces of armor on my main team. Ugh. Guess I'm done with this game for a good looooong while. :|
Well, my 3DS battery died this weekend when I wasn't paying attention. I lost about +80 level worth of enchanted weaponry and 7 pieces of armor on my main team. Ugh. Guess I'm done with this game for a good looooong while. :|
Just picked this up, and only beat the first 2 dungeons (just got to using forts) - so far loving this game!
Came across this game randomly at Best Buy and remembered how much I enjoyed the Shiren games, so I picked it up without reading up on it first. I got burnt out fairly quickly on Persona Q (prob because I just finished EOIV right before I got it) and wasn't sure I wanted another dungeon crawler, but so far it's been great. The controls get a little confusing at times, but I'm sure I'll get used to it.
Just started this up ($18 amazon warehouse deal!) My main team is gunner, protector, runemaster and dancer. Does it matter a great deal who I use? Thinking I'll switch out the Dancer at least, going to try a dungeon run with 4 entirely new characters just to try 'em out now. I really love the ranged attack on gunner (wish she had more skills or that medic bullet healed HP not status), magic seems necessary and I basically stunlocked the first boss with the thunder skill, and protector's aggro management skill seems perfect for keeping my crew alive. I kinda feel like someone should be able to heal without items though.
Do I get more than 10 character slots later? Even just 20 would probably be plenty, I'd like at least 1 of each character leveled (via forts it sounds like this is easy?) and possibly some gimmick harvesting team.
edit: Oh, just unlocked the ability to add more roster slots! Sounds like I'll get plenty.
I just started playing EOIV after 6 months of hiatus and I forget how to level up lol
Think I've asked this before, but what's the best subclass for sniper, medic, and runemaster?
Does anyone know if there are already standard copies in the wild, a second print without the bonus?
yeah you will need a harvesting team since always feels like you are wasting points if you put it on the main team. Also be sure to keep the character with the harvesting skill of the resource you are going to pick up in the front. i had initially thought it was as long as they were in the pt it would work but they gotta be in front to gain the harvest skill bonus
This is the OT for Etrian Mystery Dungeon, so wrong game. But anyway, Arcanist is a good sub for Sniper, and you get Bushi at the end of dungeon 3 which works well for Runemaster. If you're using Medic for its melee, Landsknecht is a good sub.
I always had my main team invest in the harvesting skills because they're the ones doing the most exploring and trail blazing.
This isn't like a regular EO game where you can know where the harvesting points will be and make targeted runs at them. I would suggest you put a few points in gathering on your main team. If you make a team for gathering and go make trips for gathering you will get frustrated when you don't find stuff you want. Better to just have your main team doing most of the exploring also do most of your gathering. This is especially true if you have the Pooka DLC quest, because getting a few White Potions to put your team 3~5 levels above where they need to be for the dungeon so that you can afford the skill points needed for gathering skills is easy.
Btw did you manage to recover your data by playing again? I remember you talking about the data loss a few posts up. D:
So, does anyone know?
Nah, I still haven't touched the game since lol. Turned my attention to Operation Abyss.
Nah, I still haven't touched the game since lol. Turned my attention to Operation Abyss.
Edit: I did quote your post but my comments about gathering team were really directed to TapTap since he brought it up and I know you are already established in EMD. Anyway, long story short the game is so easy that spending skill points on gathering skills on main exploration party won't hurt you once you're a few levels in and have a few key beginner skills.
I kinda doubt it, the Amazon Warehouse copy I got for $18 was still the first print. Also, the "art book" is basically the manual, was slightly disappointed when I opened it up and there wasn't one.
I wish sites'd be more clear about what you're buying like this though, I waffled on a purchase and ended up passing because I couldn't tell if a game was first print--I think it was either this game or Persona Q. Since every Atlus game seems to have 'em now.
Is a huge difficulty jump between dungeons normal? I found this demon grasshopper thing in dungeon 3 that OHKOs anyone I have except my Protector if she's in turtle mode (she lasts 3 turns). Especially annoying since those are almost impossible to dodge with that long range kick. My characters are only around level 5-6 with bottom or bottom +1 gear for now though, I'm not sure if I'm expected to be higher.
Basically, am I expected to grind, or is that just a shitty enemy I'll need to work my strategy around? I think I could have killed it by manually using Provoke + runemaster spam if I knew it was OP. Also, do people have to be in a fort in the current dungeon to get extra XP or can I make all my forts in the first dungeon and not worry about micromanaging my XP leeches?
Also, while the team management options are great, the AI for teammates is pretty dang bad. My AI gunner will gleefully sit back and not attack if she's not technically in the room with an enemy, even when it's two tiles directly in front of her. Pretty annoying because too many of my units majorly benefit from manual control--the protector would be ideal to be AI except she spams Provoke instead of using it once per room, gunner too except her refusal to shoot for no sane reason, I assume my runemaster does the same too.
I never experienced big overall difficulty jumps between dungeons, but what you will definitely experience throughout the game are superpowered normal enemies (they sparkle) which get stronger as you progress, both horizontally (new dungeons) and vertically (deeper into a dungeon). Their attack and defense are much higher than usual and can do serious damage. Honestly, they are the biggest threat in the whole game because of how frequent and strong they are. Even DOEs and bosses are less of a problem.Is a huge difficulty jump between dungeons normal? I found this demon grasshopper thing in dungeon 3 that OHKOs anyone I have except my Protector if she's in turtle mode (she lasts 3 turns). Especially annoying since those are almost impossible to dodge with that long range kick. My characters are only around level 5-6 with bottom or bottom +1 gear for now though, I'm not sure if I'm expected to be higher.
The latter, mainly, but grinding will help. Also status ailments are even more critical in this game than regular EO games. If you're not running with a HexerBasically, am I expected to grind, or is that just a shitty enemy I'll need to work my strategy around?
Members chilling in any fort in any dungeon will get exp while you explore any dungeon. The arrangement of members in forts is only important for potential DOE invasions.Also, do people have to be in a fort in the current dungeon to get extra XP or can I make all my forts in the first dungeon and not worry about micromanaging my XP leeches?
Yep, it's frustrating, and it will never get better. The AI will not respond to things when the unit is on a "path" (this includes paths carved in the terrain by skills, explosions, and large DOEs) unless immediately adjacent to something. The AI only works beyond the adjacent square when the unit itself is standing in a "room."Also, while the team management options are great, the AI for teammates is pretty dang bad. My AI gunner will gleefully sit back and not attack if she's not technically in the room with an enemy, even when it's two tiles directly in front of her. Pretty annoying because too many of my units majorly benefit from manual control--the protector would be ideal to be AI except she spams Provoke instead of using it once per room, gunner too except her refusal to shoot for no sane reason, I assume my runemaster does the same too.
I never experienced big overall difficulty jumps between dungeons, but what you will definitely experience throughout the game are superpowered normal enemies (they sparkle) which get stronger as you progress, both horizontally (new dungeons) and vertically (deeper into a dungeon). Their attack and defense are much higher than usual and can do serious damage. Honestly, they are the biggest threat in the whole game because of how frequent and strong they are. Even DOEs and bosses are less of a problem.
The latter, mainly, but grinding will help. Also status ailments are even more critical in this game than regular EO games. If you're not running with a Hexerthen invest in other options like Gunner's bind shots and/or always carry ailment/bind sigils and use them liberally on strong enemies.then shame on you
Members chilling in any fort in any dungeon will get exp while you explore any dungeon. The arrangement of members in forts is only important for potential DOE invasions.
Yep, it's frustrating, and it will never get better. The AI will not respond to things when the unit is on a "path" (this includes paths carved in the terrain by skills, explosions, and large DOEs) unless immediately adjacent to something. The AI only works beyond the adjacent square when the unit itself is standing in a "room."
You just need to work around it by switching members in combat frequently to reposition them. Also look into toggling certain skills off so that the AI doesn't use them when you don't want them to (you can still use them if you are manually controlling that unit).
I never experienced big overall difficulty jumps between dungeons, but what you will definitely experience throughout the game are superpowered normal enemies (they sparkle) which get stronger as you progress, both horizontally (new dungeons) and vertically (deeper into a dungeon). Their attack and defense are much higher than usual and can do serious damage. Honestly, they are the biggest threat in the whole game because of how frequent and strong they are. Even DOEs and bosses are less of a problem.
Yeah I did notice the Wanderer gleefully throwing stones and burning TP when my gunner just sat there with a clear shot, both in the hallway. Haven't turned off skills yet but I probably will since they don't seem to understand that they've already cast a buff. Perhaps a good thing, but my initial thought of "just use 4 gunners" to exploit range seems like it would be completely destroyed by the AI.
Also, do monsters not enter hallways unless they're chasing you? Hallways feel oddly safe and unless I'm mistaken enemies don't continue to spawn after entering a floor? Feels a bit odd. But I guess that makes planning easier.
How good do those debuff guys get? I always liked the idea of playing for status effects but way too few RPGs make them actually worth using. But I paralyze-locked the first boss with a single runemaster so it seems status might be a pretty big deal in this.
I take it I should know what a DOE is and that it's very bad? Do I need to take that debuff mage every time they invade then? My normal party has some status effects but just disable arm/leg and paralyze so far.
Typically monsters won't go in hallways and will stay in rooms, but there are a few exceptions besides just chasing you. As for monsters spawning, oh, they most certainly indeed continue to spawn on the floor. If you clear a room and come back, monsters will frequently have respawned there, though typically just one or two.Also, do monsters not enter hallways unless they're chasing you? Hallways feel oddly safe and unless I'm mistaken enemies don't continue to spawn after entering a floor? Feels a bit odd. But I guess that makes planning easier.
Hexers are gods in EMD.How good do those debuff guys get? I always liked the idea of playing for status effects but way too few RPGs make them actually worth using. But I paralyze-locked the first boss with a single runemaster so it seems status might be a pretty big deal in this.
Typically monsters won't go in hallways and will stay in rooms, but there are a few exceptions besides just chasing you. As for monsters spawning, oh, they most certainly indeed continue to spawn on the floor. If you clear a room and come back, monsters will frequently have respawned there, though typically just one or two.
Hexers are gods in EMD.
One time while exploring in the second half of the last (story) dungeon Rinko, my Hexer, stepped on a warp trap tile and got teleported into a room with about a dozen enemies, including 2 sparkly ones.
My protector was like 25 steps from the nearest stairs.
Rinko just stood there and curse bombed the room while my protector made a beeline for the stairs because I had no summon scroll to warp her back to the party.
A couple of the weaker monsters died of poison or from being killed by their allies. The rest were in various states of confusion, paralysis, sleep, and immobility.
Rinko was unharmed.
I guess I just haven't noticed the respawning because I'm used to being constantly chased by new monsters roaming hallways if I dawdle on a floor. It changes the dynamic quite a bit, bumping into a monster in a hallway in Izuna can be scary shit (though the "spawn 10 monster" traps were the real difficulty...glad I haven't found those in this so far)
Going to start leveling my hexer ASAP then. Cool they have AOE. I currently use a Gunner, Protector, Runemaster and I'm trying out a Sovereign, should I switch the gunner or Sovereign for a Hexer? I assume I need the magic attack type (and she does the most single turn damage anyway) and the tank is too useful to lose. I loved the idea of the gunner but she's not nearly as useful unless I'm manually controlling her. I don't want to lose the sovereign because her design is awesome
On the topic of the prince / princess omlet did you notice that their hunger levels drop a lot slower than other classes for whatever reason? Its why I always ran around as my Princess most of the time due to that. Not sure if they meant to design it that way since I dont recall reading anything about that being a skill of theirs.
Going to start leveling my hexer ASAP then. Cool they have AOE. I currently use a Gunner, Protector, Runemaster and I'm trying out a Sovereign, should I switch the gunner or Sovereign for a Hexer? I assume I need the magic attack type (and she does the most single turn damage anyway) and the tank is too useful to lose. I loved the idea of the gunner but she's not nearly as useful unless I'm manually controlling her. I don't want to lose the sovereign because her design is awesome