Does petrify ever trigger? I haven't been able to trigger it once.
nope. never.
I think I'm finally going to beat this game this week. I'm somewhere in the 5th maze. very beginning I believe.
Does petrify ever trigger? I haven't been able to trigger it once.
I prefer their breaths to be random but to not have a single-turn defensive option. Having to use Antis every turn isn't that fun. The set-and-forget buff (that can, and does, get dispelled as part of their rotation) just ultimately frees things up. You can make the breath devastating AND random AND improve all their other options just by virtue of giving a better tool to deal with it. And it still seems fair this way!
The "problem" is you're also given better tools. EO1 is a very straightforward game: Things deal damage so you need to deal with it. %Reduction, in conjunction with how Armor worked, basically trivializes everything. Your damage output is so-so at best so it's about the long grind for fights. The difficulty of the game stems from the fact that there's only a small amount of answers.
EO4 just gives you more options. You have better ways to deal with everything the game throws at you so the encounter design tries to get away with more since you can deal with it better. The game is more interactive, for lack of a better way to put it. You actually have to adapt to the fights rather than just knowing to deal with damage.
I do think that they could've done a little bit more with the difficulty but they're certainly trying more now than before. So, no, I think EO4 is a harder game in terms of enemy design but I do agree that it's ultimately easier because player power is higher too.
It's fun to discuss. I'm still waiting for my Hard Mode option so don't think that I'm "satisfied" with the game difficulty or anything ;__;
Does petrify ever trigger? I haven't been able to trigger it once.
The only thing they did is making these attacks more classics and boring, since it became the traditional buff/debuff.
See? That's the problem. They didn't increase the threat enough to match the possibilities and power they gave to the player. The game doesn't punish you like 1 and 2 did.
I would be OK if they put again these nasty status effects that last outside battles and are pain in the ass to get rid of.
Okay, you have many convenient shortcuts and very cheap item to warp back to town, but what did they do to compensate that? Almost nothing. They could for example make you loose experience if you warp back to town or make that item becomes more expensive the more you use it or something like that.
FOEs used to be a real threat. In 4, except the 1st baboons, I was able to fight and defeat almost all the FOEs I encountered for the first time.
Monsters need a serious buff and be able to do ambush attacks. Why did they remove that? It's one of the many examples of decreasing the difficulty level while giving you more options to deal with things.
Exactly. That would be perfect.
You mean using that weapon? I was able to beat many FOE (including that sheep, taste your own medicine ) by petrifying them. Equiping that weapon on your Archanist helps a lot.
The only thing they did is making these attacks more classics and boring, since it became the traditional buff/debuff.
See? That's the problem. They didn't increase the threat enough to match the possibilities and power they gave to the player. The game doesn't punish you like 1 and 2 did.
Okay, you have many convenient shortcuts and very cheap item to warp back to town, but what did they do to compensate that? Almost nothing. They could for example make you loose experience if you warp back to town or make that item becomes more expensive the more you use it or something like that.
FOEs used to be a real threat. In 4, except the 1st baboons, I was able to fight and defeat almost all the FOEs I encountered for the first time.
Monsters need a serious buff and be able to do ambush attacks. Why did they remove that? It's one of the many examples of decreasing the difficulty level while giving you more options to deal with things.
Sound that you were overleveled the whole game. I could never fight a FOE the first time I ran into it. Never, I tried but faced death pretty quickly. The flower at the 5th maze was a close fight but I still wiped.
EO1 and EO2 weren't that punishing either unless you deliberately avoided the ways to make the game easier. If you didn't use Immunize or Defender in EO1 or no Climax, Dominate/Riot Gun/Painless, Revenge, etc. for EO2, then sure, the games were harder. But that's more a case of how imbalanced the games were.
They actually did do something: They increased the general wear-and-tear from random encounters (along with base drop rates) to encourage you to leave more often. And Warp Wire/Ariadne Threads have always been cheap to acquire so I'm not sure why they're suddenly an issue.
Beyond that, the quests are added on a per floor basis (and actually worth pursuing) so there's an extra incentive to leave per floor. If you don't care about quests, I suppose that's not really that big of a deal. I liked them in addition to the extra dialogues in town per floor.
Random encounters now do more though. Very rarely in EO1/EO2 did you have them do things besides damage. We have more line target attacks. EO4 has piercing attacks. 1st Land encounters introduce attacks with low HP (e.g., "target to kill") priority in addition to how regular fights go.
Though, yeah, I don't get the lack of Ambushes. Really now, giving free Gathering skills was a perfect opportunity to re-introduce Ambushes at Gathering nodes. Now the skill can be, "Removes/Reduces the chance to be Ambushed when gathering" in addition to their current effects. C'mon!
Then again, horrible memories of the EO2 5x Mandrake Ambush. 5x all-target Instant Death.
Anyway, what I'm getting at here is this: EO1 and EO2 aren't hard games. They may be the easiest games in the series. They're the least balanced games, however, which gives room for player-induced difficulty. Are you not using one of the best builds? If so, the difficulty is a lot higher for you by sheer virtue of screwing yourself over.
EO3 and EO4 are harder than EO1 and EO2's optimal routes but easier than their "I've made a huge mistake" routes. A poorly designed gimmick party (I did an all Farmer EO3 run, for instance) in EO3 and EO4 has a much better chance of beating the game than a poorly designed EO1 and EO2 party (I'm still sad at that BLTSA Ur-Child fight I did to prove a point in EO2 ;__
I didn't grind at all. Having a Fortress + Dancer + Medic made me almost invincible in the 1st 3 lands.Sound that you were overleveled the whole game. I could never fight a FOE the first time I ran into it. Never, I tried but faced death pretty quickly. The flower at the 5th maze was a close fight but I still wiped.
No, I'm talking about the Red Dragon. But I guess my level was too low (around 45).
Which one of the 3 is the easiest? I remember the Red Dragon being the hardest in EO1. Is that still the case here?
Anyway, I explored about half of B2F of Hall of Darkness and I can now say that I love that dungeon. It's by far my favorite because it reminds me of EO1. Too bad that the status effects aren't dangerous in this game because that could make it much more challenging.
Also I love the atmosphere in that dungeon and the music is great. The enemies are a big bummer though, another bunch of clones
Edit: speaking of decreased difficulty. I just noticed that aside from scripted ones, there aren't random battles with ambush. Why ATLUS, why?
I just don't think difficulty is limiting choices, which is what forcing Antis to be used every turn essentially is.
Hrm... thinking about changing my assassin's subclass from dancer to arcanist. I'm not taking advantage of the dancers dances, but sword dance/mist dance is amazing on her. If I changed to arcanist, I'd be able to take up ailment boost and tp return. Hrmmm
Ok I'm officially addicted to this game...
So changed my assassin's subclass to arcanist from dancer. So far it seems okay, can't really tell much of a difference other than I'm not triggering the occassional stun. Think I'll stick around like this for awhile
Changed my dancer's subclass to assassin from bushi... and that was a mistake. The assassin skills suck hardcore without the primary assassin proficiency (more damage when something is under ailment). She does do a ton of regular hits though, but not much else. So I'm going to trash this... not sure what I'll go for. Maybe subclass imperial since I haven't tried them.
I tried many options for a Dancer and I think the best one I found is Bushi. That's always good as sub class because of its cheap 4 very useful skills. I didn't try N, but it could be very good since combining dual wield and multi hit can be a huge+.
Anyway, I beat the 3 elemental dragons. Thunder and Ice one were easier than the Fire Dragon. You have less offense capability but you're much better protected thanks to the guests in these battles. Dancer is definitely a broken class and having 2 of them in the same battle is... something.
After that, a new boss has been unlocked:and he's no laughing matter. I tried it twice and I could survive during 10 turns or so but I couldn't figure out the type of his attacks and he ends up killing me once he's unbinded.The Black Dragon
I will explore more in depth the Hall of Darkness and I will come back when I become stronger.
BTW I discovered a broken item. The one that guarantees all the drops from an enemy. That petrifying sheep in Hall of Darkness became my best friend since he drops the material to make that item.
Got to the boss in the Misty Ravine. Died terribly after a rather drawn out fight. Awesome music though. RIP. I've been playing this pretty slowly. Probably need to relook at my party and see what sort of improvements I can make. Feels like the Hollows can one shot most characters in my party. That's a pretty bad thing! >_<
Binding their legs helps a lot since it disables their evade rate.
Yeah that wasn't a problem since Wufan has those awesome circles. The problem was just keeping my team alive. Gotta think of something. Maybe better armor. My entire back row are kinda glass cannons considering how they all have accessories instead of proper armor. Well, maybe not even cannons, just glass, since they don't do that much damage outside of my Runemaster.
Try to dispatch the guards she summons with your Runemaster (and Sniper if you have one) ASAP. There are only 4 in total.
Meanwhile, if you have a Fortress, use him/her to take damage while healing with your Medic/Dancer and Wufan (Dismiss Heal).
The boss is weak to bind, so use that to your advantage: head bind to stop her spells and leg bind to be able to hit her.
That's pretty much it. Sometimes the enemy will hit you with bebuffs that lower your damage, for instance. Treat gets rid of those.What is the difference for a Medic's two skills refresh and treat? One heals "status ailments" and the other heals "status weakening effects?
I'm assuming the first is things like poison, stun etc and the second is lowered resistance?
What do those "Full Refresh" skills do for the Medic? I'm really unclear and the description is garbage.
Yeah that wasn't a problem since Wufan has those awesome circles. The problem was just keeping my team alive. Gotta think of something. Maybe better armor. My entire back row are kinda glass cannons considering how they all have accessories instead of proper armor. Well, maybe not even cannons, just glass, since they don't do that much damage outside of my Runemaster.
He probably means a mix of subweapons/hats/gloves/shoes with no body armor. As far as I know you can't have more than one ring/necklace/charm/etc.Can you equip more than one assessory? I swore I've tried to equip multiple Icon's (the stat boosting ones) and it wont' allow me.
I tried many options for a Dancer and I think the best one I found is Bushi. That's always good as sub class because of its cheap 4 very useful skills. I didn't try N, but it could be very good since combining dual wield and multi hit can be a huge+.
Anyway, I beat the 3 elemental dragons. Thunder and Ice one were easier than the Fire Dragon. You have less offense capability but you're much better protected thanks to the guests in these battles. Dancer is definitely a broken class and having 2 of them in the same battle is... something.
After that, a new boss has been unlocked:and he's no laughing matter. I tried it twice and I could survive during 10 turns or so but I couldn't figure out the type of his attacks and he ends up killing me once he's unbinded.The Black Dragon
I will explore more in depth the Hall of Darkness and I will come back when I become stronger.
BTW I discovered a broken item. The one that guarantees all the drops from an enemy. That petrifying sheep in Hall of Darkness became my best friend since he drops the material to make that item.
Nightseeker sub for Dancer is mainly for dual wielding. This gives you a chance to get a total of 8 hits off Swords Dance, which is really good combined with Mist Dance. Another good sub for Dancer is Fortress, as while she might not be as tanky as a main F, she has higher levels of evade, which evens off the odds a bit.
Man, I wanna like this game. After enjoying the demo so much. But it's do frustrating to sink an hour exploring abd then getting killed. Explored Spring Valley, completed a quest, when I left I got double tag teamed by the kangaroo FOE's. Not fun at all.
Man, I wanna like this game. After enjoying the demo so much. But it's do frustrating to sink an hour exploring abd then getting killed. Explored Spring Valley, completed a quest, when I left I got double tag teamed by the kangaroo FOE's. Not fun at all.
I ran into a random encounter FOE, only losing one unit. Saw the teleporter a short walk away, got another random encounter just before it. Three regular enemies.
Couldn't run couldn't run couldn't run couldn't run couldn't run (dead) couldn't run couldn't run couldn't run (dead) couldn't run couldn't run..game over.
RNG cheap death is certainly not fun.
Man, I wanna like this game. After enjoying the demo so much. But it's do frustrating to sink an hour exploring abd then getting killed. Explored Spring Valley, completed a quest, when I left I got double tag teamed by the kangaroo FOE's. Not fun at all.
I ran into a random encounter FOE, only losing one unit. Saw the teleporter a short walk away, got another random encounter just before it. Three regular enemies.
Couldn't run couldn't run couldn't run couldn't run couldn't run (dead) couldn't run couldn't run couldn't run (dead) couldn't run couldn't run..game over.
RNG cheap death is certainly not fun.
Heh. No, not remotely new, but he has been inactive for a while. He was responsible for the arrangements in Falcom games for PC Engine CD, as well as the Perfect Collection CDs. He's very well loved by Falcom fans.Who's that?
Some new guy in the music biz?
This is probably super old news to everyone else, but I finally got around to listening to the EO4 Super Arrange CD and I could not believe my ears when this came on. I knew immediately who the arranger was, and sure enough, when I looked at the liner notes: Ryo Yonemitsu. Dang, I have missed his style so much.
Another nugget of wisdom I've picked up from playing is that it seems the game encourages you to keep your forays into dungeons to a quick hit and run style. Get in, do some things, maybe map out part of a floor, and get back out. It doesn't seem like the kind of game where you can just map out an entire floor. I usually either run out of TP or item space and that is when it's time to go. There is no shame in getting out of a dungeon.
This is probably super old news to everyone else, but I finally got around to listening to the EO4 Super Arrange CD and I could not believe my ears when this came on. I knew immediately who the arranger was, and sure enough, when I looked at the liner notes: Ryo Yonemitsu. Dang, I have missed his style so much.
Yeah the Fallen One is a tough boss. I found I could survive Supernova with Guard Order burst and my characters defending. You probably have to be pretty high level though.
I'm having a really rough time clearing out the shards in the third labyrinth's boss room. I run into several situations where I make one wrong step and I have to either warp out or have the boss obliterate me. I don't normally mind a little trial and error, but having to crawl back down to the bottom of the dungeon after every failed attempt is getting tedious.
On the positive side, my Land and Dancer up front are getting absolutely ridiculous with link setups. Improved Link + Trick Samba + Volt Rune into Electric Link, along with some Sword Dance procs, can take out more than half a FOE's lifebar. Neat!
I really need to listen to that CD.
If I see his head isn't binded in turn x5, I use that burst attack that stun him. It costs 5 gauges but at least it works.
But then, 5 turns is too few to recharge it. That's why I can't rely on it and don't use it unless I don't have other choice.
Since my party doesn't have binds, I pretty much have to kill him before turn 15. In the end I killed him around turn 17-18 with only my NS allive. The Fortress can use Ally shield to block the super nova for one ally (but only works if the ally is targeted before the fortress) so I had my NS survive that last attack and finish the match.
It's impossible to kill him in 17 turns. Based on what I did, it would take at least 40 turns. I have only 2 damage dealers: I and R. "I" can't be doing damage in every turn before triggering Ignition and he has to recharge his TP between attacks.
Since I used all my items against the last boss, I don't have a single one to recharge my TP. That's why I have to use my units skills to do that.
There is a item that telerports you to the entrance of the Floor, use that one instead.
Are there any videos/pics up of the last boss/end credits?I hit the wall and traded the game towards Fire Emblem. Flame away.
Also, now that I know you traded EO for FE I hope you buy every fire emblem dlc =P