lovely ladies
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Tower.
Oh oops my fault, yeah I meant tower.
Tower.
Star confidant unlocks a bunch of useful gun skills.
I really enjoyed the Tower Confidant.Shinya's growth from a brat who wears a "Get Smoked" hat into a great kid/lil bro is well done IMO.
Is there any difference between being "tired" vs low HP/MP?
I wonder if they play dark souls.
It's happened to me once, I lost like 20 minutes. No big deal. Wouldn't care if they got rid of it either.
I thoughti would hate him at first as well, but he's actually a really nice kid yet. There's nothing over elaborate about his S-Link, yet he's still in my Top 5.
Me neither, I love SMT/Persona combat. Been playing mostly on normal and moving up, and down. Status buffs, debuffs, and other effects matter even more, especially with the new 'Technical' mechanic. Merciless is amazing, IMO. Especially when you fight enemies with no weaknesses, LOL. Fast paced fun for me.Of all things I expected P5 to be criticized for, the combat was definitely not in the list lmao. I dunno how it is on Normal and lower difficulties, but on Hard it's 100% more deep than just "hit ice pokemon with fire attacks", unless we're talking about the first dungeon only, which is clearly mostly a tutorial area.
Actually the second point is important. The dungeon in question will always have enemies that are weak to the element of the new party member, so I kept Noir around for that reason.
Is there any difference between being "tired" vs low HP/MP?
So then unlike P3, there is no detrimental effect to doing the Palace/Mementos two days in a row?No, it's just the in-character thing to say.
"Oh, you humans and your SP needs"
AAAANNNNND that's a wrap. What a fun game. Definitely 100+ hours very well spent.
So then unlike P3, there is no detrimental effect to doing the Palace/Mementos two days in a row?
Very liberal with the checkpoint safe rooms (you don't even have to save), ability to restart boss battles, and people still want even fewer consequences for dying. Amazing.
So then unlike P3, there is no detrimental effect to doing the Palace/Mementos two days in a row?
So then unlike P3, there is no detrimental effect to doing the Palace/Mementos two days in a row?
Awesome, so then where can I get the SP recovery items?Persona 3 let you replenish HP and SP at the entrance of the Tartarus, in exchange you party member got tired. The limitation in P4 and P5 is your SP running out.
Awesome, so then where can I get the SP recovery items?
Hiero has been the most satisfying S Link so for sure imo.Hierophant, Rank 9:
Hnnnng, Futaba called Sojiro her dad. And Sojiro totally came around with the MC. Oh god, this is too heartwarming.
Bless the LeBlanc family of three.
Awesome, so then where can I get the SP recovery items?
Awesome, so then where can I get the SP recovery items?
Me neither, I love SMT/Persona combat. Been playing mostly on normal and moving up, and down. Status buffs, debuffs, and other effects matter even more, especially with the new 'Technical' mechanic. Merciless is amazing, IMO. Especially when you fight enemies with no weaknesses, LOL. Fast paced fun for me.
I have the SP a restore accessories on all party members including reserve because why not haha. It was annoying having to change them out every time I switched members, especially once you level up the Star Arcana.If you wanna cheap out, just get 2 SP restoration and switch after each battle for the party members low on SP. Though MC should always have one on hand since he needs to survive so 3 is recommended.
Ryuji and Yusuke don't really need SP if you wanna just smash everyone with PHY attacks if you keep either in your party or both even.
OMG I didn't know Thanatos DLC was released!!
I have the SP a restore accessories on all party members including reserve because why not haha. It was annoying having to change them out every time I switched members, especially once you level up the Star Arcana.
Thanks for the explanation. Let me explain It a little better:
The combat feels like a checklist if I know my enemy's weakness, which seems to be obvious unless its a boss fight.
I think maybe I haven't played too far in. Just beat the first palace, so maybe it changes.
But my 3 supporting characters have a single elemental move that is either effective or not.
Same with the main character, despite his ability to switch.
Everybody can heal.
It's like if Im playing Pokemon with different types, yet those types just have one move that either is useful for the battle or not.
If the attack is the hard counter (super effective), I knock out the enemy to do a follow up attack, which I can spam thanks to the 1 More system. The enemy doesn't really get a chance to attack back if I know their weakness. It makes the battles feel like a step by step sort of thing.
This is all if I know the weakness, and at a certain point in Palace 1, Ive seen all the enemies and know their weakness to do just this.
It's like, they don't ever have a chance to do their own moves because if I get to attack first, I can keep chaining attacks.
I do like that some moves take HP. I guess I was hoping there was a risk involving using attacks that use SP or HP, but it feels like all I really need to do is get them down with the persona attack.
Let me know if thats way off or not
The persona franchise could easily drop the rpg combat and just be a visual novel and the element most people actually care about would remain intact.
I guess the problem for some is that the AOA is just way too effective on easy and normal. (That and the first dungeon didn't introduce enough mechanics like the baton pass on all characters which would increase depth from the beginning.) However, on hard and merciless AOA isn't as useful as the Baton Pass and using Status effects/ailments. And you have to think about defending and countering after a particulary hard attack. There are improvements to be made, but the poster in question should get further in or raise the difficulty. Personally, even with flaws, this is one of the best SMT/Persona combat systems include spinoffs like DS and #TMS.-Snip-
Is there any difference between being "tired" vs low HP/MP?
Just have to say your opening sentence here is the worst. People disagreeing with you doesn't mean they're just touchy fanboys.Persona fans get way too touchy when you point out how janky the combat is. Yes all jrpgs have rng elements, but persona games for general enemy combat play like a game of two glass vases fighting. Whoever lands the first blow 90% of the time shatters their opponent and wins. The only time the combat and fusion depth really matters is the boss fights which are the highlight of the games. The persona franchise could easily drop the rpg combat and just be a visual novel and the element most people actually care about would remain intact.
Nope. It's one thing to criticize the combat, it's a whole other thing to actually believe the Persona games could drop its combat and dungeon crawling, and expect most fans to be happy about it. What makes the modern series compelling for most is how each of the game's elements complement each other, and Hashino understands that.
Persona fans get way too touchy when you point out how janky the combat is. Yes all jrpgs have rng elements, but persona games for general enemy combat play like a game of two glass vases fighting. Whoever lands the first blow 90% of the time shatters their opponent and wins. The only time the combat and fusion depth really matters is the boss fights which are the highlight of the games. The persona franchise could easily drop the rpg combat and just be a visual novel and the element most people actually care about would remain intact.
So i have a question regarding palace 7:Is this a Persona 4 situation where if send the calling card and finish the palace time will skip to Christmas and I'll lose all my free days?
Palace 7:Already tired of the mouse sections and I'm only on the second one. They eat up a ton of time just to try a different way of approaching enemies. I think I'd like them more if they weren't as long.
Nice. Thanks.Nope.
The persona franchise could easily drop the rpg combat and just be a visual novel and the element most people actually care about would remain intact.
I guess the problem for some is that the AOA is just way too effective on easy and normal. (That and the first dungeon didn't introduce enough mechanics like the baton pass on all characters which would depth from the beginning.) However, on hard and merciless AOA isn't as useful as the Baton Pass and using Status effects/ailments. And you have to think about defending and countering after a particulary hard attack. There are improvements to be made, but the poster in question should get further in or raise the difficulty. Personally, even with flaws, this is one of the best SMT/Persona combat systems include spinoffs like DS and #TMS.