It's out, what party you making?
>>3846285None, because I don't play anime blobbers.
>>3846285BeastHeroFallen AngelTsundereGunnerAlchemistI might revise that before long; the fallen angel is proving awfully frail for a front-liner, and it seems like enemies heavily prioritize targeting more fragile characters. I also don't have access to weapon types that would make some of those classes more useful.
>>3846361Which of those classes can provide healing?
>>3846285Give me a one sentence description on the classes, and point out which are exclusive to each school (which apparently is a thing??) there's kinda a fuckton of them eh?
This is my current party. Amazon shipped it to me a few days early so I'm almost done with the game. There's a few weird quirks that exist that I wish I understood better.>>3846393Most of the school exclusive classes can be unlocked just by playing through the main campaign. There are a couple exceptions I believe, like Butler/Maid requires you to play Preciana.
Does this make any combat improvements over 2? It's hard to find anything about this game. Do the classes still have like one active skill only and a few passives? Can you target individual enemies now or do still just select a row?
>>3846396You can select individual enemies but you can only reach certain rows based on your weapon's range. Active skills tend to vary, non-mages only tend to have 2-3 and they almost all have similar ones, the only difference is the mix of stuff they get. For example, Hero gets Cover, Fierce Slash, Super Fierce Slash and the last one is just an upgraded version of the normal one. Other non-mages classes get some of those skills, but not all of them, or get that skill at a different point of the game. For example, Gunner gets Chidori at base, which is an attack that hits an entire enemy row with your weapon. Meanwhile, Hunter gets it around the mid-point of mastery while it's the Pirate's last skill. So non-mages still aren't that exciting.
>>3846401I think I read somewhere that the game allows like a subclass or something now? How does that work?
>>3846418You unlock it around halfway through the game. Basically, your class improves as you get into fights, like getting class exp which is separate from level exp. You will have learned all of a class's skills once you reach 100% mastery. A subclass is only allowed to be at half of the max mastery of the main class. So if your mastery of your main class is 0% and the mastery of your subclass is 100%, you won't get to use any of the subclass skills besides the base ones if it has any. Another example, if your main class is 70% mastery and subclass is 50%, you can use any skills the subclass learned up to 35% mastery. That also means subclasses can only use the skills that a class gets up to 50% mastery max. Since you can change class any time you want if you have enough item slots open, swapping your main class for a bit isn't a massive detriment. The big flaw if you ask me is that your subclass gains no class exp if you have one equipped, only your main class, so trying to raise another class can be a bitch.The other thing is stats, your stats change depending on your sub-class, sometimes in a small way and sometimes in a big way. This also can multiply weaknesses really hard though. The most obvious one is fighter classes with other fighter classes. If you have a Fighter and subclass into something like Pirate, your MP will go straight into the dumpster, meaning you can't use skills like Chidori or Super Fierce Slash very often, or even at all.All of this stuff mentioned, there's various approaches to sub-classing, and in some ways gives certain species a niche in some way. For example, Gunner is a Human only class, and they get Chidori at base. So if you made a Fighter or Hero or any other melee Human, you can sub Gunner and instantly get access to a row hitting attack that can also hit backlines, and it's an actual niche that separates them from Dwarves who are both much bulkier and have higher strength otherwise.
>>3846423Wait, does changing the main class cost half hp/mp like in 2 or is it free? Do you keep the skills you learned or does that also change when you change classes? I've only played some of 2 but my main issue was that the game was way too simplistic with very little ways to build move-sets. Does this subclass system allow you to give larger amounts of skills to each party member? That's kind of what it sounds like. I just hate having a melee character with their only attack options being "normal attack" and "slightly stronger normal attack".
>>3846450Changing main class is pretty much free, although if you change from a lower HP/MP class to a higher one you won't get a refund on it. You don't get to keep the skills you learned unless it fits the whole main class/subclass mastery situation, which means once you unlock it, you have to choose if you want a subclass that just has good base skills or if you want to change your main class and slowly earn the skills of your previous class back as you level the current one. The melee characters still don't really have a lot of options if you ask me. The unique attacks are Fierce Slash and Super Fierce Slash (attacks that require a charge turn then hit multiple times), Rush and Gale (Fierce Slash for other weapons), Robbery (Rush but steals money), (Charge (high damage attack that lowers defense), Cover (Shield allies), Pulverize (Attack and debuff enemy defense), Chidori (hit any enemy row), Giga Shot (Big attack for ranged weapons), Flash Slash (Attack only the front row, Samurai only). Assault I'm not sure about since it only comes on classes I don't have. Some melee classes also come with Null Magic as a base skill, so if you subclass them, you will be unable to use magic, so obviously they shouldn't be taken with pure magic classes or magic hybrid classes.
>>3846457Sounds like an improvement over 2 but still kind of primitive. There's like a shit-ton of classes though, does that means there's lots of interesting passives at least or is it mostly the same ones just repeated across different classes?
>>3846464It's mostly similar, a lot of repeated stuff, a lot of anti-species passives, some are less common than others. For example, Last Stand increases attack and defense with more dead allies and only two classes I know of get that. There is actual unique stuff that no other class gets in terms of spells, but it can be very questionable. For example, Hunters get four different arrow spells, each inflicts an ailment. I have no idea if any are good because I assume every single one uses magic attack and I don't care to test that out on my first run.
>>3846285I hate job system / build autism
>>3846532yeah i bet you hate jobs fatass
>>3846553>job system fans when they have to get a job
>>3846285>It's outFuck, got too many games to play already.
I want to make a game some day and apparently people love dungeon crawlers which are very easy to do art for and make good gameplay loops. Would anybody like to see one set in the real world? Maybe something gritty and noir that has drugs, sex, violence in it, like an HBO show dungeon crawler. Maybe mafia/cartel dungeon crawling, or something like that?
>>3847538Everyone like these kinds of settings.
Looks like a Sting game but I am burnt on DRPGs
>>3847538Sounds like a neat idea, how would you implement skills/magic?
>>3846378Tsundere. I'm glad I thought having an elf tsundere sounded amusing, because she's probably the party MVP.I've been swapping around my last party slot a bit. The alchemist seemed to frequently be too low level to make what I wanted, which is annoying, and offensive magic seems really weak in this game right now, so much so that a spellcaster with a ranged weapon might do more damage with basic attacks than magic. I tried out an imouoto, but the buff spells also seemed pretty inconsequential. I went to another school to recruit a miko, but I haven't gotten them experienced enough yet to see what they can do.
>>3847761As a person in the post-game, offensive magic kind of gets better and kind of doesn't. There's a few issues. First, getting magic attack boosts is expensive. Not only because gear that gives magic attack is expensive, but you also want Magic Aug+ on all of your gear which isn't easy. Second, elemental weakness boost is huge. But at the same time, you have to pick and choose between the two types of magic classes. Either they focus on one element, or they can use all elements but they lose out on most of the strongest spells of an element. Third, bosses have a ridiculous amount of magic defense. I've got a mage that does about 3000-9000 damage with Yperion against endgame mobs effortlessly, it gets reduced down to 1000 damage. And that doesn't sound that bad, but when I've got this running around slapping bosses with 29 hits from Super Fierce Slash and usually killing in one hit, it doesn't seem that worth it. And the last thing, and probably one not mentioned enough, they're frail. Endgame bosses can do partywide attacks that hit for 1000-4000 damage, and that melts anything frail like Fairy Mages that might have 800-900 HP at that point.I'm sure there's a way to make them more than supporters and I just don't know enough to play correctly, but it doesn't necessarily feel like I need to when I can slap every bosses ass with this, without grinding at all.
Beat the superboss, beat every quest except for one that requires annoying item grind I don't feel like doing. Anyways, the late postgame had the right idea but not executed great in the sense that buffs and debuffs matter a lot more, accuracy matters, your set-up matters more. But at the same time, it's overly punishing for low HP characters. Bosses will have magic that'll blow up anyone without at least 2000 HP and something like a Khulaz Dancer or a Fairy Sage will explode. It could have also been a problem with my setup since I lacked a partywide magic resist buff, but even if that halved damage, those combos would still just die. That said, I wish the game at least tried to be more like that past the early game, just in the sense of offering some difficulty. A lot of the mid-game is just bullying weak mobs, then fighting a boss that you'll probably kill after a charged physical attack. Also, it feels like a kick in the dick to give me a class right after I'm done with the game.
>>3847883I'm not that far into the game yet, but I have noticed that the difficulty curve has been a bit odd. The third quest I got was a massive difficulty spike, and while I don't mind that in and of itself, everything I've done since then has been incredibly easy. It's not even that the difficulty leveled out after that: the monster encounters half-way into that third quest dungeon are vastly more powerful than anything I've seen since. The quest difficulty rankings seem completely meaningless.
>>3847934Yeah, that's how the game is. After the third dungeon, the encounters sort of stagnate. If you're going to the other schools for example, you start seeing those stupid eye mages from the very start of the game. But you can't afford to stop fighting altogether either, even though you can run a lot. I did a lot of running. You will see those difficult encounters from the third dungeon late in the game, and they'll be a joke by then. You still need to fight sometimes though, mainly for the stuff you need. Gear, items, exp. There was one dungeon I remember that actually got harder since there were mage enemies that the whole party for decent damage, but then it gets easy again after. It's very strangely designed.
I like Etrian Odyssey, will this scratch the same itch?
>>3848058Not really if you like eo for the combat, somewhat diverse skillsets, and usually distinct classes. But if you just wanna dungeon crawl, grind, and see anime characters... here you are!
I have no idea what I'm doing with sub-classes or what I should be trying to gain from them. Picking my primary classes based purely on what seemed interesting or funny seemed to work out, though, so I'll see if that trend continues and my dracoknight patissier ends up being useful somehow.
>>3848618Depends on the classes. For physical classes, you want passives you can’t get on your main one generally, or pure stats. For example, Patissier gets a lot of anti-species skills at level 0 which can be helpful. Humans are unique in that Gunner gets Chidori at base, so Gunner can always be a great sub just to have row damage. But that’s human only. You only get half the skills, so you’re looking at early skills to see what you inherit from the sub-class. If you sub a class and check stats, you can see what skills you will eventually inherit by leveling the classes. The grayed out ones need more class levels to learn.Magic and support classes can be much more difficult to choose between. As a general rule, Little Sister can be an amazing sub for either physical or magic classes just for Mimic. For supports, you might want to go with a class that provides bulk. Dancer for example is a great class, but a terrible sub because you won’t get Gale Dance as a sub. But Dancer has horrendous HP so is vulnerable to dying easily. A class with a lot of HP can patch that up so they can live longer. A sub that provides speed can also be nice, sometimes you want them as your main instead. Like Otaku has a secret perk that makes them the fastest class in the game. And one thing to note, you should level what you want as a sub by making them your main class temporarily. You get more stat boosts the higher your sub class level is.
>>3847538>HBO show dungeon crawler.there's the upcoming Dungeon Crawler Carl adaptation. I think it's going to be shit myself although the books are good.
>>3847538I always thought the first person dungeons in Ultima 3 looked like 70s wood paneling
can you switch between on-screen sfx? i'd rather see>どかーんrather than>KA-BLONK?
>>3846285Where can I check races and classes? Is this a remaster? Never heard of the game.
>>3852023>どかーんMeaning?
any tips for the second dungeon quest (preciana, the snow region)? i keep getting gangbang'd when enemies spawn in multiple rows, im not sure how to progress in these kind of games.