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I'm playing this immediately after playing 2 and 1 and the difficulty is pissing me off like nothing in those games. Online discussion seems to barely exist and give shit for party composition and build advice because 'it doesn't matter, it's the easiest one'. That's just not even close to true.
My best guess is that people used QR codes to get overpowered starting items that helped them level past the starting bullshit. I'm past where those would be useful but not having them made every encounter a slog so I'm about 4-9 levels behind in the 2nd stratum. Level seems to have a larger impact than anything. The only grinding the first two games have is on the first floor.

Feel free to talk about any of the games, I've also already played 5 and plan to play the rest after since Retroachievements never ever.
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>>3871264
Filtered.
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>>3871264
What a bizarre experience, anon. 4 is easiest one, that's one of the reasons people recommend it as an entry point to the series. And I think level isn't considered for the damage formulas in IV, but I could be wrong.

Share your team. I think the hardest part about the second stratum are high evasion enemies.
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>>3871264
All I can tell you is that I found the game pretty easy with my 4-man party: Fortress alone in the front row. Nightseeker, Bard and Runemaster in the back row. Give Fortress all the defensive abilities and passives. Bard with the healing songs. Fortress does nothing but taunt and defend. You'll level up quickly. Eventually you'll get Nightseeker's spread throw and poison attack which trivialises the game.
>>
You need to use a party consisting mainly of Garfield, Thor, Boyd Crowder, and Consuela.
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>>3871264
It might be important to know that in 3, 4, U1, and U2, the enemy damage calculation is different than in 5 and Nexus.

The "Defense" shown on your status screen in 3, 4, U1, and U2 is lying to you because it's just Equipment Def + Vitality. but Vitality matters much much more than Equip Def.

+4 Def gets you about the same defensive power as +1HP. so if you have a piece of equipment that has say a +5HP modifier, it should only be replaced with something that has +20 Def, +6HP, or a decent VIT stat.

5 and Nexus changed the damage formula to make Def actually useful, and it doesn't lie on the status screen about your actual defensive power. I can't remember the different formulas for Vanilla 1 and 2 off the top of my head.

You've already beaten Vanilla 1, 2 and 5 so I'm assuming you know the basics. I don't think anyone who still talks about these games uses the Cheat Money/EXP DLC or QR codes. Just like in all the games the beginning can be difficult to survive, and then it becomes more about proper planning and resting (if you avoid grinding), 4 is the easiest one because after the beginning it doesn't really have any difficulty, even with 0 grinding, and the game hands you several decently powerful pre-leveled party members at certain points in the game.
>>
There's plenty of discussion. 4 is probably the most played in the series when they shilled it
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>>3871264
Picnic mode doesn't mean you can instantly jump into other Etrian Odyssey games and expect them to be that easy.

>>3871276
>4 is the easiest one
100% fact
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>>3871264
The start of the second land is a big difficulty spike, but it's not because you're underlevelled. EO4's encounters are more like puzzles than the earlier games. Like Petaloids will only target 1 person at a time with their sleep until you hit them, so you want to commit to killing them one at a time instead of using an AOE. Number requirements are generally pretty low compared to just having a good strategy to deal with things.
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>>3871264
>>3871448 (me)
EO4 is also one of the rare RPGs where sometimes using the Defend command is the correct move.
>>
Fort/land/sniper/medic/rune
I was blocked out of 2 caves in the second stratum by FOEs. Things have gone much smoother after that.
Those petals have a conditional for one shotting them. Half done 3rd stratum now and not sure I could do it yet.
Sniper is actually shitty because it goes before land so land has to use the speed buff, then the link buff then actually attack. Binds are pretty garbage for bosses.
>>
Spoke too soon. Kibagami just did a 300hp aoe to everyone. Party has 130-220 hp.
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Dude, I think the thing people fail at arriving in IV is that you have to be spamming skills. Dungeons are much shorter, and it's less about mana conservation, more about solving the encounter as a puzzle.

>>3871461
Your party isn't great for that boss, but it's doable. He's really a gimmick boss that involves learning his murder sequences.

A well timed head-bind can turn the fight, and arm bind can be saved to bail you out at the crunch time, because it's harder to re-inflict than inflict. If you can't bind at all, buff luck. Use forges. Remember that a luck-buffed character can also inflict ailments via items, so you can rob turns that way too.
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>>3871458
>Sniper is actually shitty because it goes before land so land has to use the speed buff, then the link buff then actually attack. Binds are pretty garbage for bosses.
You can use equipment to manipulate your action speed. I presume that your Land is moving slowly because you're wearing a bunch of gear with negative speed modifiers.
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>>3871428
>>4 is the easiest one
>100% fact
It's also the best seller and best rated of the series.

>>3871461
When Kibagami charges, either defend with the whole party. You can also bind his head so he cannot Blood Surge. And just wait till you actually deplete his lifebar...
Like others have said, from 4 onwards battles are puzzles you have to crack with your team composition.
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>>3871764
>either
I meant to say either defend or use one of the defense limits/unities.
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>>3871461
He wasn't that bad as far as I remember, I beat him first try without looking up stuff.
Party was Land / Fortress / Dancer // Medic / Rune
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I ran Fortress / Dancer / Nightseeker // Medic / Runemaster the whole game and 100%'d it, the main thing I remember struggling with was the land 2 boss. Glad to see a thread for it, looking back it honestly might be the most I've enjoyed a game in the past couple years
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I swapped the sniper for nightseeker and runemaster for arcanist/nightseeker. This was basically a huge waste of time and they are still 10 levels behind. Links are actually useful for big enemies once you get past level 40 but nightseeker is useless for proccing them as it has way more speed without even taking its speed skill. Regular playing is still shit as you are out of mp after about 5 battles.
Arcanist/nightseeker with two weapons full of statuses seems ideal though. Would have been better off with 2 of those.
Probably what I dislike most about this game is the status/bind resists enemies get. You can't learn to use the correct one for an enemy, you're just supposed to spam all of them because the chance is low and they will be immune to anything more than once anyway. Seems like more hostility towards player knowledge because some people will look things up.

Third stratum boss was massive amounts of bullshit. You have to gather ice stakes to clear scales to open a path, leave so you can get more ice stakes to destroy the heat producing scale, leave so you can get more ice stakes because you have to use 4+ in the actual fight; which you won't realize just engaging it. I scraped by using 5 I think but it was a last man standing thing with 3 scales spawned. And that was with 30% fire resist from food that I stumbled across.
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4th stratum boss is paralyzing entire party and uses attack that just hits everyone and kills the last guy every time. Gamefaqs post is a guy 10 levels higher having trouble and response is to use bravants from a rare conditional drop.
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>>3872382
>third stratum boss
there's like all sorts of shortcuts you can use to reduce the amount of traveling that you have to use to get there.
for the real fight, even if you're low on picks, using ice damage turns off the scales for a few turns during the fight. runemaster's fire rune and fire resist gear also helps to reduce its output.
>ailments/binds
its primarily a function of luck, skill level and the enemy's resistances. certain ailments tend to be less commonly resisted (blind and poison in particular), so if you don't know what to try to inflict then use those.
if you want to have an easy time fishing for ailments, make an arcanist/nightseeker, max out ailment boost and all of the normal attack skills. take two daggers with the most forging slots available and forge a copy of each ailment/bind that you have access to in those daggers (no duplicates), if you have extra space then you can forge either a splash or a pierce forge into those weapons. all they have to do now is just attack normally and the game will try to apply every ailment off each hit with disgustingly effective rates.
>links
every piece of gear modifies your turn speed. equip faster weapons like rapiers, katanas and use lighter gear like clothes/medium armor and boots. don't wear shields at all.
for the nightseeker, dual wield swords over daggers and use heavier gear.
>mp
how are you running out of mp after 5 battles that late into the game? if you're running a nightseeker just max out auto spread and poison throw. that with your team spamming cost effective aoes will trivialize most randoms.
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>>3872464
Buy anti-paralyse accessories and keep your defences up. If you have a Runemaster, cycle your resistance runes when it shifts element. Even if you didn't level them they're still a 25% resistance to those elements and it brings Mixer down to survivable levels. If you don't have a Runemaster you can use the consumable elemental mist items for similar effects.
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>>3871264
What difficulty did you play 1 and 2 on? What was your end party? Did you look up a walkthrough or ask for help like you are now with 4? I'm finding it hard to believe you are whining over an easier game unless you played 1 and 2 on picnic or something. Did you try and defeat the optional bosses in the first 2? You wouldn't be complaining about grind or under level if you did.
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>>3871264
I've only played IV and V, although I played through the first stratum of I on the original DS. IV and V were pretty similar in difficulty I I mostly didn't like due to poor ability descriptions and the fact that you couldn't plan ahead on character development without an out of game list.

That said, beyond the very, very first dungeon where I was level 1 and had very little to work with, I didn't have too hard of time with the game. I went with two Landschnets, two snipers, and a medic. The lands were pseudo-tanks that did ok damage, the snipers were for murdering single targets, and the medic was there to patch people up enough to keep them from dying between fights. I think either the lands or snipers had some sort of physical amp/debuff ability that I'd spam in boss fights to make the snipers do obscene damage even against physical resistant targets.
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>>3871264
4 is by far the easiest game in the series, what the fuck are you doing?
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>>3872464
There are more gamefaqs posts to find. Anyway, the boss has clearly signalled windows where it uses given moves, and in case you hadn't noticed, your ally is the wait, wait, then cash in on one punish turn guy. Do that. Defend should also reduce paralyse rates

Use anti -element skills or items, stack anti-element if you can, definitely stack effects on your fortress if you have one. Since the boss does all-target shit, consider line-guarding the back row. Remember that Burst skills are best used to warp the turn economy by invalidating boss turns. Use binds too. I died to that boss too, but the actual endboss was definitely harder
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>>3872611
desu I think 5 was easier than 4. Especially when you're just looking at the main campaign.
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>>3872645
5 has the hardest early game bosses by encounter design. Its just that you get busted shit like Thunder Fist.
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Though you really shouldn't have to grind in 4 of all games (or any really, aside from endgame grinding), if you'd like to, fly around the overworld looking for gold FOEs. They give a shitload of exp, to the point where the best grinding method for endgame is farming gold sheep from the second map, because they respawn fast. Once you get your levels up, try to kill most FOEs you meet while eating exp+ food, even in places you're currently exploring. That will keep you grossly overleveled throughout the rest of 4 and make the game piss easy. Though that would kill all the fun in my opinion.
Another thing you might wanna consider in 4 is trying new classes using those level boosters you get for beating major story bosses. They're free almost-your-level dudes you can just try.

Honestly, while I find that my take on the games seems to be in the vast minority, I think EOs are supposed to be played like this:
-totally blind unless you get REALLY stuck, in which case only look up specific boss strategies; the reasoning for this is that it's easy to break the games if you know what you're doing, but there's no legitimate way to have that knowledge
-no skill "testing" (invest, try, reload, compare), just invest in what _sounds_ cool or reasonable; my reasoning is that the games never give you hard numbers when improving skills for a very good reason
-no changing party members until endgame; having your personal OG crew throughout all the challeges is just cool

While this approach means seeing the game over screen a lot, when you DO beat whatever challenge you're facing just feels amazing every time.
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>>3872534
1: insulate and defender trivialize the entire game until the last 4 postgame bosses.
2: stratum 1 boss conditional drop gets you 30,000 per and the best weapon for one of the classes. It's not hard to do either, you can get it the first time your party kills it.
4 seems to have constant bullshit with aoe status effects like poison that does 60% of your hp. Escaping always takes 2-3 rounds of everyone trying. Medic is always slower than enemies so you have to pre-emptively heal. Bosses spam summon adds or heal so you have to be overpowered enough to do them. There is always some enemy that is too hard to kill. How is that not difficulty?
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>>3872676
4 is easier than the games before it. You probably just got fed the baby strats for 1/2 but not 4.
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Reading this thread is interesting because I have very little memory of my EO4 playthrough but I do remember it being easier. I can't really make an argument about it because I don't remember specifics well enough. Waiting to see if OP reveals that he's been playing in a retarded way but that's still unclear too.
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5th stratum boss just hit party for 900-1500 damage.
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Tips for nexus would be good, I'll probably be done this by the time any get posted.
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>>3873009
>Infliction rate for damage-dealing skills is 2x STR + LUC so Harbinger and War Magus get shafted
>Ronin is overpowered
>Hero is overpowered
>Pugilist is the worst class in the game
>lots of people will incorrectly tell you Zodiac is underpowered and obsess over spreadsheets to "prove" it, but they're actually a good class with pretty good damage, a screen-wiping force break and loads of utility
>optional dungeon bosses are approximately as powerful as the next stratum's boss so most of them won't be beatable on sight (the dungeons themselves give kickass loot though)
>default level cap is 99, dragons raise it to 130
Really though it's just ertim oddsi
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>>3873020
The side bosses are all beatable from the moment you unlock them, Fenrir if you try to kill it slowly while very underleveled, Alraune, and Hippogryph are the stand outs but even they will go down if you use your brain to adjust your approach instead of just attacking into them mindlessly.

Bounding Beast and Golem are long fights depending on how early you fight them and your party comp, but not super hard because of their targeting quirks.
Grinding in Nexus is admitting you're a retard.
Your skill options are amazing in that game and you can be a pussy and use items as a crutch too.
Worthwhile weapon skills (from forging weapons) are easy to overlook without looking them up though.
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>>3872651
>5 has the hardest early game bosses by encounter design.
No? I don't really see where you'd get that idea? 2U definitively takes the top place, but 5 isn't really near the top of the list anyways.
Chimera is made for a 6 person party and does frankly overtuned poison damage, especially at that point of the game, and Scylla has a strong claim to being the most difficult regular boss in the series (Flame Demon's less spikey but still pretty solid). Comparatively I don't think 5 had a hard boss up until you get a ways into the post-game and get to the Zombie Dragon. Amalgolem is really simple, Hippogryph is maybe it's best showing, but also has built in rest phases and crumples to any binds, and Undead King (and Crystal Dragon) are practically non-entities.
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Medic is dying regularly on the first turn of battles in stratum 6 forcing an escape or restart. Also the goat petrified 4 members at once. Fortress isn't fast enough to use the refresh dance.
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I'm actually pissed off now. Medic dies every time in the first battle.
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Whole party petrified again by ambush of 5 plants. This retarded shit never happend in the other games.
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This is so fucking stupid. Holy fuck.
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>>3873072
>>3873097
>no real names for your characters
>self insert 1st member with your real name
Super fucking cringe, you should blow up and get lupus
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>>3873070
IV is way kinder about plants than the original game? EO1 original was just a straight dice roll on how hard you got fucked. In Etrian IV the plant only opens if it spends a turn or you hit it.

In the event that there's an ambush and mutiples open at once, you spend burst meter. Floors are short, it's no big deal if you have to exit, heal, then re-challenge. Game even gives you various anti-status foods so you can come back stronger
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>>3873072
Welcome to every sixth stratum ever
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>>3873020
Zodiac in Nexus does have problems.
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>>3873058
>2U definitely takes top place
Among the early game bosses? Not really. They're the bulkiest.
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>>3873072
>>3873097
>>3873101
Kinda souless, not gonna lie. But also quite honest. I respect that.
There's something so earnest, so truthful about this series I can't put into words. I also appreciate that EO threads are almost always pretty chill and centered about the actual game instead of porn.

>>3872676
Most people won't know all that broken shit unless they looked stuff up before playing.
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>>3873290
I'm playing this immediately after 1 where I had to keep swapping in a second party to harvest. It was a needless annoyance to remember what positions I wanted them in because they also move around in the list when you retire them.
How are people not going to know to use defensive abilities on the defensive characters that are the most obvious characters to take? The conditional drop is kill while poisoned, which given poison is incredibly strong in that game is easier to do than avoid.

Rage quit yesterday after dying to the same bullshit mapping the darkness 2 floor where every tile not the path is a warp to the start.
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>>3873367
>How are people not going to know to use defensive abilities on the defensive characters that are the most obvious characters to take? The conditional drop is kill while poisoned, which given poison is incredibly strong in that game is easier to do than avoid.
I don't think most people would know how well Inmunize scales. And sure, Poison is good in 2, but you just coulda had a team without poison damage and never find out it was that good. Or you could just not deal the killing blow with poison, specially if you didn't know about the conditional drop, and why would you, unless you looked it up?
I mean, all the games have overpowered stuff if you experiment enough or, better yet, if you look it up. 4 has a LOT of that, more than other entries in the series.

Personally, I think 3 has the hardest early game. It filtered more times than I care to admit.
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>>3873374
Even if you get the conditional, it takes a certain kind of person (loser) to grind it over and over for money
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>>3873374
I made an entire thread asking for useful information. Someone mentioned nightseeker poison which takes multiple turns to even apply compared to arcanist. Someone else mentioned speed on equipment without indicating this is an entirely hidden thing and not agility. Most people just played retarded that game was easier than the easier games with no reasoning at all.
Anyway I consolidated info from various sources and playing here:

After stratum 2/3/4 you get a character level 28/38/47 in a newly unlocked class as well as 3 training sessions that can bump any character up to 25/35/45. Might be worth retiring characters to use these. Retiring is otherwise a huge waste of time.
Feeding overworld FOEs rare food makes them rare and gives huge amounts of xp. Xp scaling in this game is fucked. You are always best leveling where you can autobattle.
Escape is completely unreliable and will always take 2-3 turns. FOEs are generally not harder to escape from than regular encounters at least. Burst ability to escape is practically required.
There is a hidden speed stat. Boots, daggers and lighter armor give a bonus.
You can only have 3 buffs before the oldest is replaced.
Enemies only have 1 status effect at a time. They have ranks so 'worse' ones can replace 'weaker' ones.
Dragons increase level cap 10 each.

Physical damage: Nightseeker > meme rotations
Elemental damage: Runemaster > Lansknecht > Imperial
Healing: Medic > Arcanist/Dancer, Bushi can heal their own hp
Revive: Medic
Attack buff: Dancer
Defense buffs: Fortress, Runemaster (elemental)
Remove enemy buffs: Bushi (not sure this works on charge or bloodlust)
Attack debuff: Arcanist > Landsknecht (phys/elem are seperate)
Defense debuff: Arcanist > Sniper(phys)/Imperial(elem)
Status debuffs: Arcanist > Nightseeker
Binds: Arcanist > Nightseeker/Sniper
TP regen: Arcanist if they apply debuffs > Bushi > Fortress when hit
Encounter avoidance: Sniper
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>>3873478
Fortress: Strike Guard -> Taunt -> Auto-Taunt -> Element Guard
Landsknecht: Point in each link and power break. Max improved Link and Link Mastery. Will be slower than most classes without 10 point agility equipment and still slower than Nightseeker with it.
Nightseeker: Blade Flurry. Throws are useful until you get arcanist.
Sniper: Squall Volley. Binds until you get Arcanist.
Medic: healing is strong so spread points out while maxing Patch Up, Party Heal and Auto-revive.
Runemaster: spread points around to keep tp cost down. Having fire rune maxed by 3rd stratum is helpful. Volt is most useful in 4th stratum. Element weaknesses are pretty well spread around.
Dancer: Attack dance, Fan Dance, refresh eventually becomes more and more useful.
Arcanist: get all the debuffs then focus on poison and Ailment Boost
Bushi: Deep Breath after Auto-Surge for tp sustain. Ferocity for self healing. Defiance and Power Boost.
Imperial:

Final recommendation:
Fortress/Medic, Nightseeker/Bushi, Sniper/Bushi, Medic/Runemaster, Arcanist/Nightseeker

Boss strategy is basically avoid using any debuffs until the halfway point because they will only work once after trying them 3-4 times and bosses all do overpowered bullshit near death.
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>>3873480
Here is the entirety of my Etrian Odyssey 1 notes for comparison:

Antifire: 1, 6, 11, 16, 21, 26, 31, 36, 41, 46
Antivolt: 5, 9, 17, 29, 33, 45
Anticold: 7, 13, 19, 25, 37, 43, 49
(Boosted) Immunize: 1, 13, 21, 26, 33, 37, 46
bravery
Use bravery and regular immunize to make boss waste turns ONLY when it has a fixed fire/ice/volt on the following turn. Boost immunize when boss is going to get multiple turns without a blockable spell.

For 2 I didn't even feel any need to make notes.
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>>3873478
>>3873483
I love 4.
Have you not played 3 yet?
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>>3873692
I played 5 and 3 too long ago to remember them.
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>>3873480
>Fortess/Medic
Lol lmao.
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>>3873478
>>3873480
If you really want to be spoonfed.
/Bushi is the best combination for all damage dealers if you want to do max damage.
/Arcanist is relevant for Nightseeker/Sniper if you want to focus primarily on ailment infliction over damage.
/Dancer for Fortress, /Nightseeker for auto attack dancer or ailment infliction Harbinger.
/Medic if you need a healer (usually done on Dancer or Arcanist in specific teams).
Medics take /RM or /Landshark depending on your team.

ELE forges on Runemaster
ATK forges on everyone else.
Fire/Ice/Volt on normal attackers
Various ailment forges for A/NS

Squall Volley is bugged in a good way.
EO4 has a very bad case of diminishing returns on moves. Only a handful are worth raising past halfway before very late into the game.
Even Fire/Ice/Volt Rune are one point wonders.
There's various resources out there that you can consult for action speed modifiers on gear.
I'm surprised you're struggling so hard with 4 desu. The game is generally considered to be the easiest of the main releases.
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>>3873903
A/M uses Luck forges btw.
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>>3873903
>Bushi is the best combination for all damage dealers if you want to do max damage.
Even on Runemasters.
Landies and Imperials work really well too with Runemasters passives too.
Runemasters were robbed a spot in Nexus. Instead we've got the worst looking casters in the whole series. The most boring too.
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>>3873958
L/RM can work during Stratum 3 before you rest off, but I/RM is kind of underwhelming when you really examine it compared to the alternatives.
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>>3873895
Last man standing to throw out revives. Questioned it myself but it's pretty clutch. I had dancer sub but it was completely useless outside a rare refresh waltz for aoe poisons. It was too slow to do this on petrifying mobs or petrify stops it from working, either way it doesn't work. Never had a chance to use attack buff because land is stuck with vanguard and improved link and needs a defensive.

Dragons were easier than I was expecting. Didn't have to use the level cap increase. Expected ice to be harder but the npc has ice rune and elemental defense.
Fallen one is more bullshit and Warped likely means grinding 20 levels.

Having to kill bosses 5+ times for the weapon drop to even be better than what you used to kill them is beyond my tolerance. Just going to play nexus now.
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>>3874092
You're better off using Nectars if that's the intent of the Medic sub.
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>>3874092
I think you have a fundamental misunderstanding of how Fortress/Dancer works.
You take Fan Dance and spam Party Shield or whatever the appropriate aggro redirection skill and go ham because enemies have a very hard time breaking through the billion defensive skills.
The dancer buffs, as in Attack Tango, Regen Waltz, etc dont use up the buff slots of the other party members. The only slot that matters is whoever's dancing.
Refresh Waltz etc also dont function like the Medic spells. They're used to purge status at the end of the turn so you dont need to do it on the following one.
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>>3874118
Atk buff could have been helpful then.

Just died to first boss in Nexus after >40 turns. Nearly had it.
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>>3873895
Not him, but I like Fortress/Medic for Stretch's bind resistance and Auto Revive. It's not as cheesy as Dancer, but it helps a lot against any enemy that can potentially disable your Fortress.
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Ambushed by 2nd boss in Nexus and got fucked up.
Hero/Harbinger/Gunner
Arcanist/Sovereign
Wanted Arcanist for poison that it doesn't have so not very set on party. Put gunner in front for ease of attack buffing the 3 at once. Made one of every class for conch to level, plus some extra farmers.
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>>3874166
Are you done with 4's post-game?
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>>3874266
No I'm not going to level above 70 for the last 2 bosses. Or grind the dragons 30 times.

Nice softlock they put in, consecutive bosses in the second area.
>>
Berserker King's pretty weak at this point so you probably won't spend consumables, you get a full heal between the fights and Cernunnos is his usual kekworthy self. Don't be a wuss.
>>
Mechanics!

>>3873478
>nightseeker poison which takes multiple turns to even apply compared to arcanist

I assume they recommended it because it causes more damage. You noticed that, right? Good class design there - balancing ease and reward.

>Escape is completely unreliable

It's actually more reliable, but works differently to traditional jrpgs. Escape is a comparative speed-stat roll-off with the enemy party, not a flat rng roll.

You are more likely to escape with a faster-acting character (I intuited this easily, notice how you can always escape if revisiting a low-level area, and just notice who actually triggers a successful escape, it's almost never your fortress). The next stage is to figure that as it's a stat check you can leg-bind an enemy to rig the whole thing in your favor.

When I want to escape, I have the tank do tanking, the fast guys do fleeing, and maybe throw out a leg bind, or another speed-junking stat effect like speed or paralyse. Of course, by spending turns on non flee actions, you also built burst meter, allowing you to use the last-resort of a flee to the start of the floor. Rather than a hail mary, fleeing is a conscious tactical process
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>>3874274
>had trouble with 4
>has trouble with 4's content in Nexus
kek
With that complexion Ryan should be more afraid of the Sun than any other kind of monster. Also, that formation kind of wonky, man
>>
>>3871264
Are you guys still baby stepping this person through the easiest Etrian Odyssey game?
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>>3874166
>40 turns on the first boss
What?
>>3874183
Auto Revive's proc rate is ass and Fortress has a fast ailment recovery skill inherently.
>>
>>3871264
EO4 is the easiest all of the EO's. It was my first blobber and even I didn't struggle with it besides a certain mid-game ice dungeon. There's also plenty of information online about optimal builds/class-subclass combinations, tons of threads of Gamefaqs for example. You really shouldn't be struggling this much, maybe read up on the basic mechanics?
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>>3874308
>Cernunnos
I figured out he pulls the counter instakill every 5 turns just due to the nature of it being so ridiculous with no other indication. I died the first time because the healing rollers made me think of the similar boss in IV where you have to kill them before he throws them killing you; so I was all out attacking into the counter because the rollers died more easily than expected.
Actually Berserker King seemed to work differently. I thought in IV you damage him out of his wind up stance and he gets stunned. The FOEs are like this for sure. Here you avoid attacking him entirely.

Leg bind helping escape is good to know. Leg bind is pretty pointless overall in IV. Only useful on the Hollow enemies that have high evade and paralysis does the same thing while being useful on everything else. No reason to escape from low level enemies especially when XP reward curve makes them the fastest source. This is another problem caused by Land link being so slow, had to avoid speed skills.

>>3874452
Gunner is in front because atk buff is for a line. There is an accessory that gives 10 or 12 vit right at the start for some reason so it's fine. Two characters have to use a revival accessory and the conch that shares xp with non-party members so they can't use that.

>>3874515
You had the opportunity to provide any useful information and did not. Ergo you are mistaken.

Already love Nexus though. I could see why people would dislike it but from a gameplay perspective just having EVERY class it is vastly superior to the other games. Would have been much better off taking a Ronin. The bear FOEs before berserker king give a weapon for them with 10 higher attack than anyone else's.
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>>3874536
Leg Bind disables evasion entirely along with any move that uses feet.
I also really want to know what you have your landshark wearing where he/she's having so many issues with speed.
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This was nasty. FOEs only move in battle but are offset so that one of the two will be blocking your way.
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>>3874540
Yeah, I remember leg bind as the fuck you mr frog move. Also against those chameleons?
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>>3874515
>I googled the answers
>huh this is so easy
you cheated yourself buddy. You might as well have just watched a let's play.
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>>3874536
>Gunner is in front because atk buff is for a line. There is an accessory that gives 10 or 12 vit right at the start for some reason so it's fine. Two characters have to use a revival accessory and the conch that shares xp with non-party members so they can't use that.

I got that but still, they are super frail. Being able to experiment is a good thing tho' even if you have to change your formation later. But what I'm intrigued by is how well you are doing HP-wise. Who's healing? Sovereign and Arcanist, right? Maybe the Hero too? Also, when the Hero produces his clones in that formation, they end up on the backline, where he's not as useful. And the Sovereign does shit damage back there, but I guess they are on full support anyway.

Nexus is super fun. Being able to choose from such a wide variety of classes and being able to customize them all, or most of them anyway, was super cool. It's also partly why I really like U2 and it's huge roster.

>>3874540
Binds are useful even when not considering their move canceling properties. Head binds lower TEC and arm binds lower STR.

TEC is tied to accuracy in some games and it's also used in both offensive and defensive 'magic' formulas. So a head binded enemy will take additional damage from an alchemist, for example.
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>>3874758
Hero, arcanist and sovereign are all healing. Sovereign has the revive accessory. I hate not having a medic but medic wouldn't have enough tp to last anyway.
Arcanist is nice, healing at the end of turns when a circle is up which you should have all the time anyway.
Hero heals when using a skill which means conserving skill use at times. His clones are so far not very common.
Sovereign can be fucking annoying at the start because if they get hit nobody gets healed. Soon enough they get heals when they buff chars and they have enough of those to do them every round.

I swapped the gunner for a ronin just because of the weapon from the bears that was 10 atk higher than anyone elses. Wyvern was easier than anything before it. Golem seems more trouble than it is worth. Killed one of the wolf FOEs but not sure if they respawn right away so haven't tried clearing the room with the boss one. Almost at boss of the 3F area after wyvern.

Learned the burst moves and break moves are seperate, that helps. Skimmed the text and just caught that you had to go to inn to restore them, but that's just the break part.

CSIS got my ISP banned from posting images again so:
>Unfortunately, it seems your Ariadne Thread fell out of your backpack during the Wyvern attack.
>>
One problem with Nexus is that the variety of classes available means a lot of hard to kill enemies give something you can't use.
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>>3875005
Only if you’re a retard who only has 5 people in your guild
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>>3875154
I made one of everything. Still doesn't seem practical to swap. Losing levels like that with rest/retire was always a trap.
5th stratum is great having to lure FOEs around. Did whole thing with my farm team.
The tiles in Nexus are meaner than the other games. Hard to see shortcuts, hard to tell if a wall is continuous or if it turns. Not really a complaint just an observation.
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>>3873072
>>3874274
>Gunner
>Sovereign
Why not Gunny?? Why not Sovery?????
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>>3875262
Too many weird class names to use abbreviations.

Beat Wicked Silurus. Easy to see the correct one during the sped up attack animations but then it slows down when you are selecting your attacks.
Fenrir was easy and should have been done before. I don't think you can pick off all the FOEs one at a time first. I attacked the boss one from behind but they all end up joining. He just doesn't summon extra ones.
Beat Golem and got conditional drop which is hero's best armor but it's 527,000 so won't be grinding that out for a couple more stratum.
Chameleon King is going to be a bitch, he spawns FOEs as adds that I can barely kill on their own.

Shellbeast was properly intimidating the way the level sets it up. Wasn't too hard but had to burst down the second half. Got caught by evil mist the first time, wasted a ton of turns trying to remove statuses while being confused as fuck. Loved this whole stratum with the luring FOEs around.

I was expecting this game to reuse dungeons but they only did that for 1 and a 1/2 floors of Lush Woodlands. Kind of bizarre.
Already at 80 hours playing at 2x speed.
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>>3871303
Why not 2 fortress on front?
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>>3875680
Nta:
20% exp split vs 25% exp split. As well as needing the money to field 5 characters vs 4 (and they have all the expensive armor too)
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Surprised the platform moving in the Alraune maze took effort.
Got subclasses. Done for the night. Taking suggestions for them.
Hero/Imperial, Ronin, Harbinger
Arcanist, Sovereign
I can probably combine Harbinger and Arcanist and put gunner or something back in.
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>>3871264
I ran a Landsknect, Fortress, Nightseeker, Runemaster, Medic team through EO4 and everything that wasn't the Fallen One or the superboss ate shit once I unlocked Links. It genuinely is stupidly easy, Anon.
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>>3875965
It's been a while, I'll check what I did.

>>3876020
Meh, 4 is easy comparad to other EO games and some other blobbers. It still is harder than most JRPGs and some WRPGs too, unless their mechanics are too obscure and convoluted.
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i want to hug the fluffy one
i need to
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>>3876579
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Worked out my subs after lengthy research. Not really happy with them as I ran out of tp the first time I tried 8th Stratum's boss with about 10% hp to go. Need a lot more skill points. Odd boss that doesn't seem to do very much and then kills 3/5 members about 3 times every 10 rounds or so through buffs and debuffs.
Hero/Imperial - got absorber for tp sustain attacking element weaknesses. Doesn't work for fire since the tp cost is way too high but it helps. Need a ton of points to get to a drive and impulse edge for tp.
Ronin/Highlander - Needs the hp and def boost badly and someone needed the ailment resistance debuff. Haven't actually gotten points into the defense stuff but it's there. This guy dies constantly now in regular battles if left in front row. Manages tp through stances.
Arcanist/Harbinger - atk/def debuffs keep up miasma shroud in between circles. Tried boost -> dismiss blast spam but it takes a ton of points and tp so it's an all in move to finish an enemy and if they live you're fucked. TP still a problem on bosses as actually getting ailments to apply isn't as frequent.
Sovereign/War Magus - Moved this guy to the front so buffs keep tp up. Working toward artery/war response supposedly for tp free healing. Also an actual fucking revive.
Harbinger/Farmer - This guy doesn't serve a purpose any more but benched members are still mid 30s. Probably want Gunner.

8th stratum had some very annoying random encounters. Some tadpoles killed hero easily. Fat lizard fuck that heals 5-600 hp. This is where you get subclasses so difficulty jump makes sense. A couple rooms you use currents to avoid FOEs. Pretty simple compared to the crazy platform shenanigans in 7th.

9th stratum has some dormant FOEs you have to push around. 2 height mazes are back so there are some puzzles combined with moving them.
>>
Also I need about 550,000 per weapon/armor to start buying the conditional drop gear and I'm only at 220,000. A harvesting run gets me about 4k so it's not worth it. Bat's drop 1800 but can't be automated.
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>>3876681
Well yeah. Boss conditionals make the best items in the game. They're not meant to be affordable until endgame.
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>>3876680
Imp sub is only good for the TP regen passive and the elm atk up passive, you CAN get the utlimate drive skill (but i wouldn't) ALL of the non-drive attack skills from imp (when subbed) are a waste of your turn and SP.
Hero has built into tools for TP conservation.

Ronin shouldn't be dying much at all, are you actually using your Attack debuffs, defense buffs, binds, or ailments?
Don't just attack like a retard in randoms, use your skills.
It can also use air blade from the backrow.

Arc is pretty redundant in a party with a Sov (heals/buffs) and a Harb (does everything a arc can do except bind, it can bind if you use items though) but it's not a huge issue for them to be there.

Don't attack with sov, a complete waste of time, no matter you're running out of tp instead of finishing them in like 9 or less turns with your group. The sov should be in the back too, but that barely matters, here is how to play sov: "cast attack order, an elemental arms buff that matches your attack skills if possible, Bloody offense(from the ronin) and a filler buff(if only usef 2 attack buffs from above) then click final decree" If you sovereign is doing anything else in an important battle you are 100% wasting their time. Get 3 buffs and click final decree, that is your life now.

Harb could sub prot and tank for your team with black shroud, the arc should get the boot if anyone does, but Arc and Harb are pretty interchangeable.

Don't buy the ultimate gear (the shit that costs like 300k+) until postgame unless you literally don't even want to play the game anymore (in which case, switching it picnic or just drop the game would have the same effect).
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>>3876793
Oh and my bad on the "don't attack with sov" thing, I saw artery/war response and for some reason assumed you typed vampire because War response and Artery are so terrible I thought you were making the more common mistake of somehow thinking vampire was decent for a Sov to be throwing away turns triggering.

Sov has Protect order, it does not need to waste time with artery or war response - although level 1 war response has a somewhat feasible use to cancel out the very few enemy HP regen buffs you'll see.
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>>3876681
don't buy that until you're in the post-game
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>>3876793
I think the idea is to spawn a clone using the drive, then use the flame attack that does more damage based on how much your party does.
Arc hits everything, Harb hits row. Arc is just better. Defense buffs and enemy attack debuffs are required.
I think the war magus heals count as a buff so it gives back tp and heals because it's a buff. I haven't got to them yet. Plus you can revive out of battle and all my other revive options are still shit.
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hey, can anyone tell me games for bad pc i want survival rpg game, i'm hope i'm find it..
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Died to Bugbeast on turn 61 after 29 minutes. Once he started petrifying everyone there was no way to recover.
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>>3876823
Arc and harbs damage are worthless in nexus if you're playing sensibly, harb is better as a debuffer and supporter overall - i do think arc is a better healer, but harb is sufficient at healing - but your dont need additional healing when a sovereignis present (also hero heals for free just by attacking).
Harbs debuffs hit all enemies which is all that matters.

Hero using drives to empower regirave is also inefficient when your party should be doing than so hero can just spam regirave (or guard rush when needed) but for your current party it does make some sense for the hero to try to empower its own regirave.
War magus buffs are worthless to sov...they have at least 5 buffs and they are better versions of whatever war magus gives, war revive is fine though.

Your party used properly should kill bug beast in like 10 turns, 15 if it gets lucky with disables and wastes your time.

Playing like shit is legitimately more interesting though, so carry on, I just gave sub advice because I thought you'd be already having an easy time and could stand to be more optimal
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>>3877034
I don't like Imperial in general because of the cooldowns. TP cost is prohibitive for regular battles which is the majority of the game. I'm not sure imperial would even have the tp to use drives their entire boost if their boost even ignores the overheating.
War Magus Artery is a crazy heal on Sovereign. Heals, heals again because it is a buff, gives back as much tp as it used because it is a buff and then heals again.
Ronin can only really do damage with the defense ignoring move which wastes 3 turns of stance. And with Break obviously.

Bugbeast went smoother second time. Somewhere around 20 turns. Level 58 now. Curse was clutch near the end.
10th stratum is the fire/ice cave type from IV but it resets to fire every time you enter and the ice stake is a key item you keep. Elementals kill hero and ronin in turn 1. They have a normal conditional, kill by weakness instead of the opposite like in IV. Think the miniboss here is the first one that I killed first try but it was made for hero's ice attack.
Gathering team hit 40 and those gathering skills are crazy, can fill inventory from one spot and sell it for 15k. Will probably get one conditional drop by the time I finish this stratum.

>just use attack buffs it's ez
>Boiling lizard kills front 3 members turn 1
>woops forgot to take out the fire
>try again
>hero still dead turn 1, Ronin scrapes by with 40 hp after end of turn heals
There is some obvious major disconnect between how we are playing. People must grind a fuckload.

11th Stratum gives >40k per harvest run so going to start having all the good equipment just from mapping the levels.
Basilisk still 1 shot hero through buffs, debuffs and the best armor.
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>>3877034
Go to gamefaqs and watch zeoknight beat one of the bosses you are facing, in about 5-7 turns if not less.
I'm not saying he's amazing but he'll be probably be 10-20 levels lower than you, likely with worse gear, but will be using his force boosts/breaks properly and not doing dumb shit like using shitty skills like artery on fucking Sovereign you stupid bitch.

You have 3 fucking passive healers on your team. THREE and you think you need artery when your passive healing sovereign has a better version of it in it's own skill set, which itself should ALSO be unneeded because you are drowning in healing if you aren't the dumbest piece of shit that went out of his way to avoid every passive healing skill you saw.

It is pretty smart to avoid drives though, your ronin can boost to avoid losing stance turns... and here's a hint when you watch zeo's video and learn what a fucking sovereign is - imagine if your harb and sovereign used break on the same turn?
Good luck!
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Well, this thread inspired me to pull out EOIV again, so thanks
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Are Fort's mace skills worth investing in?
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>>3879419
Not really, imo.
Bolt Strike and Holy Smite are in the awkward power spot where they're not good enough to build around, but they're still skills you use a lot so you kind of want points in them. Vengeance Bash can do insane numbers but even on the playthrough where I built it I found it difficult to work into my turn order.
Earth Break is possibly the worst skill in the game. It would need to be at least twice as strong as it is to justify its TP cost, let alone the recoil.
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glad i am not this retarded
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>>3879718
I can put a few points into Bolt Strike and Holy Smite, I don't have a lot of elemental power so it's handy to at least have Bolt Strike around

Party is Landshark/Dancer/Fortress/Sniper/Medic. Medic is probably the one I could do without the most right now, but I like having healing.
>>
Been getting jerked around where they now ban IP ranges without giving out bans.

12th stratum boss was a complete cocksucker. Easily the worst boss in the game. He spawns an add every attack, until the end when he spawns 2. He has no weaknesses and if you can manage to get any ailment or bind on him he uses it to heal.
13th stratum boss was easier than any other boss even though it resists blind and head bind I tried to use. Tail killed 2 members but I managed to recover and second tail phase I was more defensive with them and lived easily. I did actually map this stratum with main team instead of survivalist avoiding encounters, so I was level 85 with 2 quests unfinished.

Couldn't get vampire to unlock and took a while to find 1 post saying you have to export your guild card. So now there are 2 posts with the information (and win a battle using Kincaid).

Done 2/3 dragons. They weren't difficult just avoiding buffs except timing a formaldehyde. Still have to finish abyss, juggernaut and fire dragon. Level 102. And kill the last 2 stratum FOEs I guess.

Nexus was so long and I loved all the puzzles with FOEs. I still don't get why they sort of copied Lush Woodlands. Boss design was garbage though, you have to overwhelm them because they get harder as hp decreases; ailments and binds are a huge waste. Classes with high burst like imperial are much more useful. You can use any class with encounter avoidance to easily map the dungeons. It's very rare you are forced into a battle if you ignore the events, and they all give you a dialogue option to ignore them.

Farming Hexgourds for xp was easy enough I retired everyone so all I have left are the last boss and the stratum 5 boss redo.
>>
If I was playing again I'd go with 3 highlanders. They attack when they take damage and their skills cause party damage. You can also make them a vampire to take small damage every round during the day. Pugilist sub has buffs for hp loss. Sovereign/medic to cover elements, buffs and healing. Shogun for xp bonus.
Don't worry about balancing a party around getting all the conditional drops. You get enough formaldehyde for the best gear.
TP is a major issue the first half of the game then becomes less and less of one.
>>
On to V. I played this first around a decade ago so I don't remember it. I have a save file with level 83 Shield Bearer/Barrage Brawler/Blade Dancer/Elemancer/Merciful Healer that is missing the last 3 bestiary entries and the one between Eternal Tyrant and Primordiphant.
Decided to import bestiary and maps. Bestiary is really nice. Maps I think removes most of the enjoyment but also most of the tedium.
Party this time is Shield Bearer/Barrage Brawler/Blade Dancer/Spirit Broker/Divine Herald. First stratum was a slog like it always is. Second I had to grind FOEs for what seemed like hours. Somehow I missed the obvious gaps in the map with the healing knife and the revive accessory the first play which is why I'm sure it's the first of them I played.
Only on floor 13 and already hate blade dancer. Sure it can theoretically kill enemies but one hit and it is dead and half these enemies blind it in the first turn. Grinding 24 drops for katanas is similarly unappealing.
Spirit Broker is also fucked since I fell for the zombie powder meme to create wraiths but even the 1 enemy among all the undead that is weak to death is not a guaranteed success and using it to block 1 round has it behave like it has 0 defense so 900 hp barely lasts 1 round. Spending 5mp to summon wraiths and then using max poison completely carried the second stratum though.
Healer has been passable. Either damage is spread around enough you can outheal it or you can't. Not really any thought you could put into it, pure grind. Killed 2nd stratum boss despite not outhealing it. The master class passive healing to buffed alllies is <20 hp. Should have ignored it to try to get to the heal when damaged skill instead but that is a ton more points.
Only decent puzzle so far is floor 10 where you have to lure one FOE over where the other pushes rocks on them.
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I'm not reading all this but I don't understand how you can play 1&2 then get stuck in 4 where every class is so streamlined and the bosses are so easy.
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>>3871264
try this romhack
https://www.youtube.com/watch?v=KwbuJHdVx70
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>>3881678
I already explained it.
1: use defender and insulate
2: kill everything with poison. First boss' conditional drop is from poison, sells for 30k and gets you one of the best weapons.
4: all the best stuff is locked behind stratum 6 drops, running from battles you actually need to run from is not effective and lots of encounters will kill you if you can't overwhelm them immediately. Tons of aoe status effects. The rooms you have to sneak past FOEs don't drop encounter rate. Unkillable FOEs block off access to entire areas.

Nexus focuses a lot on puzzles for the labyrinths so a lot of them aren't difficult in the sense of dealing with random bullshit ambushes. A farmer party can easily map everything and flee any encounter. The biggest fuck you was the back to back bosses practically at the start. You can also get softlocked by the wyvern. It can't be exaggerated how much better this game is than the others.

5 was a drag then zombie powder + fair trade destroys stratum 3-5 if you can avoid regular encounters to get to the bosses. Stratum 6 is absolute bullshit again and after getting to the end with 80% of it mapped from my previous game I understood why I never finished it. I stopped again after this. Didn't go back to the side bosses like Primordiphant. Hardest game in series hands down. Even if you can get the drop for any boss conditionals, affording them is unreasonable until the end. Fuck I rank this the hardest when I was playing on new game+ carrying over maps and enemy info.

3 I played too long ago to comment.

Difficulty:
5>4>Nexus>2>1

I guess I've got 10 days to play 3 if anyone has suggestions for party/skills.
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>>3881678
Basically if you're too retarded to actually play the game properly and comprehend your skill set as indicated above.
I'll give him some credit for 1 and 2 being more easy most of the time because enemies barely use or have skills until post game.
Though in 1 and 2, you have good abs bad classes, compared to 4 where probably only sniper and to a lesser extent Bushi can be considered on the weak end of you don't use them to fuel someone else's shenanigans.
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>>3881678
Anon the guy is fucking retarded. Look at this post >>3882962 and see for yourself
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It's kind of bizarre to have some need to pretend iv is easiest. Who gains from this?
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>>3882962
3 is simply perfect
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>>3883164
Have you played a game in the last 5 years without looking it up online first to see what someone tells you to do
Be honest
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>>3883242
Theorizing is half the fun of rpgs. Nobody wanted to engage though. Zoomers just google x and accept what they read and get mad when someone doesn't do this. What I wrote is the conclusion I took from having played the games, not prior to starting them.
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>>3883164
If not 4, which? 4 is the easiest with no prior knowledge, at least to me.
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>>3883060
>Sniper
Stop using it as a binder and build for Squall Volley + Crits.
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>>3871264
4 is only the easiest one because it has the best balance.

All of the older games have super bad class balance. Some of the classes are just plain bad or useless, and you're gimping yourself hard by using them. On the other hand using the best classes makes the game a joke. It basically means the difficulty of the game is highly reliant on what you pick at the start. If you follow a guide and use "exploits" the older games become way easier. It also doesn't help that some postgame bullshit (even including games after 4 like 5) often completely fuck over specific classes and it can feel genuinely impossible to win depending on the classes you picked.

Meanwhile in 4 all of the classes are viable. Yes some are better than others, the balance isn't perfect, but every class has stuff to offer and you can build every class into a useful party member. That's why people say the game feels easier, it's because every class is useful and you can have 5 helpful party members rather than some number of useless ones and some number of carries. This also means you can reasonably figure out a set up that works on your own without needing some guide to tell you what's bad or good.
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>>3883641
I'd say EO5 is similar to EO4 in that regard, you CANNOT make a bad party unless you pick 5 of the same class and then make them all the same spec on top of that and half or more of the EO5 classes would actually thrive if you did something so dumb and boring.
I also agree that EO5's balance is insane because you have STRONG classes, "WHAT-THE-FUCK-WERE-YOU-THINKINGS-DEVS"? classes, and maybe one or two average to good classes depending on the spec you choose.

Though I suppose a moron like the guy that made this thread could find a way to choose the worst possible skills in EO5...

Seriously, THREE FUCKING PASSIVE HEALERS, and he uses subbed ARTERY ON SOV, who ALREADY HAS A BETTER VERSION OF IT, did the fucker not even compare his base skills to his sub skills before wasting a buff slot? What a shithead.

Skill gating in EO4, the way sub skills scale, and the relatively small pool of classes probably saved tons of morons from themselves.
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>>3883815
>maybe one or two average to good classes depending on the spec you choose.
Probably 3 or 4 actually...but nothing is a waste of a slot.
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>>3883815
Artery was clutch, my problem was trying to use ailments/binds when the newer games harshly penalize them. 5-6 turns to waste 1-2 boss turns. Problem is game still pushes their use through the conditional drop thing.
The healing in these games has always been retarded; 'heal when full health', absolutely fucking useless 90% of the time, but you're supposed to rng your way through with this instead of the actual healer because it has buffs.
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>>3883925
>trying to use ailments/binds when the newer games harshly penalize them

lol
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>>3883925
You're a dumb nigger, you're why probably why they allow us to buy ultimate gear before post game.
You're probably so terrible at this game that even after buying ultimate gear you were still under the impression you were playing the game instead of automatically winning by stat checking the enemy.
Putting artery aside, your ailment/bind comment shows you have no grasp of logic or ability to discern what is occurring in front of your own eyes.

Stick to trails, final fantasy, and tales.
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>>3884102
Please be more kind faggot (affectionate), some people don't have enough neurons to play kino.
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>>3884102
>you have to arbitrarily handicap yourself
Like cutting your dick off? ywnbaw. Mastering a game means beating it with as little effort as possible.
2 is the only one it is reasonable to get the good gear earlier than the 5th stratum. 5 I was only halfway to affording 1 piece of gear by the time I mapped the 6th. Nexus is a lot longer so you can get gear for the last 2-3 of 14 stratums.
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>>3880000
>3880000
quad zeros
yay!
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>>3883925
>when the newer games harshly penalize them
if anything they're more consistant and impactful in the newer games.
V especially just lets you make status and binding characters who decimate bosses for free
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>>3884219
By V I didn't even bother. IV and Nexus if you can land a status or bind it is not going to work again in the fight. Landing it takes 3 or more turns and later bosses you have to buff your status chance and debuff their resistance and it's still going to take multiple turns if it works at all. All of that is on top of the two seperate class breaks to buff status chance.
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How do I tame my autism so I can start the series with 4?
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>>3884424
Life is better when you don't limit yourself by arbitrary imposed order.
Play what you find more interesting or attractive.
What connects better with you.
It's not homework or a job, just have fun.
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>>3884424
If you’re a big boy who doesn’t lose his mind when a game is actually difficult you can start with any of them.
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>>3884424
They are all standalone
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Hate Boiling Lizard
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>>3884193
>2 is the only one it is reasonable to get the good gear earlier than the 5th stratum
You could already unlock several of the best stuff before entering the 4th stratum in EO1. The Meteor Axe requires a drop from the Golem that's just as easy to get with a level 30 party then with a level 70 party as it just requires luck with the Kubiuchi skill. Also the best bow requires an easy drop from 3rd startum boss.
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>>3883925
>newer games harshly penalize them
>more tools to increase success rates
>broken as fuck shit like Chain Blast
>Ailment Resist resets 20 turns after application
>Releasal Spell and so forth to reset resistances on command
>V and Nexus use the 2x Str/Int formula for damaging ailment moves, so you get doubly rewarded for maxing your output
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>>3884271
okay so you're talking out of your ass, thanks for admitting that.
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>>3884514
You also have to pay for them though. I'm sure you are still right but it is more tedious to do it early.
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>>3884424
Not to feed your autism but I had a similar feeling and started with 1 and ended up quite enjoying the first two games and I liked seeing how the series developed. But yes, 3 on are the more mechanically interesting games. If you think 1 and 2 would be a slog and you're just being an autist skip, but if you think you could appreciate them give them a shot.
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With prior knowledge, all games are easier, yes.
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What is the second easiest EO, if we assume that 4 is the easiest? I beat 4 and I want to beat them in difficulty order due to me being bad at these games.
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>>3887151
The first one is very easy as long as you have a Medic.
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>>3887151
5 probably.
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>>3887151
Like the other two said it's a throw up between 1 and 5. When I played 5 I pretty much faced no difficulties whatsoever until the stratum 6 boss.
EO1 you may have some difficulty at the very early game but after that it becomes very easy as well and the only real threat is getting ambushed (good chance of getting 1 turned or disabled to shit and then killed). Even the stratum 6 boss is easy.
You didn't ask, but I think the hardest is 3. I think it's the best game, but a lot of it is rather rough, and the stratum 6 boss is actual bullshit. I've beat EO3 more than once but after my first run I just quit in front of AG.
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>>3887175
>>3887195
>>3887249
Thanks for the replies. I have 1 and 3 on steam and 5 emulated. I knew that 3 is harder than average but I had no idea about the rest of the series. I'll go fiddle with 1 and 5 and check the feel for both of them before I commit to a playthrough.
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>>3887256
Do note that the Untold versions of 1 and 2 are substantially different from the originals. You should consider them as different games if you're trying to go through the whole series.
>>3887249
A contender for both hardest and best imo is 2U. it nails a lot of the supporting systems for the game, and even before you get into Stratum 6+ postgame bosses, it's got some pretty fucking tough fights just through the regular game.
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>>3887367
I feel like EOU overall is harder than EOU2 because its random monsters and postgame FOEs are much more powerful, but EOU2 has harder bosses. Untold 1's 6th stratum is nightmare-inducing, and much of the 5th stratum is at the level where every battle could be your last.



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