Either that or I forget what I was even using in the first place when I can reslot skills. You die ->it compromises your preffered style, you add in some otherstuff -> you die again because it throws your whole system out of whack -> repeat. Not that I would say I've been dying a lot but it's a bit of a cycle. I really freaking hate the system by which you lose skills for dying though and I think that is the mechanic that has kind of fucked me over mid game forcing me to change my loadout too often, I feel like I don't get a good indication when and where i'm taking hits from sometimes, and then bam i'm dead. How the fuck is that even happening? I feel like I should of played this game through in one sitting. Then you get these enemies disrupting you and shit out of nowhere and i'm like. So the mid game while I was capable of advancing with the loadouts I had, they weren't really effective of conducive to the way I wanted to play and I think that's starting to hurt now that I get closer to what I assume is the end of the game. Thanks for the advice! Yeh it could be less the game itself and more than I had some good playstyles worked out in the early game and then you kind of unlock everything which if you are changing too often kind of scrambles your focus. If something feels annoying, try changing your loadout to force you to play differently. Seriously though, the combat is pretty great when you find what YOU like. Playing the challenge rooms, which force certain configurations upon you, totally helped me find better combos that were more fun to execute and more devastating in turn(). It helped me, at I too found the mid-game combat to be real rough, but it's mostly because, in hindsight, I wasn't really playing the game in a way that was suited to my playstyle. That plus Mask() and a backstab makes almost everything die in a single hit. When you get Void(), equip that and spam it at the beginning of a turn for 325% extra attack.It's AMAZING as an effect or passive though. (You can use it even when you're in recovery) Use it before a turn to give you more damage on a big hit, or to give yourself some breathing room if something goes bad. I find it much more useful/entertaining than running for 5 seconds between turns. Always have Jaunt() on a ranged fire attack, so you can retaliate between turns. (remember, you can always bail out of a turn if something doesn't play out right) You'll have to use your best judgement at times, rather than trusting the icon saying you're missing. Turn() toally doesn't account for any movement or changes to the field after attacks are executed.I don't know am I totally missing something that someone could shed some light I too found the mid-game combat to be real rough, but it's mostly because, in hindsight, I wasn't really playing the game in a way that was suited to my playstyle. I dunno I feel like for the most part theres something about the combat that feels unsatisfying, annoying and occasionally cheap, in this mid-later part of the game. For example in the later part of the game using bounce, I guess anything you queue doesn't predict past the present so it just shows as being blocked every hit when that's not the case. I'm really annoyed by the feedback you get in turn(), maybe because I've broken up my play sessions I haven't payed enough attention, but I feel like i'm never certain how much i'm going to hit the enemies. I dunno the concept seemed pretty awesome at first, I really like it in theory. Which becomes kind of pointless when you don't know what situation you are going into next since it changes every few encounters. I dunno maybe i'm not doing a great job of playing it or something, but I feel like at a certain point you can kind of slot any 3 together and you get more or less the same outcome, maybe with a little more or less crowd control. I feel like the combat starts to diminish on returns the further you get in this game.
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