![]() You have actual sustained fights with difficult decisions to make against bosses and it's not all or nothing. In those games, you don't win against regular mobs uncontested and take a few hits back, although beating them is still easy. This is a stark difference from Trails in the Sky in my experience. There is zero sustained fighting and close to zero tactical decisions to be made. Win without a scratch (by grinding up CP and overdrive charges before each battle) or get decimated if you fail to one-shot the enemy. So the whole combat is basically an all-or-nothing. The delay reducing master quartz and bells make them even more ridiculous.Īs I've mentioned, this poor balancing and having to not let enemies make a move is necessary because the enemies' moves are just as powerful. Regular mobs are so weak that attacks/crafts with advantage still beat them.Īrts are useless in the early game compared to crafts but become insane later on and can hit for 30-80k which is almost as much as most S-Crafts on characters that aren't specced to be one-shot 300k damage machines. And your characters are so powerful that you can always kill the mobs before they can do this.Īgainst bosses, STR/crafts characters do pitiful damage with regular attacks and are only good for inflicting status effects against which most bosses are immune they are only good for dealing tons of damage with S-Crafts once buffed up. Some regular mobs have absolutely devastating moves like that if you are careless and don't kill them swiftly. But I once let one of those flying skulls in the shrines cast a spell against me (on NORMAL) and it killed 2 members and incapacitated the others with nightmare and basically wiped the whole party with one spell that I let resolve. ![]() Killing them is generally trivial and a grind especially with double/triple advantage which is so much more easy to get than, say, in Trails from Zero (from the few hours that I've sampled it). The same can even be said of regular trash mobs. I have been one-shotting every boss starting halfway through Act 1 until the very end. You one shot them before they make a move. So the best strategy is to buff STR to +50% with the help of overdrive and hit everything for 50-300k+ with S-Crafts and 30-80k with (unbuffed) arts if S-Crafts somehow weren't enough. On nightmare, I've read that if you let them make a move, it's pretty much a guaranteed loss. On normal you generally don't want to allow them to make more than a couple of moves because they are guaranteed to absolutely cripple your party (or kill it). On normal difficulty the bosses have moves that hit for 80% of the characters' max HP or even one shot most of the party and inflict tons of status effects. I feel like the game could have been even more enjoyable if the game made actual good use of its systems and fights were more sustained and with more tactical decisions. However, I can't help but feel that the way the bosses and even regular trash mobs are balanced is a severe misuse of the combat system that basically makes most of it pointless and never get to see the enemy's moves if you want to win. ![]() After all I'm still not bored of it after 100 hours even though beating everything is trivial, I still find it fun. In fact, I believe the problems would be even more pronounced on higher difficulty levels.ĭespite the following criticism, I still enjoy and like the combat mechanics and ideas behind them very much and still enjoying the game. I will say first of all that I'm playing on normal on my first playthrough but I don't think this is very relevant to the points I bring up. I will only talk about the regular combat not the mech battles here. After almost having finished the game (still playing final dungeon), I can't help but feel disappointed in how boss fights are balanced and how the combat plays out. ![]()
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