All I remember from Battle Chasers was that it was super fucking easy and thus super fucking boring. For turn-based games you either need to go full-JRPG and have the combat be irrelevant digressions between the inane story about 14 year olds killing god, or you need to go full The Last Remnant and just make your player lose every meaningful fight 10 times in a row. Actually, I think some of those bosses took closer to triple-digits.
I didn't have issues switching lanes for abilities, since you can just use mouse wheel to scroll through them. Did happen to misclick Illaoi's heals a LOT tho, that mouse targeting is annoyingly off the mark.Why is this not in jrpg? It is emphatically a jrpg.
Played a little of this yesterday. Not enough for any conclusions, but enough to say that the Battle Chasers+ monnicker is probably not far off. It adds a couple of mechanics to Battle Chasers that increase complexity of moment-to-moment decisions-making in combat such as "lanes" which are effectively a fast (-damage), normal and slow (+damage) for all mana-costing abilities that push you less or more far down the initiative line.
The caveat is that all encounters have environmental effects (beneficial or harmful) that only happen to characters within the area on the initiative bar.
Combined with encounter design that relies on this, it makes decision making pretty meaningful. Example:
Let's say an enemy has an important buff that is dispelled if you use a mana-costing ability in the "Speed lane", that is, you cast it faster but it does less damage. So just do that, right?
Well, the ability you most want to use right now - the most optimal ability for the current state of combat - places you in the Poison Cloud hazard part of the initiative bar if you cast it in the Speed lane.
So now you have 3 choices:
1) Cast it in the speed lane, dispel the buff but take poison damage on your next turn.
2) Cast in another lane, avoid the poison, but the creature remains buffed.
3) Find a less optimal mana-costing ability with another initiative that you can perhaps cast in the speed lane AND avoid the poison.
Plenty of abilities with sufficiently diverse effects on top of this system means you have a lot of factors to take into consideration when taking your turn - and it obviously unfolds further when you take into account your current character's action's consequences for your next characters turn or whatever.
It goes without saying, these choices chiefly matter on Heroic difficulty. On lower difficulties you can commit more mistakes and so have to pay less attention to the system.
I suspect the game will throw wrenches into this system as we go along. As such, yeah, it seems fun to me.
The game is generally very pretty, but the story is anime ass, though less so than 99% of jrpgs which I suppose says very little.
The worst thing about the game so far are the PC-controls. For example, by default mouse-movements moves your ability selections between lanes, and it is really difficult (almost impossible) to change this in the input menu due to that menu being buggy as fuck. As such, selecting and using a lane ability in the appropriate lane on the correct target is an ardous proces of clicking:
1) Lane ability
2) Select the ability
3) Select the target
4) Select the lane
5) Click 'E' to execute
If during 3), 4), 5) you move the mouse or change the order, your character moves lane and you have to start from scratch basically. It is INSANELY annoying.
I didn't have issues switching lanes for abilities, since you can just use mouse wheel to scroll through themWhy is this not in jrpg? It is emphatically a jrpg.
Played a little of this yesterday. Not enough for any conclusions, but enough to say that the Battle Chasers+ monnicker is probably not far off. It adds a couple of mechanics to Battle Chasers that increase complexity of moment-to-moment decisions-making in combat such as "lanes" which are effectively a fast (-damage), normal and slow (+damage) for all mana-costing abilities that push you less or more far down the initiative line.
The caveat is that all encounters have environmental effects (beneficial or harmful) that only happen to characters within the area on the initiative bar.
Combined with encounter design that relies on this, it makes decision making pretty meaningful. Example:
Let's say an enemy has an important buff that is dispelled if you use a mana-costing ability in the "Speed lane", that is, you cast it faster but it does less damage. So just do that, right?
Well, the ability you most want to use right now - the most optimal ability for the current state of combat - places you in the Poison Cloud hazard part of the initiative bar if you cast it in the Speed lane.
So now you have 3 choices:
1) Cast it in the speed lane, dispel the buff but take poison damage on your next turn.
2) Cast in another lane, avoid the poison, but the creature remains buffed.
3) Find a less optimal mana-costing ability with another initiative that you can perhaps cast in the speed lane AND avoid the poison.
Plenty of abilities with sufficiently diverse effects on top of this system means you have a lot of factors to take into consideration when taking your turn - and it obviously unfolds further when you take into account your current character's action's consequences for your next characters turn or whatever.
It goes without saying, these choices chiefly matter on Heroic difficulty. On lower difficulties you can commit more mistakes and so have to pay less attention to the system.
I suspect the game will throw wrenches into this system as we go along. As such, yeah, it seems fun to me.
The game is generally very pretty, but the story is anime ass, though less so than 99% of jrpgs which I suppose says very little.
The worst thing about the game so far are the PC-controls. For example, by default mouse-movements moves your ability selections between lanes, and it is really difficult (almost impossible) to change this in the input menu due to that menu being buggy as fuck. As such, selecting and using a lane ability in the appropriate lane on the correct target is an ardous proces of clicking:
1) Lane ability
2) Select the ability
3) Select the target
4) Select the lane
5) Click 'E' to execute
If during 3), 4), 5) you move the mouse or change the order, your character moves lane and you have to start from scratch basically. It is INSANELY annoying.
Anyone tried the highest difficulty setting? How easy it is?
no wonder you are dumbLeague lore which I enjoy
I just really soured on Pyke because of his introduction. The first area you take him to is filled with enemies that trigger poisons on you when you attack them (so he destealths on the start of his turn unless he's cleansed between them, which wastes the cleanser's turn) and that spam aoe attacks that also destealth. And then the guy made me have to reload a save like 20 minutes back during one of his stupid diving sessions, where he ran into a ghost that killed him 1v1 because it attacked him through stealth (makes sense, in retrospect, since otherwise stealth would make him invincible in some fights, but that wasn't obvious to me the first time this came up since some games do allow you to cheese like that).Regarding Pyke, I quite disagree. His Stealth has no recovery time, neither does the Mark which is excellent against single target. Neither of them have any benefit from being used outside of Speed lane, so what you can do right off the bat is Mark -> Stealth -> Ambush (conviently, because if Mark stealths you you can just skip Stealth), the first two will you push you down the initiative bar only ever so slightly. Ambush is his bread and butter - even without a crit it's good damage, and with a crit we're talking damage rivaling Yasuo's mega-OP Raging Wind without the caveat that the ability must crit to continue. Upgraded, it even applies poison and bleed. Even at level 15 with basic runes he has +18% crit chance base, plus another 15% if Stealthed (which you'll always have active if you're using Ambush) plus another 10% from Ambush itself + potentially Yasuo buff. Then on crit you might proc Executioner which enables Death From Below to absolutely demolish. I find it's easier to use than Yasuo's level 1 ult, because it requires Overcharge. Basically I think he's FAR superior to Miss Fortune on priority enemies, while he's probably a bit worse for trash mobs (MF has more AoE, but that only matters on waves of small enemies and even then more for convenience than anything).
For trash mobs, you use Serrated Slice with the first tier A upgrade so you can stealth for free, then spend Overcharge on Ambush when you get a Stealth proc. In fact, Serrated Slice probably competes for the best basic ability in game since not only does it provide a very useful buff, it also procs a random debuff. If you really hate attrition you can spec Ambush for cost recovery until you get to a boss.
In terms of tanks, I dunno, they're quite comparable, but I liked Illaoi better. Her passive healing tree from tentacles means she'll often be outhealing the damage of enemies even of her own level, leading to a net gain of health when attacked. That's on top of the incidental attrition healing she brings later both from tentacles and, if you spec for it, runes. And I just find her more interesting to build than Braum as a tank. Also: Test of Strength is insanity with 4-6 Tentacles out. One of the few abilities good enough to skip a turn damage blocking for.
For the tanks, they do about the same healing, but Braum's is in the form of shields which is better.
For the healer spot
For the DPS, it just comes down to who brings the most damage, and Yasuo's multi-attack seems to do the most damage, and it has the advantage of the 'ramp' on it being on himself rather than on his target (as opposed to e.g., tap, or low-health executes)
I wish the game had the traditional optional bosses that were a billion times harder than the main storyline bosses, so that there was reason to experiment, and to go and do all this other content, like get the legendaries and get perfect enchants and max out rune points etc., but - disappointingly - it doesn't.
Sure, at its core I think it has a pretty well-designed combat system, and it has some potential for min/maxing with the talent points (although these became less interesting the closer you got to the level cap since then you had enough points to max all the abilities you used, but that can be 'fixed' by making the choices harder or by offering more of them by e.g., adding 4 options to each ability instead of 3), rune points, and item choices. And it has a lot of room for interesting stuff to happen with its time economy, the different lanes, buffs/debuffs that are not simply purged but removed via interactions, etc. But very rarely did these things come up during trash fights, and while some of the bosses were pretty cool you just fight them once and that's it. There's no, like, giga version of an interesting boss that tunes everything up to 11 and forces you to play perfectly to beat it. That would be really cool, but it isn't there. So you do the boss once and it's great and then you go back to grinding while hoping for another boss to appear soon.But: if you wanted more difficult side-missions, aren't you also saying that the systems themselves are enjoyable?
You ignore a thousand people for this.League lore which I enjoy.