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Everything posted by seki108
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Got this on WT.........I know I was putting out some old 5IV Ralts and Honedges (some shiny), but this still feels uneven. I guess I at least won't have to SR for a shiny now.
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And main story complete. That R.C. tease though........too far Ame.
Time to explore and catch......
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Spoiler
It definitely lacks battling a huge amount of trainers, though you better have a ton of repels ready.
I really haven't spent any time exploring the desert or another area. I just charged straight to where I hoped the story was and thankfully got it right. I still took a good few hours though.
There is a
Spoilerbig divergence that affects episode length. I and many others got the the more narrow path.
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I'm very tempted to just leave it here for a while:
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Not sure how much to spoiler, since we know where we're going at the start of the EP, but just in case.
I did some of EP 17, though only to
SpoilerThe Scrapyard so far. This is very relevant to my current situation:
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Though I don't have time to play it now, I at least confirmed the game started up fine. Already halfway there
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I've grown to truly hate stages where bosses retreat at or below a certain HP, especially when said boss is holding a valuable item (sometimes one of the only ones in game). It's even worse when you literally have no way to kill them with your current team, forcing you start over, readjust your team deployment and upgrades, and hope this configuration will work after an hour+ of redoing the stage (and getting the stage's skill point, if applicable).
Fuck retreating bosses and an extra fuck them if they are in the first third of a game, where resources are especially limited.
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@Combat I don't think that falls under what I'm meaning. I'm talking about bosses that leave a stage permanently (usually ending the stage in most cases) after falling below a certain HP%, making you lose whatever money, exp, and item you would get from them. In SRW (Super Robot Wars) games, some stages even have a stage's skill point tied to killing a retreating boss (though these bosses usually retreat much later, maybe at 20% HP instead of at 40%).
I don't mind as much if the boss is not holding an item, but most do. In most cases, it is hard to one-shot said boss (especially early on in the game), so you have to rely on a Support Attack. Depending on the timing and game, you might have only one unit with that skill and only one unit that can deal enough full damage to make it work. Setting up can be easy.......if you don't have a time limit. Like I said, it's easier later in a game when you have more resources.
@FairFamily See above. What you described is par for the course in SRW, with many bosses replenishing some HP and EN at least once (though re-positioning is rare).
In the series I'm playing now (Fantasy Maiden Wars), most bosses have multiple Health bars with a gimmick attached (simulating the Spell Card system of the canon Touhou games). Not really a relevant detail, but I'm just glad these mechanics make it feel different from a normal SRW game (which FMW is based on).
Of course, this isn't counting the very rare "a weaker version of the final boss of a series shows up 1/3 of the way through the game just for laughs, but you can technically beat them for an uber item". I don't bother with those, since they are too frustrating outside of a NG+ run.
@Wolfox If they run away above 30% HP, let them burn.
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Ninja/Samurai Batman? Feudal Joker with a mech? Well, I'm sold:
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It doesn't look quite 2016 Berserk quality bad, but that can only be truly seen when more movement animation comes out. On the other hand, I doubt it could reach that level of disappointment if it tried, since Batman fans have plenty of other Batman series they can look at/read.
Then again animation (even poor 3d animation) doesn't always decide a series' fate (e.i. Kemono Friends).
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Original vs Documentary. Tearing him apart twice as hard. The Room has twice the meme potential now!