Elven_Star
Nintendo Neophyte
- Pronouns
- He/Him/His
What if they have nerfed dampeners? I like dampenersIs there any reason we shouldn't be updating? I'm at the same spot, but I'd have assumed how far into the game you are would be irrelevant :X
What if they have nerfed dampeners? I like dampenersIs there any reason we shouldn't be updating? I'm at the same spot, but I'd have assumed how far into the game you are would be irrelevant :X
But since I tend to value gameplay a lot more than story and I still enjoy SMT V's scenario and characters, IV's probably an 8 to V's 9.5 for me (though I still haven't even entered the 4th area so maybe that'll change? Kinda doubt it though). Really surprised how much more I'm enjoying the battle system this time around, actually, given how I figured that would be pretty similar between the two games. But I guess V's larger boss health pools, emphasis on switching demons mid-combat, and more distinct demons in general help give it a pretty unique flavor that jives with me more than IV.
The wind "puzzles" were just a frustrating mess. Such things makes sense in Zelda with tight controls and the characters models seems to be a real physical part of the world, but in SMT5 movement feels like floating/stepping on rough hitboxes.I didn't have any trouble getting through that particular area but it was just monotonous and frustrating.
What I realised with that dungeon is that the wind puzzles are setup like a grid-based dungeon crawler, like Etrian Odyssey. It’s all about which tile you are on/in, not exactly where your character is on the tile. Which is disorientating when it looks like the fan can’t hit you, but if you treat it like a grid puzzle where you will get sent x squares in y direction if you step on z tile, it’s easy to decipher. I think that’s why I had zero issue with it, as I’m way more used to grid-based dungeon crawls than action games or even Zelda.The wind "puzzles" were just a frustrating mess. Such things makes sense in Zelda with tight controls and the characters models seems to be a real physical part of the world, but in SMT5 movement feels like floating/stepping on rough hitboxes.
Honestly if I had been forced to spend 5 minutes longer in this dungeon I had quit the game. I don't need to spend my time with some poorly designed Dungeons. If the games designer don't care why should I care? The demons, bosses were no problem, but the wind puzzles in combination with the "controls" are a mess.
Anyway the endboss came and I enjoyed the game again going forward. I spend already some fun hours with SMTV but if another dungeon as poorly designed as this appears I will quit the game.
Yeah it's this exactly. If you just use the map to look for tiles you'll have no issue with it. That's why I was confused that there seemed to be so many problems with this that it required a patch to tone it down, but I can see it I guess. It does go on a bit too long, but I admit I kind of liked it.What I realised with that dungeon is that the wind puzzles are setup like a grid-based dungeon crawler, like Etrian Odyssey. It’s all about which tile you are on/in, not exactly where your character is on the tile. Which is disorientating when it looks like the fan can’t hit you, but if you treat it like a grid puzzle where you will get sent x squares in y direction if you step on z tile, it’s easy to decipher. I think that’s why I had zero issue with it, as I’m way more used to grid-based dungeon crawls than action games or even Zelda.
It’s also why the fans show up as tiles on the map- it’s direct influence from Atlus’s dungeon crawls.Yeah it's this exactly. If you just use the map to look for tiles you'll have no issue with it. That's why I was confused that there seemed to be so many problems with this that it required a patch to tone it down, but I can see it I guess. It does go on a bit too long, but I admit I kind of liked it.
Absolutely! When I saw the icons on the map for things like doors, fans, etc., I immediately got a mini-burst of nostalgiaIt’s also why the fans show up as tiles on the map- it’s direct influence from Atlus’s dungeon crawls.
Is the update available outside of Japan yet? I checked for an update earlier but didn't get anything.
I only saw two in my ~58 hour playthrough. One was about Cerberus and another talking about Greek myth, but there was another with two of the multi-headed snake demons arguing over who had more heads that was just hilariousIt's crazy to me how many random demon conversations there are in this game that very few people will ever see. I just went back to recruit a Yurlunger for a fusion and had Adremmalech in my party, and he jumped in and had a whole conversation with it about how he was recruiting for a fashion show for Satan and loved the rainbow colors of Yurlunger's hide. Like... what? The odds of someone triggering that are SO low!
Don’t be afraid to tailor your team if you don’t want to level grind. If you’ve got any gospels or grimoires you may as well use them to level up quickly, or if you have the items that give stat or skill buffs to demons you might as well use them now on whatever team you go for, but do it after saving so it’s not locked in. Try taking a screengrab of their skill list/immunities after using a spyglass (you can look at their status as well as your units at any point) and using that as a guide to party setup- if you know what they are going to use as their big attacks then having one unit that blocks it at least ensures that their turn will end immediately afterwards and you can heal up. That’s all just general SMT boss stuff though.Ok, so I believe I am at the very end of the game.
I went with the rebuild-the-world ending, managed to beat Abdiel so ever slightly, and then there's Nuwa and I just die. And I am assuming there's another one after this.. feels like I am severly underleveled :S
any tips?
The wind "puzzles" were just a frustrating mess. Such things makes sense in Zelda with tight controls and the characters models seems to be a real physical part of the world, but in SMT5 movement feels like floating/stepping on rough hitboxes.
Honestly if I had been forced to spend 5 minutes longer in this dungeon I had quit the game. I don't need to spend my time with some poorly designed Dungeons. If the games designer don't care why should I care? The demons, bosses were no problem, but the wind puzzles in combination with the "controls" are a mess.
Anyway the endboss came and I enjoyed the game again going forward. I spend already some fun hours with SMTV but if another dungeon as poorly designed as this appears I will quit the game.
Been hearing here and there that dampeners trivialize most boss fights, is that accurate at all?
Been hearing here and there that dampeners trivialize most boss fights, is that accurate at all?
If you can predict what element the bosses special move is, you can negate that turn (that would otherwise largely inflict critical damage on the party) with an item that you can carry 3 of. That won’t save you if you are getting wrecked turn after turn anyway, and if you aren’t, it just means you’ll win faster as you can focus on offence. What they do mean is that, if you know what you are going to be hit with, you can negate the boss attack that would otherwise put you on the back foot up to 3 times. Of course it’s a valuable option, but it doesn’t turn a difficult fight into an easy one, it turns a fight you already had the advantage in into an easier and faster one.Been hearing here and there that dampeners trivialize most boss fights, is that accurate at all?
If you can predict what element the bosses special move is, you can negate that turn (that would otherwise largely inflict critical damage on the party) with an item that you can carry 3 of. That won’t save you if you are getting wrecked turn after turn anyway, and if you aren’t, it just means you’ll win faster as you can focus on offence. What they do mean is that, if you know what you are going to be hit with, you can negate the boss attack that would otherwise put you on the back foot up to 3 times. Of course it’s a valuable option, but it doesn’t turn a difficult fight into an easy one, it turns a fight you already had the advantage in into an easier and faster one.
Been hearing here and there that dampeners trivialize most boss fights, is that accurate at all?
I wouldn't say trivialize, but they're very strong, especially early and midgame. I was cruising through bosses on Hard for quite awhile with the Dampeners.Been hearing here and there that dampeners trivialize most boss fights, is that accurate at all?
Not really. Using a spyglass doesn’t tell you which special move they are going to do, you need to either play out the fight and find through experience, or guess, as they generally have skill lists with multiple elements on them. The spyglass gives you the bosses elemental weaknesses/resistances, and which elements they are strong at, and which skills they have. They largely have multiple elemental proficiencies, they don’t have just a special singular element locked to them. I certainly threw out the wrong dampener several times in my first attempts at bosses, assuming a boss with lightning attacks would use a lightning special, but then getting hit with physical. Bear in mind you also can’t buy all the dampeners. Physical dampeners are rare, and if those are the bosses preferred special move, then you need to have a different plan. I played through on normal and certainly found the early and late game bosses difficult enough, but to each their own.But finding what the boss' element is is just a matter of using a spyglass. Getting a free null three times in a boss fight seems like a lot, the turns the boss will lose should give me plenty of time to set up buffs and get the upper hand, as long as my team is minimally prepared. I was planning on playing on normal, but I think i'm gonna go for hard now.
Yes, any kind of affinity defense won't work with pierce effect.Does pierce gets through "resist"?
If there's a chance you think it'll be too easy then there's no harm in starting on hard.But finding what the boss' element is is just a matter of using a spyglass. Getting a free null three times in a boss fight seems like a lot, the turns the boss will lose should give me plenty of time to set up buffs and get the upper hand, as long as my team is minimally prepared. I was planning on playing on normal, but I think i'm gonna go for hard now.
If there's a chance you think it'll be too easy then there's no harm in starting on hard.
That being said, 3 null turns in SMT V matters less than in previous titles given how large boss health bars are, and because buffs are both turn limited and it takes a while to get the multi-party buffs. Plus, it's hard to get the null unless you use it on a turn where the boss is attempting a Magatsuhi, since bosses will typically have access to a couple different elements, and Phys Dampeners can't be bought and are fairly rare (you do eventually get access to it as a Demon skill but I think the first time you get access to a demon with it is around lvl 50, though you can get it at 40-ish with the DLC). Don't get me wrong, dampeners are really useful but I think even normal difficulty is fairly balanced with them in mind.
Been hearing here and there that dampeners trivialize most boss fights, is that accurate at all?
Only part of the game that actually sucked, imoCurrently in the demon lord palace and I hate this place. It's ugly and all samey, can't find your way in this maze. That's something from the old smt games I will never like...
Been hearing here and there that dampeners trivialize most boss fights, is that accurate at all?
There’s the drain skill and gems, also the miracle abilities to regenerate MP when blocking or the special move meter is full. All of those are relatively minor though. Might be easier to fuse multiple demons with the spells you need and bring in reserves when they run out of MP?Finally clocked a few hours into the game again and reached Cumhail and he's difficult, but not impossible if I could easily refill my MP. Any way to do so other than the Chakra Drops which are insanely rare (unless I've missed something). The dude is kicking my rear because I don't have enough...