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But that’s the thing: In a game where Emblems are the main feature, and learning skills would (you assume?) be a big part of the reason to move emblems around and experiment and try things out, the ludicrously high skill costs are a big turnoff. In my case, I saw how expensive all the really high-level skills are and went “okay, well then I better just save up for those and get them later!” … and then you can go literally the entire game without earning enough skill points to buy them. And that’s just one skill! As a result I basically never bought any skills because I was constantly saving up for skills that I assumed I’d be able to get later and never actually could afford. It’s just a bad system that really needed rebalancing.I get what you mean here, as the system is super skewed, but I don't see this as an inherent problem. It does discourage building a varied pool of units, but like in the games without grinding, this is a feature, not a bug. Engage is built to not be a grinding game for the most, the skirmishes that are there are only there to help increase your levels on lower difficulties. It does help (at least in my book), that the later units come preloaded with ridiculous amounts of SP allowing you to commit skills to them, which is nice since a good chunk of the later units are definitely worth investing into. That's what I mean by everyone having a niche, since you use the early units in the early game, fill out needs with the middle units, and phase out early units for later ones in the endgame. I can see why this isn't a good thing for everyone, but the game definitely still allows you to play favorites, especially with the free DLC they put out after release almost breaking the game in half.
This is not true? Even on Maddening, your units can't die in the Arena at all.
I definitely agree here for the most part, but this was half the point of Three Houses. It's just a smaller feature in Engage.