Please tell me you got a captureLol it started raining indoors during a cutscene.
I took a video a bit later, I'll see if I can post it tomorrow.Please tell me you got a capture
I will not tolerate Ghondor slanderMan, I just came to this thread to post this. In Chapter 5 as well, and this section is so bad it's unreal. We're at the part where the story should be picking up momentum, and we have a completely unnecessary multi-hour diversion like this? With an insufferable new character, who gets the full flashback-backstory treatment? I mean, we even had to go off doing side-quests to gather intel just to get to this diversion. It's all such blatant filler.
Monolith, guys - what the fuck are we even DOING right now? Feels like 80% of this game has been side-character exposition and diversions so far. Absolutely sick of it.
Yes, and the Hero doesn't count.quick question about a class I unlocked last night before I look into it more
do I need a Soulhacker in the party while killing unique monsters to gain effects from it?
In XC1, Dunban's Talent Art is Blossom Dance, which has him recite a 4 line poem while he attacks:
Tempest Kick and Gale Slash are also Dunban Arts. The voice lines for all of them are seared into my brain lol
How do you increase Noah's Attacker rank to S? I have max rank in both Ogre and Attacker, but it's still on A.
Unless you're talking about some post-game thing I'm unaware of, ranks are based purely on class; it's not a stat, it's an in-game provided assessment of that class's attributes. Change it to Ogre, Flash Fencer, etc. and it'll be S.How do you increase Noah's Attacker rank to S? I have max rank in both Ogre and Attacker, but it's still on A.
I know the game had a strong start in UK and Japan, but how are US sales looking? I read o Era that they weren't looking too hot?
Media Create Sales: Week 30, 2022 (Jul 25 - Jul 31)
John Harker says Xenoblade 3 is running behind Xenoblade 2 in NA sales. That feels like a far cry from what Benji was saying about sales being very strong. https://www.resetera.com/threads/xenoblade-chronicles-3-ot-%CE%A3-become-one.613179/post-91292157...www.installbaseforum.com
I'm not registered with Install Base as of yet so I cannot read that. John Harker was the user I was thinking of.
I'm sort of in the same boat. I'm early in the game, so I've only unlocked one additional class. I'm guessing it makes more sense and feels less forced as you unlock more classes and therefore have more choice. I'd also wager that the default difficulty is mostly straightforward enough that you don't need to worry about experimenting with classes. Bar a boss enemy that was 2 levels higher than my party, I haven't had difficulty when swapping roles around just yet.So, I have a doubt about the class system.
Does the characters have some intrinsic values that make them better or worse for each class apart from the growing aspect of learning new classes?
Because the game clearly wants to push some of them into an attacking role, others into healers and then the defenders. However, it's not clear if some of them are just better for those roles apart from the mentioned learning process of how fast they can learn those classes or everything is just for the cool cinematics.
What is stranger, is that if there are differences the same game pushes you hard to change classes all the time a character gets to level 10. I mean, I am not that fan of the game pushing me for my attacker to learn a healer class and me needing to change all the party composition just because of that...
With Xenoblade, as usual, there are these systems over systems over more systems and at the end everything makes sense. But at the moment this is utterly confusing to me.
From my understanding, each character does have their own set of base stats, but there's not a significant difference between them. So you might get slightly better use out of say, Noah in an Attacker class compared to Taion, but it's not going to matter much in most cases.So, I have a doubt about the class system.
Does the characters have some intrinsic values that make them better or worse for each class apart from the growing aspect of learning new classes?
Because the game clearly wants to push some of them into an attacking role, others into healers and then the defenders. However, it's not clear if some of them are just better for those roles apart from the mentioned learning process of how fast they can learn those classes or everything is just for the cool cinematics.
What is stranger, is that if there are differences the same game pushes you hard to change classes all the time a character gets to level 10. I mean, I am not that fan of the game pushing me for my attacker to learn a healer class and me needing to change all the party composition just because of that...
With Xenoblade, as usual, there are these systems over systems over more systems and at the end everything makes sense. But at the moment this is utterly confusing to me.
Yes and no. Each new class you receive has a designated "starting character", and that class is usually wildly different than their starting one. For example, early on Lanz gets a Healer class, Eunie an Attacker class, etc. To unlock that class for other characters, you have to use it long enough on the starting character, so you are "forced" to use all sort of class types on all characters.So, I have a doubt about the class system.
Does the characters have some intrinsic values that make them better or worse for each class apart from the growing aspect of learning new classes?
Because the game clearly wants to push some of them into an attacking role, others into healers and then the defenders.
I don't think I've ever used four healers. Two healers has been pretty fine for me on hard mode for just about everything within 5 levels. Most of the classes can be a bit tricky to learn though, and the AI isn't the best at using them well; knowing when to control a healer yourself is a bit of a skill.I kind of hope they buff all the healing classes or something. It's not uncommon for people I've watched to run upwards of 4 healers in parties, sometimes even 5. The throughput just isn't good enough for hard mode unless you overlevel, and healers being the only ones capable of ressing (unless you waste an equipment slot) means you're at huge risk of just losing instantly if one dies if you only run 2. I'm sure this resolves itself in the post-game but at that point I usually lose interest because everything is broken in the post-game in Xenoblade games. Just reducing the cooldowns on some of the "off-healer" classes would help a lot, War Medic feels like the only proper healer in the game.
Could also be another problem with hard mode and not using bonus exp and I should have just dropped it down to normal already instead of being stubborn.
Just to sum up what everyone's telling you in one post: yes, there are differences, but no, you don't really need to worry about them - and each character might not be the best at what it feels like the game is pushing. Taion, for example, is an ideal attacker if you're min-maxing. But I don't recommend looking at every number so closely to the point that you feel a need to keep him as an attacker as much as possible; at the end of the day, the classes themselves provide most of the actual stats.So, I have a doubt about the class system.
Does the characters have some intrinsic values that make them better or worse for each class apart from the growing aspect of learning new classes?
Because the game clearly wants to push some of them into an attacking role, others into healers and then the defenders. However, it's not clear if some of them are just better for those roles apart from the mentioned learning process of how fast they can learn those classes or everything is just for the cool cinematics.
What is stranger, is that if there are differences the same game pushes you hard to change classes all the time a character gets to level 10. I mean, I am not that fan of the game pushing me for my attacker to learn a healer class and me needing to change all the party composition just because of that...
With Xenoblade, as usual, there are these systems over systems over more systems and at the end everything makes sense. But at the moment this is utterly confusing to me.
There appears to be a percentage difference between characters for attack, agility, healing and dexterity.So, I have a doubt about the class system.
Does the characters have some intrinsic values that make them better or worse for each class apart from the growing aspect of learning new classes?
Because the game clearly wants to push some of them into an attacking role, others into healers and then the defenders. However, it's not clear if some of them are just better for those roles apart from the mentioned learning process of how fast they can learn those classes or everything is just for the cool cinematics.
What is stranger, is that if there are differences the same game pushes you hard to change classes all the time a character gets to level 10. I mean, I am not that fan of the game pushing me for my attacker to learn a healer class and me needing to change all the party composition just because of that...
With Xenoblade, as usual, there are these systems over systems over more systems and at the end everything makes sense. But at the moment this is utterly confusing to me.
the post in question: Chris:I'm not registered with Install Base as of yet so I cannot read that. John Harker was the user I was thinking of.
Ignoring nobody has a clue for the exact digital sales of Xenoblade 3 or any Switch game based on some "average" if Harker really said Triangle Strategy was outperforming Octopath Traveler based on NPD early data again there's nothing to see here except asking for another potential backfire.
He was also trying to apply a universal very low digital ratio for Switch games at its early years based on Ubisoft titles digital performance and he turned out wrong there too.
me too 43h and went to do some quests, haven't started the main story of chapter 3. I have a feeling this is gonna take me a while, and that is awesomeI'm like, 40 hours in. And still at chapter 3 trying to explore everything. Definitely overpowered enough that I dont even want to use bonus exp.
Was originally planning to write this down when I finished but I may as well as get it down now:
Can't say I liked how D was handled. They were definitely trying to make him into Metal Face 2.0, but neglected to account for the differences in how this game is written versus XC1.
Metal Face got a lot of focus in the first half, then got soundly defeated after getting the Monado II to make way for bigger and better villains. D shows up three times spread throughout, and by the time he actually dies he's old news; you've already taken down plenty of Moebius at this point. He doesn't have the focused presence to make him noteworthy.
The other factor is that Metal Face and Xord serve as the "Faces" of the Mechon, and compared to the Faceless units that have been pouring in, their scenery chewing stands out a lot. D is only one of multiple Moebius, so he just doesn't have the room to stand out, no matter how many French phrases he uses. And, of course, Metal Face did his schtick first, so even if they pulled D off properly, he was never going to reach the same heights.
I also don't get why they introduced him Interlinked with J instead saving that for Chapter 4 or Chapter 6. It doesn't serve much of a purpose besides muddying the escalation of enemy strength. I guess they wanted to save the reveal of J's standard Moebius form until Chapter 6? Who knows.