
Part 15: Even Towards Death, Valiantly || SSLP Test Poster mirror.
Live your life without any regrets.
Wish granted.Commander Keene wrote: ↑Mon Nov 02, 2020 11:34 amIt's great and really sells the Imperial Dragons as forces of nature and beings from not here rather than just "the next boss". This one inverted a tower and created a mess of floating debris orbiting a singularity just by deciding to live here. Looking forward to seeing if they keep up the trend or just kind of drop it like a hot potato in the future.
119 has very good use cases, yet its worse then you're saying, it only revives targets that were dead AT THE TIME OF PREPARATION, not at the time of resolution, still an amazing skill to keep in your pocket because sometimes its just what you need(and look, T/D/H does not have a revival option other then items anyway so may as well have it)Gespenst wrote: ↑Mon Apr 12, 2021 2:46 pmHackers are such a weird class. they're stupidly powerful, but they need all of that power. when every turn is precious the risk of wasting a turn failing a hack can be extremely dangerous, their buffs are extremely strong, but they need to be. using a hacker means that a third of your party isn't able to deal damage most of the time. hacking is immensely strong, but it comes at a significant cost; it's unreliable and unless you spend more actions setting up react, you only get one action out of it.
they're also pretty action starved, between their buffs, hacking, and status inflictions they simply don't have the actions to keep up with the classes promise.
I'm also going to make a special note of 119 for a well hidden trap; it's a gamble when you can't afford to be gambling, sure it's a revive that makes sure that the target wont get knocked back down, but you only have two bodies to take hits and if the caster dies then it's nothing. and if someone died in this fight, it's dangerous enough that 119 could easily be an express ticket to the retry screen.
the potential to revive two targets exists, but unless the target is asleep then your gambling on an opponent that's killed two people (probably in one turn) not simply putting down the third. I suppose it's less futile then defending?
From a boss fight for a quest of fetching food for a gourmet to a random encounter. What a downgrade.
A very nice change with these from EO and 7th Dragon DS is that weapon effects can proc on ATK-based skills! Granted Richter doesn't have any, but a pretty welcome change from seeing small attack weapons with a bad effect. 7th Dragon DS at least had the courtesy to stick those effects on pure upgrades at least instead of horrible stat sticks.
HP thresholds are like the one thing I know DS's AI checked for (and from what I can tell it's pretty basic in that game. I think 2020 gave upgrades to the AI though.) So that probably makes the AI get all weird since dealing too much damage causes them to swap over to different behavior.I can't really explain this—there must be some condition in the Destroyer Dragon's AI that causes it to use Muscle Eye on Turn 2 if something happens, because it doesn't usually. Maybe it's because I damaged it too much.
Right, so, for those that don't know the Bloom in this game, and the rest of this series, is just purely decoration for scenery. You see some red flowers here and there, but touching them does nothing and aside from plot, the Bloom itself doesn't do anything. (That I'm aware of.) This was a very big change from how the Bloom functioned in the first game.Yo, I've got some people who haven't played 7th Dragon DS or aren't reading Araxxor's LP—you know in that game the Bloom was all damage tiles that you had to manually cut down in order to keep the dragons less powerful? All of it! It's fucked up!