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Topic | Xenoblade Chronicles 3 comes out next week...are you getting it? |
adjl 07/23/22 2:34:55 PM #20: | streamofthesky posted... XC2 combat in a nutshell: That's generally a horribly inefficient way to approach combat, as much as that's how the game suggests it should be played (the tutorials are awful, you'll pretty much need to use outside resources to understand it because of how vague the in-game stuff is and the fact that you can't reread it once you have some experience to help contextualize it). It's enough to get through the main game and even some of the superbosses on normal, but that's because the main game on normal is pretty braindead easy. Get into Bringer of Chaos difficulty or some of the harder challenge battles, and you will get your ass handed to you if you take that approach (and not just because of the Elemental Awakening mechanic that buffs enemies considerably if they have any number of orbs on them). Instead, there are basically three different approaches you can take:
streamofthesky posted... Characters and blades/weapon types don't matter, just colors. Everyone effectively plays the same. This just isn't true. Characters and weapon types dictate the arts you have available, which single-handedly defines how effective pretty much any approach is going to be. Damage ratios, recharge rates, animation speeds, secondary effects... Even if you are exclusively taking the generally-inadvisable approach of "get 8 orbs and use a chain attack," faster animations with faster recharges (or better yet, innate recharge abilities, like Axes on Zeke or Rex) will help you build specials faster so you can get those orbs sooner. And then there are all the various abilities blades have, which are variable enough to completely define their optimal playstyles, in many cases. Element really only matters if you're trying to match a weakness (and in that case, running Adenine and/or Of course, as I said, none of this matters for the main game. I only know any of this because I've put some effort into min/maxing endgame play, since that's the sort of thing I like doing. Even then, though, stacking orbs is generally a waste of time compared to just setting Mythra up for level 3 special spam and popping 1-orb chain attacks whenever she lands three of them. Exploiting the overkill bonus is often a good idea to help speed up levelling, but you can get a decent bonus just by popping a 0-orb chain attack right before the enemy dies, which is much, much more time-efficient (not to mention less tedious) than trying to load them up with a full burst to hit the full 1000% overkill. Entity13 posted... When I could finally pick up weapons that hit mechanical entities just fine, but were weaker than one or two rounds of weapons I'd already been using by that point, The anti-mechon weapons are a bit of a bummer in that they throw a wrench into the "bigger numbers=more happy" philosophy that drives progress in RPG's, but they become available at a point when almost all of the enemies you'll be fighting are Mechon (as opposed to <5% of them, aside from the Ether Mine), so they're kind of a necessity if you want any sort of flexibility in the combat for the next 30-odd hours. You still have the option of relying on Enchant, if you'd rather use the strongest available weapons instead, but that locks you into using player-controlled Shulk continuously, which you may not want (especially where Melia really starts to come into her own around that point and switching to her is a nice way to shake things up). I do get that having to downgrade your weapons is a buzzkill, but it's well worth pushing past that because the most interesting parts of the story happen after Sword Valley (plus you pretty quickly get anti-mechon upgrades that are on par with or better than the stuff you replaced with those vendor ones, so it's not like progression stops). --- This is my signature. It exists to keep people from skipping the last line of my posts. ... Copied to Clipboard! |
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