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Etrian Odyssey IV:Finally out in Europe. EO I Remake demo, 9/16 on US eshop

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Posts

  • UncleSporkyUncleSporky Registered User regular
    Wyvern wrote: »
    One thing I dislike is how derivative the classes feel after EO3. Princess and Monk as healers were interesting. Now we're back to Medic, and the Landsknecht is back, and the Runemaster and Fortress are pretty similar to their previous counterparts. Nightseeker is a merger of Hexer and Dark Hunter. etc.

    But I guess you can't stray too far from the standard roles and they have remixed things a bit.
    What was interesting about the Monk? I'm pretty sure it had the exact same heals as everyone else.

    Princes were neat, but I don't see a Dancer and Mystic duo as being much worse. If anything I feel a bit less pressured to rely on a secondary Medic for support in the long run than I did in EO3.

    Monks had a nice set of fist skills and a couple of skills based on bonuses-on-death, though they weren't necessarily popular. Just had a little different flavor to it.

    From a brief look, it appears that the Medic is the only class with revive, so I think I'll want it at least as a secondary. Probably a Dancer/Medic and a Mystic/something else. Mystics really cover you on a variety of fronts.

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  • PLAPLA The process.Registered User regular
    edited February 2013
    Saving whales is best part of EO3.

    Edit: Look at the Mystic's Poison Field. Wiping the floor with the first three strata is plausible.

    PLA on
  • UncleSporkyUncleSporky Registered User regular
    edited February 2013
    I'm excited about spending less skill points.

    EO3 had 18 class skills (along with a row of generics) and EO4 has 20. EO3 looks like it averaged 150-170 points available within a given class, a lot of 10 point skills with a few 5 pointers. Despite having two more skills for each class, EO4 averages 130-150 points available, a good mix of 4/6/8/10 pointers. And you don't have the generic TP Up/HP Up to consider, and your class skill only costs 3 points instead of 10, and your secondary class only has half the points available to you.

    We're going from having 111 points to spend among 360-400 potential points, to 200-230 potential points.

    (Didn't include the bench XP skill or Chop/Take/Gather etc. in the equation, those weren't really taken seriously for a battle team.)

    UncleSporky on
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  • Wooden SpoonWooden Spoon Great for SaucesRegistered User regular
    I keep thinking to myself that this demo is such a great value. And then I remember that it didn't cost anything, and I feel silly for thinking that. I wish more demos were this meaty. It's been more than enough to promote this to a day 1 purchase for me.

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  • JarsJars Registered User regular
    the demo is pretty small really. it's one floor of a 25 floor labyrinth

  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    This is one of the most extensive demos I've played since the shareware era "ended". The episodic point and click adventure games still sometimes run this model and a decent amount of iOS/android games do too, but none I can think of are quite as meaty as this demo, which I've clocked around 9 hours into.

    Very well done.

    This is pages old, but check out the demos for these games: http://www.spidweb.com/ Their demos are bigger than a lot of games I've played.

    JtgVX0H.png
  • UncleSporkyUncleSporky Registered User regular
    Jars wrote: »
    the demo is pretty small really. it's one floor of a 25 floor labyrinth

    30, right? And isn't it spread out in groups of 5 instead of straight down?

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  • JarsJars Registered User regular
    25 is the usual number unless stratas are 5 levels deep now. and they should be spread out because you have to discover them with the airship

  • UncleSporkyUncleSporky Registered User regular
    Oh yeah, I forgot they were 4 deep instead of 5.

    I think it's significant that they're separated because they weren't in EO3 despite the map.

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  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    So in EO4 it's not a dungeon you're constantly going down deep into, it's just dungeons you access via world map via hot-air balloon?

    That kinda takes away some of the oomph of this whole thing.

  • JarsJars Registered User regular
    the idea is that you are trying to get to yggdrassil and I'm guessing the last strata is climbing it. for the first one you fly around the area called windy plains and when you find the entrance to the next area it's blocked by wind and the first strata is right in front of it with a marker that must be related to unlocking it.

  • Xenogears of BoreXenogears of Bore Registered User regular
    One cool thing you can do in the demo with L and P and R is to get the Runemaster's electric buff party resist/debuff monster resist and use volt chase and the electric mace skill to own faces.

    3DS CODE: 3093-7068-3576
  • blaze_zeroblaze_zero Registered User regular
    In general, is it best to focus on just one element with my Rune Master?

    Also, which element tends to be the most useful? Like, are there usually a bunch of enemies immune to fire?

  • PolaritiePolaritie Sleepy Registered User regular
    edited February 2013
    PLA wrote: »
    This time, the Swordsman, or I guess Landsknecht, is very teamworky.

    I'm considering a Landsknecht built for Link Boost (tons of post-Link hits), and a Sword Dance dancer to proc them.

    Or a Nightseeker subbed Dancer for dual wielding massive damage attacks against status-inflicted stuff... and a Nightseeker/Mystic to keep things forever-statused.

    Polaritie on
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  • blaze_zeroblaze_zero Registered User regular
    I really want the Mystic class, or whatever it's being translated as. Although, you can probably only have one zone activated at a time?

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    One thing I dislike is how derivative the classes feel after EO3. Princess and Monk as healers were interesting. Now we're back to Medic, and the Landsknecht is back, and the Runemaster and Fortress are pretty similar to their previous counterparts. Nightseeker is a merger of Hexer and Dark Hunter. etc.

    But I guess you can't stray too far from the standard roles and they have remixed things a bit.

    I haven't played EO4 yet but here's the breakdown of class design in EO3 vs. the rest of the series.

    EO1, 2, and 4 are built on giving classes roles and specific jobs to do. It's boring in a sense, but it allows for people to more easily choose their style of play. I have never liked Hexers in this series, because status ailments aren't my particular cup o' tea (though I should try it). So to avoid status ailments I had to avoid using a character, and maybe some abilities here and there on others. I'm more of a 'binds' type of player. Hence Dark Hunter love (though, maybe that's a result of loving the class theme)

    In EO3 though, the class roles are a little muddy. In fact for the most part I don't feel like there are roles. The draw of each class goes from the role to the class-specific ability that you can't get from sub-classing. In a very general sense, and I know there are exceptions, that dictates everything about your party makeup. It's not perfect but I feel like that was the intent. The result is that if I want to avoid status ailments, there's no one character I avoid - I have to avoid particular skills. And my desire to be bind-based? Now it's a mess of figuring out what character classes do which binds, but worse yet (and this is the huge drawback of EO3's design), I have to invest my skill points in very, very precise manners, often to my disadvantage. And it must be hell for the developers, because now they're not just balancing skills themselves, they're balancing the time and investment on the player's part needed to get skills, to have focused strengths of parties.

    What I like about EO3's class designs is the lack of roles, for sure. I mean, the Monk and Hoplite were very much role-driven because "heal" and "defend the group" will never go away in turn-based games. I liked the goal of making parties more widely diverse, that your party members synergize together quite effectively. And hey, I adore the aesthetics of the classes. Doing away with traditional names of classes and designs in favor of things that are just different is great. That last one though doesn't have to go hand in hand with the mechanics and systems. The big thing that got in the way in EO3 was the skill tree design. To date it's the best game in the series (like I said, no EO4 demo for me :( ) but it has the most atrocious skill tree.

    Now, the Monk was a Medic with a modernized / streamlined healing set, which made room for the Fist skills. Cure 1, 2, and 3 went away. There was just "Healing." It grew on a scaling rate. There's a Full Heal that operates exactly as Cure 3 did, but gets to the point with the name. There's Line Heal and Party Heal, each their own skills also scaling as the Healing skill, no more of this Salve 1, 2, and 3 shit. Hopefully all those changes carried over into EO4 for the medic. I really hope so. If so, you lost nothing for the healing class mechanically (and specifically regarding healing) in going from 3 to 4. If you mean aesthetic - okay, fair enough.

    The big picture you need to get Sporky is that EO4 seems like a tepid 'remake' or 'reimagining' of the first game. They've learned to compact things (as demonstrated with my healing paragraph above), they've probably learned the value of focused classes vs. the mess that was "everyone does something pertaining to this style of play." In reality it's easier to balance and design for.

  • PolaritiePolaritie Sleepy Registered User regular
    Henroid wrote: »
    One thing I dislike is how derivative the classes feel after EO3. Princess and Monk as healers were interesting. Now we're back to Medic, and the Landsknecht is back, and the Runemaster and Fortress are pretty similar to their previous counterparts. Nightseeker is a merger of Hexer and Dark Hunter. etc.

    But I guess you can't stray too far from the standard roles and they have remixed things a bit.

    I haven't played EO4 yet but here's the breakdown of class design in EO3 vs. the rest of the series.

    EO1, 2, and 4 are built on giving classes roles and specific jobs to do. It's boring in a sense, but it allows for people to more easily choose their style of play. I have never liked Hexers in this series, because status ailments aren't my particular cup o' tea (though I should try it). So to avoid status ailments I had to avoid using a character, and maybe some abilities here and there on others. I'm more of a 'binds' type of player. Hence Dark Hunter love (though, maybe that's a result of loving the class theme)

    In EO3 though, the class roles are a little muddy. In fact for the most part I don't feel like there are roles. The draw of each class goes from the role to the class-specific ability that you can't get from sub-classing. In a very general sense, and I know there are exceptions, that dictates everything about your party makeup. It's not perfect but I feel like that was the intent. The result is that if I want to avoid status ailments, there's no one character I avoid - I have to avoid particular skills. And my desire to be bind-based? Now it's a mess of figuring out what character classes do which binds, but worse yet (and this is the huge drawback of EO3's design), I have to invest my skill points in very, very precise manners, often to my disadvantage. And it must be hell for the developers, because now they're not just balancing skills themselves, they're balancing the time and investment on the player's part needed to get skills, to have focused strengths of parties.

    What I like about EO3's class designs is the lack of roles, for sure. I mean, the Monk and Hoplite were very much role-driven because "heal" and "defend the group" will never go away in turn-based games. I liked the goal of making parties more widely diverse, that your party members synergize together quite effectively. And hey, I adore the aesthetics of the classes. Doing away with traditional names of classes and designs in favor of things that are just different is great. That last one though doesn't have to go hand in hand with the mechanics and systems. The big thing that got in the way in EO3 was the skill tree design. To date it's the best game in the series (like I said, no EO4 demo for me :( ) but it has the most atrocious skill tree.

    Now, the Monk was a Medic with a modernized / streamlined healing set, which made room for the Fist skills. Cure 1, 2, and 3 went away. There was just "Healing." It grew on a scaling rate. There's a Full Heal that operates exactly as Cure 3 did, but gets to the point with the name. There's Line Heal and Party Heal, each their own skills also scaling as the Healing skill, no more of this Salve 1, 2, and 3 shit. Hopefully all those changes carried over into EO4 for the medic. I really hope so. If so, you lost nothing for the healing class mechanically (and specifically regarding healing) in going from 3 to 4. If you mean aesthetic - okay, fair enough.

    The big picture you need to get Sporky is that EO4 seems like a tepid 'remake' or 'reimagining' of the first game. They've learned to compact things (as demonstrated with my healing paragraph above), they've probably learned the value of focused classes vs. the mess that was "everyone does something pertaining to this style of play." In reality it's easier to balance and design for.

    Yep - medic skills are compacted to just Heal, Line Heal, Party Heal, etc. with some new stuff (a passive to autoheal people, a skill that makes the next heal go wider, etc.)

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  • JarsJars Registered User regular
    I don't know if I agree with that. ninjas and beastmasters were both very centered on debuffs, zodiacs were the mages, arbalists ranged damage, gladiators melee fighters. I mean you could make a ninja a melee fighter but they sucked at pretty much everything except being a secondary class to a more useful one so. it's more than they had a few classes that you can't really classify. what are royals? healers? tanks? buffers? all three?

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    Jars wrote: »
    I don't know if I agree with that. ninjas and beastmasters were both very centered on debuffs, zodiacs were the mages, arbalists ranged damage, gladiators melee fighters. I mean you could make a ninja a melee fighter but they sucked at pretty much everything except being a secondary class to a more useful one so. it's more than they had a few classes that you can't really classify. what are royals? healers? tanks? buffers? all three?

    Zodiacs were more suited to elemental damage, but they certainly did not hold a monopoly on it. Arbalists being "ranged" damage means they can attack from the back row, which functionally they did not have a monopoly on either (this is more true than the Zodiac example).

    I don't remember Ninjas being based on debuffs at all, not anymore than other classes in the game. They had like a leg bind, a poison, and a stone application ability. That's it. The Gladiator alone was able to bind arms, and stun, and confuse, across different abilities. They're on equal footing.

    Beastmasters I can concede to though. They are, however, an outlier as far as I'm concerned. I stand by my view of EO3's design vs. the other games in the series (which includes a cursory glance of EO4, but I'm confident it holds).

  • PolaritiePolaritie Sleepy Registered User regular
    Henroid wrote: »
    Jars wrote: »
    I don't know if I agree with that. ninjas and beastmasters were both very centered on debuffs, zodiacs were the mages, arbalists ranged damage, gladiators melee fighters. I mean you could make a ninja a melee fighter but they sucked at pretty much everything except being a secondary class to a more useful one so. it's more than they had a few classes that you can't really classify. what are royals? healers? tanks? buffers? all three?

    Zodiacs were more suited to elemental damage, but they certainly did not hold a monopoly on it. Arbalists being "ranged" damage means they can attack from the back row, which functionally they did not have a monopoly on either (this is more true than the Zodiac example).

    I don't remember Ninjas being based on debuffs at all, not anymore than other classes in the game. They had like a leg bind, a poison, and a stone application ability. That's it. The Gladiator alone was able to bind arms, and stun, and confuse, across different abilities. They're on equal footing.

    Beastmasters I can concede to though. They are, however, an outlier as far as I'm concerned. I stand by my view of EO3's design vs. the other games in the series (which includes a cursory glance of EO4, but I'm confident it holds).

    Hmm... Nightseekers are both damage dealers (dual wielding, massive damage against statused foes) and status (Every status, but no binds... and the ability to status everything at once).

    Dancers are... everything but tanking. The waltz line offers healing, the tango line offers buffing, and the samba line gives chases for damage (Also, the dance line leads to potentially ridiculous autoattacks).

    Fortresses and Medics are basically 100% tanking and healing, no argument there.

    Runemasters are both TEC-based damage (elemental, mainly), and support (elemental buffing/debuffing)...

    Overall, I'd say classes range from heavily focused on one thing (Medic) to being universalists (Dancer).

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  • blaze_zeroblaze_zero Registered User regular
    I think my whole party make-up will change when the last 3 classes are available in the actual game.

    The later dancer skills also sound really awesome, although they seem to not be that great in the early game.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Jars wrote: »
    I don't know if I agree with that. ninjas and beastmasters were both very centered on debuffs, zodiacs were the mages, arbalists ranged damage, gladiators melee fighters. I mean you could make a ninja a melee fighter but they sucked at pretty much everything except being a secondary class to a more useful one so. it's more than they had a few classes that you can't really classify. what are royals? healers? tanks? buffers? all three?

    Still playing 3 on my end, though it's just endgame boss grinding on the train. Wildling (Beastmaster) is just awful, but yeah, it, Ninja, and theoretically Farmer were your replacement for the one-stop shopping of Hexer in 2. Pretty much all the cloth-wearing classes in EO3 were a bad choice for primaries, because they had the messiest skill trees. Wildling and to a lesser extent Zodiac had way, way too weighty prerequisites to get off the ground as members of your starting party; they really come into their own later on with the out-of-combat XP carrying them until you reach the subclass section. Ninja was a little better put together, but as Jars says, not that effective on its own except as a TP-generation engine with the shadow clones and Monk's TP-on-death passive.

    Monk and Arbalist are the best-put-together classes in 3, with Gladiator and Prince being a little messy but largely functional. Prince had way too many moving parts, ultimately, but the buffs were good and the stats were powerful enough to let them off-class as, like, Arbalist or Buccaneer and have some other options. Meanwhile, Monk's prerequisites were mostly things that you'd want anyway, and you weren't going 15 points deep into three different skills to unlock Fire Prophecy, for example.

    The real tragedy of in 3, imo, was Hoplite, which is a super-effective class that is utterly useless at anything but standing there spamming one of four guard-something skills. Buccaneer has a similar problem, where it's a pretty darn good class with a super-streamlined but long path to doing any real damage. That it comes without the ridiculous hitting power of Front Mortar or the sheer nastiness of Five-Ring Sword / Blade Rave / Nine Smashes is unfortunate; you end up being better off just making some combination Gladiator / Shogun / Arbalist.

    3's biggest not-weird-skill tree problem is action economy, though. You're probably dedicating one or two characters, by endgame, to full-time spamming of support skills. Within-genre this is pretty normal but it's frustrating to feel like the guys doing the attacking are the only ones you have much say in building.

  • JarsJars Registered User regular
    counter samba and auto taunt is pretty much auto pilot for random encounters

  • JarsJars Registered User regular
    ninjas had:
    leg bind
    petrification
    sleep
    poison
    instant KO proc
    status spreading ability

    the majority of their skills are status oriented. they only had two damage attacks

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    Auralynx wrote: »
    Jars wrote: »
    I don't know if I agree with that. ninjas and beastmasters were both very centered on debuffs, zodiacs were the mages, arbalists ranged damage, gladiators melee fighters. I mean you could make a ninja a melee fighter but they sucked at pretty much everything except being a secondary class to a more useful one so. it's more than they had a few classes that you can't really classify. what are royals? healers? tanks? buffers? all three?

    Still playing 3 on my end, though it's just endgame boss grinding on the train. Wildling (Beastmaster) is just awful, but yeah, it, Ninja, and theoretically Farmer were your replacement for the one-stop shopping of Hexer in 2. Pretty much all the cloth-wearing classes in EO3 were a bad choice for primaries, because they had the messiest skill trees. Wildling and to a lesser extent Zodiac had way, way too weighty prerequisites to get off the ground as members of your starting party; they really come into their own later on with the out-of-combat XP carrying them until you reach the subclass section. Ninja was a little better put together, but as Jars says, not that effective on its own except as a TP-generation engine with the shadow clones and Monk's TP-on-death passive.

    Monk and Arbalist are the best-put-together classes in 3, with Gladiator and Prince being a little messy but largely functional. Prince had way too many moving parts, ultimately, but the buffs were good and the stats were powerful enough to let them off-class as, like, Arbalist or Buccaneer and have some other options. Meanwhile, Monk's prerequisites were mostly things that you'd want anyway, and you weren't going 15 points deep into three different skills to unlock Fire Prophecy, for example.

    The real tragedy of in 3, imo, was Hoplite, which is a super-effective class that is utterly useless at anything but standing there spamming one of four guard-something skills. Buccaneer has a similar problem, where it's a pretty darn good class with a super-streamlined but long path to doing any real damage. That it comes without the ridiculous hitting power of Front Mortar or the sheer nastiness of Five-Ring Sword / Blade Rave / Nine Smashes is unfortunate; you end up being better off just making some combination Gladiator / Shogun / Arbalist.

    3's biggest not-weird-skill tree problem is action economy, though. You're probably dedicating one or two characters, by endgame, to full-time spamming of support skills. Within-genre this is pretty normal but it's frustrating to feel like the guys doing the attacking are the only ones you have much say in building.

    That's a bit of my issue with part 3 vs. the rest of the series. There's a lot more investment in part 3 to get to the things you want, and you're investing in things you're not interested in. At least with the Dark Hunter when I was investing in things I was serving a strategy and utilizing everything along the way.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Henroid wrote: »
    Auralynx wrote: »
    Jars wrote: »
    I don't know if I agree with that. ninjas and beastmasters were both very centered on debuffs, zodiacs were the mages, arbalists ranged damage, gladiators melee fighters. I mean you could make a ninja a melee fighter but they sucked at pretty much everything except being a secondary class to a more useful one so. it's more than they had a few classes that you can't really classify. what are royals? healers? tanks? buffers? all three?

    Still playing 3 on my end, though it's just endgame boss grinding on the train. Wildling (Beastmaster) is just awful, but yeah, it, Ninja, and theoretically Farmer were your replacement for the one-stop shopping of Hexer in 2. Pretty much all the cloth-wearing classes in EO3 were a bad choice for primaries, because they had the messiest skill trees. Wildling and to a lesser extent Zodiac had way, way too weighty prerequisites to get off the ground as members of your starting party; they really come into their own later on with the out-of-combat XP carrying them until you reach the subclass section. Ninja was a little better put together, but as Jars says, not that effective on its own except as a TP-generation engine with the shadow clones and Monk's TP-on-death passive.

    Monk and Arbalist are the best-put-together classes in 3, with Gladiator and Prince being a little messy but largely functional. Prince had way too many moving parts, ultimately, but the buffs were good and the stats were powerful enough to let them off-class as, like, Arbalist or Buccaneer and have some other options. Meanwhile, Monk's prerequisites were mostly things that you'd want anyway, and you weren't going 15 points deep into three different skills to unlock Fire Prophecy, for example.

    The real tragedy of in 3, imo, was Hoplite, which is a super-effective class that is utterly useless at anything but standing there spamming one of four guard-something skills. Buccaneer has a similar problem, where it's a pretty darn good class with a super-streamlined but long path to doing any real damage. That it comes without the ridiculous hitting power of Front Mortar or the sheer nastiness of Five-Ring Sword / Blade Rave / Nine Smashes is unfortunate; you end up being better off just making some combination Gladiator / Shogun / Arbalist.

    3's biggest not-weird-skill tree problem is action economy, though. You're probably dedicating one or two characters, by endgame, to full-time spamming of support skills. Within-genre this is pretty normal but it's frustrating to feel like the guys doing the attacking are the only ones you have much say in building.

    That's a bit of my issue with part 3 vs. the rest of the series. There's a lot more investment in part 3 to get to the things you want, and you're investing in things you're not interested in. At least with the Dark Hunter when I was investing in things I was serving a strategy and utilizing everything along the way.

    Yeah. I only lately got a crack at 2 and I was like "Wow, this is much more straightforward than dumping 16 points into hitting harder so I can unlock an attack that runs me out of TP in two turns."

  • ReynoldsReynolds Gone Fishin'Registered User regular
    No demo, Henroid? Why, no 3DS, or no eShop access?

    uyvfOQy.png
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    No 3DS. I have the game pre-ordered via Amazon anyway, and it'll arrive like the first week of March. So I get to read the manual and look at the box art while you guys play.

  • PrjctD_CaptainPrjctD_Captain iFizzRegistered User regular
    edited February 2013
    Looking at the skill trees some more, I suspspect that Seeker sub Dancer will be an awesome combo
    So one possible team is FN/SRM. I'm not sure if the two in front will have survivability issues but I like that it covers everything you can do, everyone has a role. It comes down to how the classes' offense and defense balance out in the real game, outside of their skills.

    That's funny to me because that's the party I settled on after some experimentation. It does have some survivability problems, but between Fortress's Taunt/Ally Gaurd and Seeker's divert attention skill who's name escapes me, its pretty easy to make sure that the Seeker just never gets hit ever.

    PrjctD_Captain on
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  • JarsJars Registered User regular
    and bonus stuff! gotta have that art book

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    Just a couple weeks you guys.

    http://www.youtube.com/watch?v=KXYrsJRrlf4

  • ReynoldsReynolds Gone Fishin'Registered User regular
    I don't think I ever actually got far enough in EO3 to pick a second class. Can you equip everything the second class can, too?

    uyvfOQy.png
  • PLAPLA The process.Registered User regular
    edited February 2013
    On Henroid's topic, my first major source of elemental AoE in EO3 is an Arbalist.
    My Ninja Steve does a bit of everything.

    But EO4 seems similar to me. The Swordy has one of the Defender/Whatever attack-negating passives. The Runy has the other one.
    The Bushi has some binding, paralysing, debuffing (Dekaja), quick attack, and elemental attacks mixed with some endurance and lots of offense. Generating TP with normal attacks mixes well with many subclasses.
    blaze_zero wrote: »
    In general, is it best to focus on just one element with my Rune Master?

    Also, which element tends to be the most useful? Like, are there usually a bunch of enemies immune to fire?

    Each element is mandatory for some enemy-drops. I prefer versatility, though that can be covered with elemental weapons if you prefer.

    Looking at the available skills, I'd first try to make my go-to damage-spells the single-target ones. The stronger "random hits" one for ice, since those tend to work out fine on single targets, too. You need some points in AoEs to reach them, so you've still got some ability to clean up trash.
    Those debuffs that work for the whole party seem really excellent, btw.

    PLA on
  • UncleSporkyUncleSporky Registered User regular
    Henroid wrote: »
    I haven't played EO4 yet but here's the breakdown of class design in EO3 vs. the rest of the series.

    [a couple of words]

    The big picture you need to get Sporky is that EO4 seems like a tepid 'remake' or 'reimagining' of the first game. They've learned to compact things (as demonstrated with my healing paragraph above), they've probably learned the value of focused classes vs. the mess that was "everyone does something pertaining to this style of play." In reality it's easier to balance and design for.

    Oh yeah, that's kind of what I was getting at, it does feel like a remake, but not really to any huge detriment or anything. It's just that in EO3 I was like whooaaa this is nuts and despite some problems with their class design model it felt really cool.
    Henroid wrote: »
    That's a bit of my issue with part 3 vs. the rest of the series. There's a lot more investment in part 3 to get to the things you want, and you're investing in things you're not interested in. At least with the Dark Hunter when I was investing in things I was serving a strategy and utilizing everything along the way.

    Definitely. The Buccaneer was insane. He had some great stuff as a secondary class but you had to spend 26 points to max out Swashbuckling. 26! 30 if you wanted Pincushion!

    EO3 prereqs are 3s, 5s, 7s, and some 8s and 10s. EO4 is all 1, 2 or 3, and honestly all skills look useful. No more investing in weapon mastery you will never use, and less of heavily investing in a lesser version of something you REALLY want.

    When do you think you can get a 3DS?
    Looking at the skill trees some more, I suspspect that Seeker sub Dancer will be an awesome combo

    I agree, I especially like the idea of a dancer in each row.

    Switch Friend Code: SW - 5443 - 2358 - 9118 || 3DS Friend Code: 0989 - 1731 - 9504 || NNID: unclesporky
  • PLAPLA The process.Registered User regular
    The silliest shenanigans I've heard about EO4's class-mixing is Imperial Shadow Skills.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    Henroid wrote: »
    No 3DS. I have the game pre-ordered via Amazon anyway, and it'll arrive like the first week of March. So I get to read the manual and look at the box art while you guys play.

    You and me both. At least I have 2 to play through and 4 more EO3 bosses. Beat the red dragon last night. That felt good.

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    Definitely. The Buccaneer was insane. He had some great stuff as a secondary class but you had to spend 26 points to max out Swashbuckling. 26! 30 if you wanted Pincushion!

    That's a perfect example by the way. Speaking of EO3 I decided to start my file over, trying a different approach to play. The team is a Princess, Buccaneer, Ninja, Farmer, and Hoplite.
    When do you think you can get a 3DS?

    When I get a job and get paid.

  • KoldanarKoldanar Registered User regular
    I am so torn right now, trying to setup my initial party.

    I always have a tank, this game is no different. It's the 4 other slots I can't decide on.
    I want a dancer, and I think I want them as a front row character, with the counter dance, and evasion.
    I think I want a front row medic, as a healer / damage dealer, but would that split up the points too much, and make them weak at both?
    I think I want the nightseeker, but is there only one line of throw abilities for them? I don't see a good way to set one up, and I can never resist dual wield.
    I always have one caster, and the runemaster fits, but, I don't have anyone else using elemental stuff. Would I be gimped to not have this?

    3DS friend code : 1375 - 7258 - 4504
  • UncleSporkyUncleSporky Registered User regular
    Koldanar wrote: »
    I am so torn right now, trying to setup my initial party.

    I always have a tank, this game is no different. It's the 4 other slots I can't decide on.
    I want a dancer, and I think I want them as a front row character, with the counter dance, and evasion.
    I think I want a front row medic, as a healer / damage dealer, but would that split up the points too much, and make them weak at both?
    I think I want the nightseeker, but is there only one line of throw abilities for them? I don't see a good way to set one up, and I can never resist dual wield.
    I always have one caster, and the runemaster fits, but, I don't have anyone else using elemental stuff. Would I be gimped to not have this?

    Nobody has to remain in their row for every battle. Dancer abilities generally affect one line and they can move between them in the middle of battle, so if you plan on doing this a good team would be 2 in front + 2 in back + dancer.

    I don't think you want a front row medic. They are simply poor damage dealers. If you want to do something like that, wait for secondary classes later in the game. The dancer is basically your front row medic.

    Nothing wrong with taking a nightseeker and runemaster. It'd be fine for your party to be fortress, nightseeker, dancer in front and runemaster, medic in back. Binds are useful though, which is exclusive to the sniper early on.

    Switch Friend Code: SW - 5443 - 2358 - 9118 || 3DS Friend Code: 0989 - 1731 - 9504 || NNID: unclesporky
  • KoldanarKoldanar Registered User regular
    Koldanar wrote: »
    I am so torn right now, trying to setup my initial party.

    I always have a tank, this game is no different. It's the 4 other slots I can't decide on.
    I want a dancer, and I think I want them as a front row character, with the counter dance, and evasion.
    I think I want a front row medic, as a healer / damage dealer, but would that split up the points too much, and make them weak at both?
    I think I want the nightseeker, but is there only one line of throw abilities for them? I don't see a good way to set one up, and I can never resist dual wield.
    I always have one caster, and the runemaster fits, but, I don't have anyone else using elemental stuff. Would I be gimped to not have this?

    Nobody has to remain in their row for every battle. Dancer abilities generally affect one line and they can move between them in the middle of battle, so if you plan on doing this a good team would be 2 in front + 2 in back + dancer.

    I don't think you want a front row medic. They are simply poor damage dealers. If you want to do something like that, wait for secondary classes later in the game. The dancer is basically your front row medic.

    Nothing wrong with taking a nightseeker and runemaster. It'd be fine for your party to be fortress, nightseeker, dancer in front and runemaster, medic in back. Binds are useful though, which is exclusive to the sniper early on.

    I'll look into this...I spent most of yesterday having video game ADD and loading up the demo for 5 minutes, closing it down, reopening, etc. I picked based off what I thought they would do, and only started looking at their trees after.

    3DS friend code : 1375 - 7258 - 4504
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