Guys, plz, put ALL P5 information in spoilers. These comments may seem minor to you but it's very easy to intuit details about P5 from minor comments. I really want to be a P5 virgin when I play it. Maybe I'm being too anal but I'd rather not quit this thread for 4 months and it's getting to that point now.
Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
+1
fRAWRstThe Seas CallThe Mad AnswerRegistered Userregular
Been trying to avoid a lot of media for it since I'm still knee deep in it's predecessor.
There's much less of a sense of mystery involved since you're playing as a character born in Tokyo after demons already were running around and know that devils and angels are bad news. Plus you start out as a Hunter in training so it's more directed in tone since you start receiving quests with clear objectives and side quests from the start.
Been trying to avoid a lot of media for it since I'm still knee deep in it's predecessor.
There's much less of a sense of mystery involved since you're playing as a character born in Tokyo after demons already were running around and know that devils and angels are bad news. Plus you start out as a Hunter in training so it's more directed in tone since you start receiving quests with clear objectives and side quests from the start.
You also have more of a party who actively comment on story events, which has its charms. It's nice to see people actually bantering with demons and calling them out on their stupidity.
Reminder that damage-values in skill-descriptions are blatant lies.
For example, Mist Rush is equal to Hell Thrust in testing.
This is in part because they have different targetting, and each type of targetting tends to have its damage adjusted differently: Mist Rush belongs to a type that is generally stronger, so it's described comparatively as weaker than others of its own type.
It's also because there is no such thing as a "Heavy" level of damage in the mechanics. There are more than four values of power, but only four descriptive adjectives.
Also, the description is sometimes intended to give an impression of one regular hit, and sometimes to give an impression of the expected average performance.
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DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Reminder that damage-values in skill-descriptions are blatant lies.
For example, Mist Rush is equal to Hell Thrust in testing.
This is in part because they have different targetting, and each type of targetting tends to have its damage adjusted differently: Mist Rush belongs to a type that is generally stronger, so it's described comparatively as weaker than others of its own type.
It's also because there is no such thing as a "Heavy" level of damage in the mechanics. There are more than four values of power, but only four descriptive adjectives.
Also, the description is sometimes intended to give an impression of one regular hit, and sometimes to give an impression of the expected average performance.
That is something I would love for them to change in megaten games. Having vague descriptions of the damage with no meaningful way to calculate what's better in a game that involves overwriting moves is pretty dumb.
There's nothing gained by doing it that way either. Is just purely a holdover of older games that they never bother to update.
Reminder that damage-values in skill-descriptions are blatant lies.
For example, Mist Rush is equal to Hell Thrust in testing.
This is in part because they have different targetting, and each type of targetting tends to have its damage adjusted differently: Mist Rush belongs to a type that is generally stronger, so it's described comparatively as weaker than others of its own type.
It's also because there is no such thing as a "Heavy" level of damage in the mechanics. There are more than four values of power, but only four descriptive adjectives.
Also, the description is sometimes intended to give an impression of one regular hit, and sometimes to give an impression of the expected average performance.
That is something I would love for them to change in megaten games. Having vague descriptions of the damage with no meaningful way to calculate what's better in a game that involves overwriting moves is pretty dumb.
There's nothing gained by doing it that way either. Is just purely a holdover of older games that they never bother to update.
Honestly, I don't mind this. I don't really need every mechanic to be explicit, plus it gives the hardcore statistician fans something to puzzle over.
I'd rather they just reduce the amount of skills. It's super bloated at this point.
This is another reason I love Digital Devil Saga. Everything fits tightly and there is no bloat whatsoever. Every learnable skill/mantra has a specific goal.
SMT and Persona are a hodgepodge of "throw it in" when it comes to skills.
Drez on
Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
0
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Reminder that damage-values in skill-descriptions are blatant lies.
For example, Mist Rush is equal to Hell Thrust in testing.
This is in part because they have different targetting, and each type of targetting tends to have its damage adjusted differently: Mist Rush belongs to a type that is generally stronger, so it's described comparatively as weaker than others of its own type.
It's also because there is no such thing as a "Heavy" level of damage in the mechanics. There are more than four values of power, but only four descriptive adjectives.
Also, the description is sometimes intended to give an impression of one regular hit, and sometimes to give an impression of the expected average performance.
That is something I would love for them to change in megaten games. Having vague descriptions of the damage with no meaningful way to calculate what's better in a game that involves overwriting moves is pretty dumb.
There's nothing gained by doing it that way either. Is just purely a holdover of older games that they never bother to update.
Honestly, I don't mind this. I don't really need every mechanic to be explicit, plus it gives the hardcore statistician fans something to puzzle over.
I'd rather they just reduce the amount of skills. It's super bloated at this point.
This is another reason I love Digital Devil Saga. Everything fits tightly and there is no bloat whatsoever. Every learnable skill/mantra has a specific goal.
SMT and Persona are a hodgepodge of "throw it in" when it comes to skills.
I mean... it's not particularly challenging to test most the time. You just use the two moves and see which one is a bigger number.
But that's not good design. It's really not adding anything but inconvenience.
Reminder that damage-values in skill-descriptions are blatant lies.
For example, Mist Rush is equal to Hell Thrust in testing.
This is in part because they have different targetting, and each type of targetting tends to have its damage adjusted differently: Mist Rush belongs to a type that is generally stronger, so it's described comparatively as weaker than others of its own type.
It's also because there is no such thing as a "Heavy" level of damage in the mechanics. There are more than four values of power, but only four descriptive adjectives.
Also, the description is sometimes intended to give an impression of one regular hit, and sometimes to give an impression of the expected average performance.
That is something I would love for them to change in megaten games. Having vague descriptions of the damage with no meaningful way to calculate what's better in a game that involves overwriting moves is pretty dumb.
There's nothing gained by doing it that way either. Is just purely a holdover of older games that they never bother to update.
Honestly, I don't mind this. I don't really need every mechanic to be explicit, plus it gives the hardcore statistician fans something to puzzle over.
I'd rather they just reduce the amount of skills. It's super bloated at this point.
This is another reason I love Digital Devil Saga. Everything fits tightly and there is no bloat whatsoever. Every learnable skill/mantra has a specific goal.
SMT and Persona are a hodgepodge of "throw it in" when it comes to skills.
I mean... it's not particularly challenging to test most the time. You just use the two moves and see which one is a bigger number.
But that's not good design. It's really not adding anything but inconvenience.
Right. But my contention is that there are too many skills, not too few adjectives. It amounts to the same thing, more or less, but I would rather they not add to the bloat by throwing in more adjectives/details.
Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
0
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Reminder that damage-values in skill-descriptions are blatant lies.
For example, Mist Rush is equal to Hell Thrust in testing.
This is in part because they have different targetting, and each type of targetting tends to have its damage adjusted differently: Mist Rush belongs to a type that is generally stronger, so it's described comparatively as weaker than others of its own type.
It's also because there is no such thing as a "Heavy" level of damage in the mechanics. There are more than four values of power, but only four descriptive adjectives.
Also, the description is sometimes intended to give an impression of one regular hit, and sometimes to give an impression of the expected average performance.
That is something I would love for them to change in megaten games. Having vague descriptions of the damage with no meaningful way to calculate what's better in a game that involves overwriting moves is pretty dumb.
There's nothing gained by doing it that way either. Is just purely a holdover of older games that they never bother to update.
Honestly, I don't mind this. I don't really need every mechanic to be explicit, plus it gives the hardcore statistician fans something to puzzle over.
I'd rather they just reduce the amount of skills. It's super bloated at this point.
This is another reason I love Digital Devil Saga. Everything fits tightly and there is no bloat whatsoever. Every learnable skill/mantra has a specific goal.
SMT and Persona are a hodgepodge of "throw it in" when it comes to skills.
I mean... it's not particularly challenging to test most the time. You just use the two moves and see which one is a bigger number.
But that's not good design. It's really not adding anything but inconvenience.
Right. But my contention is that there are too many skills, not too few adjectives. It amounts to the same thing, more or less, but I would rather they not add to the bloat by throwing in more adjectives/details.
Oh yea true. I agree with that as well.
Still should be more clear differentiation between power levels of attacks especially with phys skills. After you've played a few SMT games you generally have a good idea but for new people they just kinda have to guess and deal with it... which again isn't the best design.
Skills which aren't the same sharing the same description makes them seem even more redundant, not less redundant. And it doesn't reduce the number of skills in any way. This must be a miscommunication.
Persona 5 skills.
I want to know why Tempest Slash costs less than Rainy Death and is learned at lower levels. In Persona 4, Rainy Death had a very high crit-rate that wasn't mentioned in the description.
Persona 5.
lol, you can apparently beat the secret superboss by spamming Hassou Tobi.
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Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
For the love of food can someone please tell me where pyro Jacki is in smtIV apoc? Please?
For the love of food can someone please tell me where pyro Jacki is in smtIV apoc? Please?
Ginza has some, I think.
I finished the game yesterday, by the way. An actual difficult final boss, thank heaven. Took me three tries.
If you don't bring Dekaja/Dekunda/Debilitate/Luster Candy and/or Magaon, you will not survive, straight up.
Bonds ending:
First GOOD SMT ending in a long time, since like... II's Chaos end? It was fleshed out just enough to be enjoyable, and have a nice happy moment.
I'll do Massacre on NG+, though I honestly have a hard time picturing it based on the MC's personality. He just seems too into his friends, and they're too engaged in everything.
As badass as his design is, feels like it was just a setup for him to be all Power of Friendship at the end.
I know I'm not the only one who kept expecting Social Link rank ups to appear after major story beats.
Oh geez....can't say I'm a big fan of Lucifer's SMT IV redesign.
He went from looking like a cross between an angel and a demon to what would appear to be some sort of alien dracula. WTF.
I don't know.....the chaos ending gives him an interesting role.
Currently just got locked into Chaos myself.
I don't really care about betraying Jonathan but turning against Isabeau was rough.
Hope the prince of darkness doesn't mind putting a pin in the whole destroying God's Kingdom thing so I can finish up some sidequests. You're can never be too proud to turn in old electronics for spare cash.
Posts
Its like this incredibly benevolent force that just wants to let you know everything is going to be ok from here on out.
And my cursing at the screen goes down atleast 50% during boss fights.
Been trying to avoid a lot of media for it since I'm still knee deep in it's predecessor.
There's much less of a sense of mystery involved since you're playing as a character born in Tokyo after demons already were running around and know that devils and angels are bad news. Plus you start out as a Hunter in training so it's more directed in tone since you start receiving quests with clear objectives and side quests from the start.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
You also have more of a party who actively comment on story events, which has its charms. It's nice to see people actually bantering with demons and calling them out on their stupidity.
Reminder that damage-values in skill-descriptions are blatant lies.
For example, Mist Rush is equal to Hell Thrust in testing.
This is in part because they have different targetting, and each type of targetting tends to have its damage adjusted differently: Mist Rush belongs to a type that is generally stronger, so it's described comparatively as weaker than others of its own type.
It's also because there is no such thing as a "Heavy" level of damage in the mechanics. There are more than four values of power, but only four descriptive adjectives.
Also, the description is sometimes intended to give an impression of one regular hit, and sometimes to give an impression of the expected average performance.
That is something I would love for them to change in megaten games. Having vague descriptions of the damage with no meaningful way to calculate what's better in a game that involves overwriting moves is pretty dumb.
There's nothing gained by doing it that way either. Is just purely a holdover of older games that they never bother to update.
I hope they are working on a Devil Survivor 3. And tonally, I hope it's closer to the first game. So fucking dark.
Honestly, I don't mind this. I don't really need every mechanic to be explicit, plus it gives the hardcore statistician fans something to puzzle over.
I'd rather they just reduce the amount of skills. It's super bloated at this point.
This is another reason I love Digital Devil Saga. Everything fits tightly and there is no bloat whatsoever. Every learnable skill/mantra has a specific goal.
SMT and Persona are a hodgepodge of "throw it in" when it comes to skills.
I mean... it's not particularly challenging to test most the time. You just use the two moves and see which one is a bigger number.
But that's not good design. It's really not adding anything but inconvenience.
Right. But my contention is that there are too many skills, not too few adjectives. It amounts to the same thing, more or less, but I would rather they not add to the bloat by throwing in more adjectives/details.
Oh yea true. I agree with that as well.
Still should be more clear differentiation between power levels of attacks especially with phys skills. After you've played a few SMT games you generally have a good idea but for new people they just kinda have to guess and deal with it... which again isn't the best design.
It's nasty, but just big. Not really confusing, just tons of trial and error.
At least you can avoid battles for the most part.
My team is laying waste to things. David's magic stat is through the roof.
Persona 5 skills.
Persona 5.
Ginza has some, I think.
I finished the game yesterday, by the way. An actual difficult final boss, thank heaven. Took me three tries.
If you don't bring Dekaja/Dekunda/Debilitate/Luster Candy and/or Magaon, you will not survive, straight up.
Bonds ending:
I'll do Massacre on NG+, though I honestly have a hard time picturing it based on the MC's personality. He just seems too into his friends, and they're too engaged in everything.
As badass as his design is, feels like it was just a setup for him to be all Power of Friendship at the end.
I know I'm not the only one who kept expecting Social Link rank ups to appear after major story beats.
There was a theft at Atlus.
"Phantom Thieves Steal Persona 5 Voice Cast Video Footage"
God damned Phantom Thieves.
Atlus is offering to share more information about this disaster as it develops.
I don't know.....the chaos ending gives him an interesting role.
Hope the prince of darkness doesn't mind putting a pin in the whole destroying God's Kingdom thing so I can finish up some sidequests. You're can never be too proud to turn in old electronics for spare cash.
The new designs in 4 are not considered a high point with a few exceptions like Minotaur.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
I think I almost chuckled when I first saw Medusa.
Apocalypse approves on it.
Somewhat.
Just element around with the first Fairy you find.