Kind of a moot point since the game auto-saves after you awaken blades, but whats peoples experience been with stuff like, a Healer on Zeke, an Attacker on Nia, etc.? Up to now I've mostly run pure blade builds, but I popped 3 rares in a row...that are all not the class I'd prefer for their drivers. I know I have a few items that let me switch Blades to other drivers, but I understand they're limited and don't want to use them unless I have something really bad.
They're hard to get, but they aren't finite. There's no super big reason to stack healers or attackers, specifically. Their little stat-mods aren't strictly tied to roles.
Kind of a moot point since the game auto-saves after you awaken blades, but whats peoples experience been with stuff like, a Healer on Zeke, an Attacker on Nia, etc.? Up to now I've mostly run pure blade builds, but I popped 3 rares in a row...that are all not the class I'd prefer for their drivers. I know I have a few items that let me switch Blades to other drivers, but I understand they're limited and don't want to use them unless I have something really bad.
They're hard to get, but they aren't finite. There's no super big reason to stack healers or attackers, specifically. Their little stat-mods aren't strictly tied to roles.
The main thing is the abilities on a blade match the role. Tank blades have arts that let them take hits, etc. Also, stacking a role insulates against AI doing dumb shit, but most fights aren't so close that's an issue - I use Tora a lot and his kit is locked at tank/tank/damage.
Healers and attackers are pretty interchangable though - they don't need to use arts to soak hits or hold aggro. You want a minimum amount of healing spread through the party, but that's about it. I often have Rex taking one healer so I get more heals when I flip to them for specials (Mythra is insanely good at building specials and healer level 3s tend to fully heal the party as a side effect) while setting up combos.
Because in the end, combos are your real damage. You want as many multipliers as possible from driver combos, the high damage of blade combos, and ultimately the insane output of full burst chain attacks.
Kind of a moot point since the game auto-saves after you awaken blades, but whats peoples experience been with stuff like, a Healer on Zeke, an Attacker on Nia, etc.? Up to now I've mostly run pure blade builds, but I popped 3 rares in a row...that are all not the class I'd prefer for their drivers. I know I have a few items that let me switch Blades to other drivers, but I understand they're limited and don't want to use them unless I have something really bad.
They're hard to get, but they aren't finite. There's no super big reason to stack healers or attackers, specifically. Their little stat-mods aren't strictly tied to roles.
The main thing is the abilities on a blade match the role. Tank blades have arts that let them take hits, etc. Also, stacking a role insulates against AI doing dumb shit, but most fights aren't so close that's an issue - I use Tora a lot and his kit is locked at tank/tank/damage.
Healers and attackers are pretty interchangable though - they don't need to use arts to soak hits or hold aggro. You want a minimum amount of healing spread through the party, but that's about it. I often have Rex taking one healer so I get more heals when I flip to them for specials (Mythra is insanely good at building specials and healer level 3s tend to fully heal the party as a side effect) while setting up combos.
Because in the end, combos are your real damage. You want as many multipliers as possible from driver combos, the high damage of blade combos, and ultimately the insane output of full burst chain attacks.
The one thing the game doesn't tell you is that fusion combos (driver combo is on enemy and then you use a blade combo) increase the damage dramatically if you use multipel stages of the blade combo on the SAME stage of a driver combo:
E.g.: Someone Breaks->Mythra uses level 1 special->dromarch uses level 2 special on that same break = more damage out of dromarch than if you had put the break on after mythra's level 1.
Each stage of driver combo beyond the first (topple/launch) does 25% more damage during a blade combo, but if you fusion combo them the damage more than doubles.
Basically it is stronger to do two on the same break than to topple them.
If you want to see some real ridiculous damage, go take wulfric and use a fusion combo with his level IV (not his III).
E.g.: Do wulfric's tier I. Then build up to IV. Once someone breaks, do the volcano with poppi QT or some other fire blade and then finish with wulfric IV while that same break is on.
Almost nothing can survive that.
League of Legends: Sorakanmyworld
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
Kind of a moot point since the game auto-saves after you awaken blades, but whats peoples experience been with stuff like, a Healer on Zeke, an Attacker on Nia, etc.? Up to now I've mostly run pure blade builds, but I popped 3 rares in a row...that are all not the class I'd prefer for their drivers. I know I have a few items that let me switch Blades to other drivers, but I understand they're limited and don't want to use them unless I have something really bad.
They're hard to get, but they aren't finite. There's no super big reason to stack healers or attackers, specifically. Their little stat-mods aren't strictly tied to roles.
The main thing is the abilities on a blade match the role. Tank blades have arts that let them take hits, etc. Also, stacking a role insulates against AI doing dumb shit, but most fights aren't so close that's an issue - I use Tora a lot and his kit is locked at tank/tank/damage.
Healers and attackers are pretty interchangable though - they don't need to use arts to soak hits or hold aggro. You want a minimum amount of healing spread through the party, but that's about it. I often have Rex taking one healer so I get more heals when I flip to them for specials (Mythra is insanely good at building specials and healer level 3s tend to fully heal the party as a side effect) while setting up combos.
Because in the end, combos are your real damage. You want as many multipliers as possible from driver combos, the high damage of blade combos, and ultimately the insane output of full burst chain attacks.
The one thing the game doesn't tell you is that fusion combos (driver combo is on enemy and then you use a blade combo) increase the damage dramatically if you use multipel stages of the blade combo on the SAME stage of a driver combo:
E.g.: Someone Breaks->Mythra uses level 1 special->dromarch uses level 2 special on that same break = more damage out of dromarch than if you had put the break on after mythra's level 1.
Each stage of driver combo beyond the first (topple/launch) does 25% more damage during a blade combo, but if you fusion combo them the damage more than doubles.
Basically it is stronger to do two on the same break than to topple them.
If you want to see some real ridiculous damage, go take wulfric and use a fusion combo with his level IV (not his III).
E.g.: Do wulfric's tier I. Then build up to IV. Once someone breaks, do the volcano with poppi QT or some other fire blade and then finish with wulfric IV while that same break is on.
Almost nothing can survive that.
Hmm. I'm not sure about that. I'm pretty sure e.g. Photon Break is the same multiplier whichever side you put on first.
But managing to line up the perfect finish (Smash in the brief window after finishing a blade combo) is something else.
Kind of a moot point since the game auto-saves after you awaken blades, but whats peoples experience been with stuff like, a Healer on Zeke, an Attacker on Nia, etc.? Up to now I've mostly run pure blade builds, but I popped 3 rares in a row...that are all not the class I'd prefer for their drivers. I know I have a few items that let me switch Blades to other drivers, but I understand they're limited and don't want to use them unless I have something really bad.
They're hard to get, but they aren't finite. There's no super big reason to stack healers or attackers, specifically. Their little stat-mods aren't strictly tied to roles.
The main thing is the abilities on a blade match the role. Tank blades have arts that let them take hits, etc. Also, stacking a role insulates against AI doing dumb shit, but most fights aren't so close that's an issue - I use Tora a lot and his kit is locked at tank/tank/damage.
Healers and attackers are pretty interchangable though - they don't need to use arts to soak hits or hold aggro. You want a minimum amount of healing spread through the party, but that's about it. I often have Rex taking one healer so I get more heals when I flip to them for specials (Mythra is insanely good at building specials and healer level 3s tend to fully heal the party as a side effect) while setting up combos.
Because in the end, combos are your real damage. You want as many multipliers as possible from driver combos, the high damage of blade combos, and ultimately the insane output of full burst chain attacks.
True, the healers have healing arts, but how many copies of Healing halo and Healing Circle do you need?
Kind of a moot point since the game auto-saves after you awaken blades, but whats peoples experience been with stuff like, a Healer on Zeke, an Attacker on Nia, etc.? Up to now I've mostly run pure blade builds, but I popped 3 rares in a row...that are all not the class I'd prefer for their drivers. I know I have a few items that let me switch Blades to other drivers, but I understand they're limited and don't want to use them unless I have something really bad.
They're hard to get, but they aren't finite. There's no super big reason to stack healers or attackers, specifically. Their little stat-mods aren't strictly tied to roles.
The main thing is the abilities on a blade match the role. Tank blades have arts that let them take hits, etc. Also, stacking a role insulates against AI doing dumb shit, but most fights aren't so close that's an issue - I use Tora a lot and his kit is locked at tank/tank/damage.
Healers and attackers are pretty interchangable though - they don't need to use arts to soak hits or hold aggro. You want a minimum amount of healing spread through the party, but that's about it. I often have Rex taking one healer so I get more heals when I flip to them for specials (Mythra is insanely good at building specials and healer level 3s tend to fully heal the party as a side effect) while setting up combos.
Because in the end, combos are your real damage. You want as many multipliers as possible from driver combos, the high damage of blade combos, and ultimately the insane output of full burst chain attacks.
True, the healers have healing arts, but how many copies of Healing halo and Healing Circle do you need?
Kind of a moot point since the game auto-saves after you awaken blades, but whats peoples experience been with stuff like, a Healer on Zeke, an Attacker on Nia, etc.? Up to now I've mostly run pure blade builds, but I popped 3 rares in a row...that are all not the class I'd prefer for their drivers. I know I have a few items that let me switch Blades to other drivers, but I understand they're limited and don't want to use them unless I have something really bad.
They're hard to get, but they aren't finite. There's no super big reason to stack healers or attackers, specifically. Their little stat-mods aren't strictly tied to roles.
The main thing is the abilities on a blade match the role. Tank blades have arts that let them take hits, etc. Also, stacking a role insulates against AI doing dumb shit, but most fights aren't so close that's an issue - I use Tora a lot and his kit is locked at tank/tank/damage.
Healers and attackers are pretty interchangable though - they don't need to use arts to soak hits or hold aggro. You want a minimum amount of healing spread through the party, but that's about it. I often have Rex taking one healer so I get more heals when I flip to them for specials (Mythra is insanely good at building specials and healer level 3s tend to fully heal the party as a side effect) while setting up combos.
Because in the end, combos are your real damage. You want as many multipliers as possible from driver combos, the high damage of blade combos, and ultimately the insane output of full burst chain attacks.
The one thing the game doesn't tell you is that fusion combos (driver combo is on enemy and then you use a blade combo) increase the damage dramatically if you use multipel stages of the blade combo on the SAME stage of a driver combo:
E.g.: Someone Breaks->Mythra uses level 1 special->dromarch uses level 2 special on that same break = more damage out of dromarch than if you had put the break on after mythra's level 1.
Each stage of driver combo beyond the first (topple/launch) does 25% more damage during a blade combo, but if you fusion combo them the damage more than doubles.
Basically it is stronger to do two on the same break than to topple them.
If you want to see some real ridiculous damage, go take wulfric and use a fusion combo with his level IV (not his III).
E.g.: Do wulfric's tier I. Then build up to IV. Once someone breaks, do the volcano with poppi QT or some other fire blade and then finish with wulfric IV while that same break is on.
Almost nothing can survive that.
Hmm. I'm not sure about that. I'm pretty sure e.g. Photon Break is the same multiplier whichever side you put on first.
But managing to line up the perfect finish (Smash in the brief window after finishing a blade combo) is something else.
It’s not. Trust me.
It’s real easy to test. Do a fusion blade combo stage 3 and then do another where you apply the break only before the 3rd stage. You’ll see.
League of Legends: Sorakanmyworld
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
Kind of a moot point since the game auto-saves after you awaken blades, but whats peoples experience been with stuff like, a Healer on Zeke, an Attacker on Nia, etc.? Up to now I've mostly run pure blade builds, but I popped 3 rares in a row...that are all not the class I'd prefer for their drivers. I know I have a few items that let me switch Blades to other drivers, but I understand they're limited and don't want to use them unless I have something really bad.
They're hard to get, but they aren't finite. There's no super big reason to stack healers or attackers, specifically. Their little stat-mods aren't strictly tied to roles.
The main thing is the abilities on a blade match the role. Tank blades have arts that let them take hits, etc. Also, stacking a role insulates against AI doing dumb shit, but most fights aren't so close that's an issue - I use Tora a lot and his kit is locked at tank/tank/damage.
Healers and attackers are pretty interchangable though - they don't need to use arts to soak hits or hold aggro. You want a minimum amount of healing spread through the party, but that's about it. I often have Rex taking one healer so I get more heals when I flip to them for specials (Mythra is insanely good at building specials and healer level 3s tend to fully heal the party as a side effect) while setting up combos.
Because in the end, combos are your real damage. You want as many multipliers as possible from driver combos, the high damage of blade combos, and ultimately the insane output of full burst chain attacks.
Thanks. Just hearing "it isn't the end of the world" is a big help. Up until this point I hadn't gotten many rare blades and they all happened to fit each characters archetype so it never even occurred to me as an issue.
Question about the final Blade that joins you in Torna
So, Minoth is Amalthus' Blade, right? So how come he can join up with Addam? Does that get explained at some point later on? Or is it just an example of gameplay taking precedence over story?
Question about the final Blade that joins you in Torna
So, Minoth is Amalthus' Blade, right? So how come he can join up with Addam? Does that get explained at some point later on? Or is it just an example of gameplay taking precedence over story?
They kind of explain it away by Minoth explaining he's a Flesh Eater and this does not need to be fighting with Amalthus to unleash his full potential. Then I suppose for gameplay reasons he functions as a Blade for Addam rather than a separate entity. I don't know if the explanation goes further than that; I didn't catch anything else.
Kind of a moot point since the game auto-saves after you awaken blades, but whats peoples experience been with stuff like, a Healer on Zeke, an Attacker on Nia, etc.? Up to now I've mostly run pure blade builds, but I popped 3 rares in a row...that are all not the class I'd prefer for their drivers. I know I have a few items that let me switch Blades to other drivers, but I understand they're limited and don't want to use them unless I have something really bad.
They're hard to get, but they aren't finite. There's no super big reason to stack healers or attackers, specifically. Their little stat-mods aren't strictly tied to roles.
The main thing is the abilities on a blade match the role. Tank blades have arts that let them take hits, etc. Also, stacking a role insulates against AI doing dumb shit, but most fights aren't so close that's an issue - I use Tora a lot and his kit is locked at tank/tank/damage.
Healers and attackers are pretty interchangable though - they don't need to use arts to soak hits or hold aggro. You want a minimum amount of healing spread through the party, but that's about it. I often have Rex taking one healer so I get more heals when I flip to them for specials (Mythra is insanely good at building specials and healer level 3s tend to fully heal the party as a side effect) while setting up combos.
Because in the end, combos are your real damage. You want as many multipliers as possible from driver combos, the high damage of blade combos, and ultimately the insane output of full burst chain attacks.
True, the healers have healing arts, but how many copies of Healing halo and Healing Circle do you need?
Depends how much damage is incoming.
I should rephrase that, since it's about mixing or not. How many copies does one character who may get knocked out by a strong attack need, if the overall number doesn't change?
Fortunately, Anchor Shot is usually there to help out.
Just a quick psa because it caused me some confusion. To get the downloaded version of the expansion you need to load into an existing save and open the in game menu. Then go to "notifications" to get access to the dlc.
Why they didn't just add a DLC section to the startup screen I'll never know.
The downloaded version is cheaper than physical and comes with all of the original Xenoblade 2 dlc.
Mostlyjoe13Evil, Evil, Jump for joy!Registered Userregular
Uhh. I just started playing this. I have a few questions. Is there a limit to how many blades each driver can have? What do I do with the non-rare ones?
I'm going to seriously learn how to do combos. Right now I'm just button mashing.
Uhh. I just started playing this. I have a few questions. Is there a limit to how many blades each driver can have? What do I do with the non-rare ones?
I'm going to seriously learn how to do combos. Right now I'm just button mashing.
There is a limit to how many blades each driver can have.
Keep the non-rare ones around; there will be checks sometimes that require x strength of a particular element that the non-rares can help with.
Although I can't really recommend it to someone who hasn't played the base game, despite that being an option. You'd be missing out on way too much and flat out not understand a lot of things because the game doesn't explain them.
I'm almost done, and Torna is possibly my favourite prequel I've ever played. You definitely need to play the original, and knowing where this ends up isn't a ding against it, it makes it a better story.
It makes it so much more tragic as these characters become a found family, even starting to make future plans together, knowing that it will all fall apart
This is why I'm eternally confused by sales numbers, thanks to a combination of most companies unreasonable expectations tainting things, and the insane sales of other games. Because I'm partially conditioned to think "1.5 million sales in a year for a flagship title... that's kind of mediocre, isn't it?". Especially when something like Spider-Man sold over double that... in 3 days.
As long as Nintendo considers it a smash success though, that's all that really matters.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
This is why I'm eternally confused by sales numbers, thanks to a combination of most companies unreasonable expectations tainting things, and the insane sales of other games. Because I'm partially conditioned to think "1.5 million sales in a year for a flagship title... that's kind of mediocre, isn't it?". Especially when something like Spider-Man sold over double that... in 3 days.
As long as Nintendo considers it a smash success though, that's all that really matters.
I think it mainly depends on how much they spent to develop it and what their expectations were.
Kirby games sell only in the 1-1.5m range for instance. But those have to be consistently profitable from how often Nintendo cranks them out (I imagine they've been able to reuse lots of the code and assets game to game with the portable ones especially).
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
edited September 2018
Yeah that and Japanese Publishers (especially Nintendo) typically don't spend more the the game's entire goddamn budget on marketing either. Which I'm sure helps a lot.
The XC series hasn't ever been hugely popular yet it is clearly profitable to Monolith and Nintendo.
Axen on
A Capellan's favorite sheath for any blade is your back.
So as someone whose biggest issue with XBC1 being that it just kinda dragged on and on, so you think this expandalone of XBC2 would be closer to the sweet spot? And I've heard you don't really need to play XBC2 to get the story, is that true?
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AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
So as someone whose biggest issue with XBC1 being that it just kinda dragged on and on, so you think this expandalone of XBC2 would be closer to the sweet spot? And I've heard you don't really need to play XBC2 to get the story, is that true?
Completely separate story.
And as someone who really, really didn't care for XC1 I can tell you that I really, really enjoy XC2.
Whether or not you would I can't really say. Honestly I don't know why I didn't like XC1 in the first place as on paper it should have been right up my alley.
edit- Oh my mistake, I thought you were asking if XC2 was a separate story from XC1. In that case, yeah it'd help a lot if you knew the story of XC2 for Torna.
edit 2- In the case of XC2 and Torna's story think of it like a prequel movie.
Would you watch a movie that was a prequel to another movie you'd never seen before? Cause that's basically what the experience is like.
Axen on
A Capellan's favorite sheath for any blade is your back.
So as someone whose biggest issue with XBC1 being that it just kinda dragged on and on, so you think this expandalone of XBC2 would be closer to the sweet spot? And I've heard you don't really need to play XBC2 to get the story, is that true?
That's not really true at all.
Nintendo Console Codes
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
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Posts
They're hard to get, but they aren't finite. There's no super big reason to stack healers or attackers, specifically. Their little stat-mods aren't strictly tied to roles.
The main thing is the abilities on a blade match the role. Tank blades have arts that let them take hits, etc. Also, stacking a role insulates against AI doing dumb shit, but most fights aren't so close that's an issue - I use Tora a lot and his kit is locked at tank/tank/damage.
Healers and attackers are pretty interchangable though - they don't need to use arts to soak hits or hold aggro. You want a minimum amount of healing spread through the party, but that's about it. I often have Rex taking one healer so I get more heals when I flip to them for specials (Mythra is insanely good at building specials and healer level 3s tend to fully heal the party as a side effect) while setting up combos.
Because in the end, combos are your real damage. You want as many multipliers as possible from driver combos, the high damage of blade combos, and ultimately the insane output of full burst chain attacks.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
The one thing the game doesn't tell you is that fusion combos (driver combo is on enemy and then you use a blade combo) increase the damage dramatically if you use multipel stages of the blade combo on the SAME stage of a driver combo:
E.g.: Someone Breaks->Mythra uses level 1 special->dromarch uses level 2 special on that same break = more damage out of dromarch than if you had put the break on after mythra's level 1.
Each stage of driver combo beyond the first (topple/launch) does 25% more damage during a blade combo, but if you fusion combo them the damage more than doubles.
Basically it is stronger to do two on the same break than to topple them.
If you want to see some real ridiculous damage, go take wulfric and use a fusion combo with his level IV (not his III).
E.g.: Do wulfric's tier I. Then build up to IV. Once someone breaks, do the volcano with poppi QT or some other fire blade and then finish with wulfric IV while that same break is on.
Almost nothing can survive that.
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
Hmm. I'm not sure about that. I'm pretty sure e.g. Photon Break is the same multiplier whichever side you put on first.
But managing to line up the perfect finish (Smash in the brief window after finishing a blade combo) is something else.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
True, the healers have healing arts, but how many copies of Healing halo and Healing Circle do you need?
Depends how much damage is incoming.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
It’s not. Trust me.
It’s real easy to test. Do a fusion blade combo stage 3 and then do another where you apply the break only before the 3rd stage. You’ll see.
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
Thanks. Just hearing "it isn't the end of the world" is a big help. Up until this point I hadn't gotten many rare blades and they all happened to fit each characters archetype so it never even occurred to me as an issue.
Let's Plays of Japanese Games
3DS FC: 2234-7230-2712
Battle.net: Kriese#1709
I should rephrase that, since it's about mixing or not. How many copies does one character who may get knocked out by a strong attack need, if the overall number doesn't change?
Fortunately, Anchor Shot is usually there to help out.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
holy crap that toddler voice is terrifying.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
and she's an adult... the JP voice is ridiculously juvenile.
Why they didn't just add a DLC section to the startup screen I'll never know.
The downloaded version is cheaper than physical and comes with all of the original Xenoblade 2 dlc.
I'm playing via the Season Pass version, and there's a giant Torna button on the title screen to switch to it.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Did you buy it earlier? I'm talking about buying the dlc, not loading into the Torna expansion.
I'm going to seriously learn how to do combos. Right now I'm just button mashing.
There is a limit to how many blades each driver can have.
Keep the non-rare ones around; there will be checks sometimes that require x strength of a particular element that the non-rares can help with.
Although I can't really recommend it to someone who hasn't played the base game, despite that being an option. You'd be missing out on way too much and flat out not understand a lot of things because the game doesn't explain them.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
I fully expect the "third option" to have a thoroughly confusing title like the other two options. :razz:
More than a hypothetical X2?
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Lol, probably.
edit-
Xenoblade Chronicles
Xenoblade Chronicles X
Xenoblade Chronicles 2
Xenoblade Chronicles X2
and introducing Xenoblade Chronicles: The Third
:razz:
Let's Plays of Japanese Games
To be fair they weren't exactly wrong. Hell, the sales for it in Japan were fairly dismal too I'd say.
All in all I'm surprised they kept putting faith in the series, but the long burn has paid off. Which is good news for everyone.
edit- I do strongly suspect XCX2 is under development.
As long as Nintendo considers it a smash success though, that's all that really matters.
I think it mainly depends on how much they spent to develop it and what their expectations were.
Kirby games sell only in the 1-1.5m range for instance. But those have to be consistently profitable from how often Nintendo cranks them out (I imagine they've been able to reuse lots of the code and assets game to game with the portable ones especially).
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
The XC series hasn't ever been hugely popular yet it is clearly profitable to Monolith and Nintendo.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Completely separate story.
And as someone who really, really didn't care for XC1 I can tell you that I really, really enjoy XC2.
Whether or not you would I can't really say. Honestly I don't know why I didn't like XC1 in the first place as on paper it should have been right up my alley.
edit- Oh my mistake, I thought you were asking if XC2 was a separate story from XC1. In that case, yeah it'd help a lot if you knew the story of XC2 for Torna.
edit 2- In the case of XC2 and Torna's story think of it like a prequel movie.
Would you watch a movie that was a prequel to another movie you'd never seen before? Cause that's basically what the experience is like.
That's not really true at all.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!