With a decent party composition, the "hardest" encounters in the game (overworld level cap supers and challenges) at the moment can be tackled in under 5 minutes reliably, and can be a bit faster if optimized a bit more.īased on what end game and challenge mode is like, primary defender is still better as an evade type, so you have two options there. There are quite a few ways to approach party composition, and many ways completely bypass chain attack as while chain attack is the safest way to do damage, it generally is not the fastest dps. I also ran really subpar parties through most of the game just to keep leveling up classes even if it's unlikely I'd ever used it on that character (but there is a chance).Īctually making a good party however is really well done in this game. I think the feeling of "wasted class progression" was definitely a thing on first playthrough. Reaction spam is even worse now since you can alternate between Burst and Smash whenever you need to cleanse an enraged enemy. The one Debuff class is depressing because enemy resistances are through the roof. The more unique DPS classes are immensely outclassed and strangely designed. There are two busted healer classes that just nonstop buff the party, one of which rewards the entire party when they die. This is the 3rd game in a row where by early midgame, you can completely ignore whatever the boss is doing and bully them to death. To stop Debuffs from being spammy, have the resistance of debuffs increase the more you successfully get them off, for a limited time. Let us use something like Slow, which can slow cast bars, giving you more time to prepare for that move. Let us actually get blinds off on enemies. Let the break resistance of enemies decrease when they're charging a super move. Make me order healers to get mitigation out for a certain devastating move being charged. Make me time when I use a defensive skill to survive an attack. Bring cast bars back and give each class or role, certain unique abilities to help either stop the attack from happening or mitigate it in a certain way. Just reacting to damage it as it happens is boring. I don't understand why they don't take notes from MMOs and what XC1 did right with Visions. You often have to restrict yourself in order to get any push back from XC2, Torna and XC3. Strategy isn't really needed, because Xenoblade games often aren't balanced around players that understand the battle system. The growing issue with Xenoblade combat is it's becoming too spammy. Which wasn't really necessary because I felt that Torna already was that. XC3 just felt like a polished version of XC3.
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December 2022
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