While it's random when an enemy responds to a certain action with a counter, the counter itself is consistent.Here, you can raise aggro considerably via simple stat boosts, and the first class you get from an asterisk-bearer is Vanguard, which is built around drawing aggro. Tank builds were nigh-useless in the first game because there was no easy way to draw aggro, and the second game tied most aggro building to the Swordmaster and the Patissier one class is optional and can be missed on the first run-through, and the second comes at about the midpoint, well into the story. You also unlock a feature fairly early in the game that allows you to get treasures while the Switch system is asleep, (but not while the game is off on PC) and some of these treasures are JP orbs. It is incredibly easy to get a ton of JP just from the starting point because enemies give JP out in spades. The more salient point, however, is just how much JP each encounter gives you. Here, JP acquisition is a lot faster due to each class level layer having a smaller increase in the JP needed to level up per level. In the previous games, it could be an utter slog to level up classes quickly, often forcing players to go against the spirit of the game and focus solely on one or two classes for each character over the course of a playthrough. The biggest improvement is JP acquisition.There are a few tweaks to the formula that make the third outing a little smoother.Ironically still, the shop is right across the room where you fight Adam. It turns out that Adam brought some wealthy Holograders to come aboard as a good chance for business, with one of them providing shop services next to a save point to boot.
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