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View Full Version : Player Impressions and (Anti)Fellowship


getter77
04-15-2009, 04:48 PM
Well, mine's still aiming to ship from Amazon, but I'd reckon some folk have managed to snag the game in a more timely fashion same as with Dark Spire.

So, how's it fare compared to the Wii game and in general? What's the feel for the new starting classes/gender like? Stylus stuff tricky and violent or within a solid pacing otherwise?

MasterPoker
04-16-2009, 01:57 PM
(Various minor spoilers)

Can't say that it compares well, in the little bit that I've played so far (5 weeks):

* Start with only 1 point in each stat (HP=10), and assign 5 manual points before the game starts. Most jobs give +2 innate stat points per level, with 3 manual points.

* Using a non-movement item or spell out of a bag ends your turn. WTF? This seems like a balance killer...get used to not using your bag often.

* Shop robbery is changed to picking one item out of the available stock. This is, generally speaking, a big nerf - except for robbing a Weapon Store. Spies get +2 to their robbery tries (battle of spinner results).

* Offensive magic has a max of 10 uses, yet defensive magic is unlimited. What gives? As if passing a turn to cast field magic isn't severe enough? On the bright side, it seems Burst (the first spell any MG-build gets access to when they hit the nearest shop) does a ton of damage if not blocked. Still, being able to only carry 10 uses means no MG-build can stay in a cave for very long. This seems like a stupid idea so far.

* The interface is worse. Gone is the ability to hit a button during auto-move to view a space - you must now open a menu, then select View, then view said space, then close out of the menu, then re-open it, then select Auto...sigh. Prediction menu is gone, which adds to a rough learning curve for people who are new to Dokapon - and for vets too, since the damage formulas don't appear to be carbon copies. Just all around, it's harder to access important information.