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NullPointer
05-14-2009, 02:04 PM
http://www.atlus.com/classofheroes/images/blog/title.gif

There's so much to talk about for this game, the posts just get longer and longer.

Today, let's talk about basic party makeup, and some of the major abilities.

Basics
When going into the dungeon, there’re some things to be considered. Outside the normal RPG standards such as ‘tough characters in the front’, and ‘weak characters in the rear, one thing that you should think about is attack and weapon range.

Depending on your weapon’s range, you will be able to traverse forward a certain number of enemy rows. Range has 4 types: (S)hort, (M)edium, (L)ong, and (LL)llloooooonnnnggg.

Some classes have special skills that make them well suited for the rear, such as the Psychier's 'Telekinesis' skill, which allows them to attack with any weapon at any distance, or the Drake and Diablon ‘Breath’ skill, which allows them to attack from the back row as well. In the beginning, when ranged weapons are in short supply, these skills coupled with magic spells will be essential for your early success.

Let’s go over some of the other important skills that you’ll need to make it through the labyrinths:

Magic Skills
Magic is really vital, of course. Not only can you wipe out groups of enemies (http://www.atlus.com/classofheroes/images/comic/14.jpg)quickly, you can also use magic to heal your team and move around the labyrinths more efficiently. There are 4 types of magic: Black, White, Psychic, and Evoking. Each type has 7 levels, with up to 4 spells in each level, with evoking being the exception; it gets two summons per level. Remember, you Major determines how many spells you can remember at a time, so if you are changing majors to major with less spell memory, be sure to forget the spells you don’t want, or you may lose an important one.

Thievery Skills
Thievery skills are REALLY important. Thieves are good at sensing hidden passages, unlocking doors, and disarming traps. Any character can do these things, but the rate of success is generally very low. Luck and agility help with these skills. If you don't want to be vaporized or warped on top of a Deep Zone (where you’ll drown) it's recommended to have a Thief, Ranger, Ninja, or Kunoichi in your party.

Clerical Skills
You pick up lots of junk and odd objects in the dungeon, and you won't know what they are or what they are used for until you identify them. This can be performed at the Campus Store for a fee, or you can BYOC (bring your own Cleric). With a little luck, Clerics can identify many objects on the fly, but the rarer the object, the harder it is to identify. If a Cleric fails to ID an object, they may lose confidence and become 'afraid,' which will negatively affect their performance until they can shake it off.

Both Clerics and Alchemists can ID items, though Clerics are better at it.

Alchemy Skills
Alchemy is basically how you get your equipment, and synthesizing items in the Laboratory can get pricey. Only Alchemists can synthesize items on the fly, but they have a chance of failing. Don't worry though, if the synthesis fails, you get to keep the ingredients.

I’ll go into the Alchemy system in detail in a later post because it’s pretty robust.

Evoking
While technically a form of magic, it’s different enough to warrant its own section. Summoning monsters to battle is an Evoker-only skill. To summon a creature, you must first form a contract with it at special locations in the dungeon. You'll have to do battle with the creature first. These start out pretty easy, but get more difficult later.

To summon a monster, you will need to use MP and pay a summoning fee, which is based on the level of monster you are summoning. Once summoned, the monster will stay with you until it dies, or you leave the dungeon. It's basically like adding a CPU 7th member to your team.

Nunchaku Skills
Just kidding.

Affinity
Lots of questions about affinity. Affinity is simply how students get along together, and it affects a variety of things. Affinity is perspective based. For example, Humans like Sprites, but Sprites REALLY like Humans. So a Sprite will get more of a boost being in a group of Humans than a Human would get in a group of Sprites. Good characters don't like to be around Evil ones and vice versa, but Neutral characters can swing either way.
http://www.atlus.com/classofheroes/images/blog/03/affinity.gif
The two things this has a major effect on is the characters stats and the groups Tension Gauge. The stat bonuses (or penalties) are not very noticeable at low levels, but as the student levels up, the effects become more pronounced.

The tension gauge is a meter that builds when the students complete classes or defeat monsters. The more Affinity the group has, the faster the gauge builds, and the higher its limit becomes.

Having the group take classes and overcome challenges together also affects the overall affinity of the group. There are also items that can affect affinity. The system is quite textured, so it’s up to you to learn how to work out the best results.

Group Gambits

Group Gambits are special moves that your team performs in unison. They can do certain things such as creating an impenetrable barrier for a short time, or ensuring you escape battle. The types of moves available will depend on the Majors that make up your team.

http://www.atlus.com/classofheroes/images/blog/03/gambit.jpg

There's a ton of combinations for parties, and you will find yourself liking or needing various classes at different points throughout the game. Finding a balance between majors, races, affinity, skills, magic, and equipment is key to a really successful group, but the system is as flexible as you want it to be.

And with that said… Q&A time!

How do stats and levels work? Do stats increase at each level up like the jRPG norm, or do stats mostly stay the same with few exceptions? If stats don't increase, how does damage increase? Is there just supposed to be some progression of magic levels and equipment, or does level actually factor into how damage is dealt?

Good question. You do have set levels and you need a set number of experience points to reach the next level (set by major). Stat growth has a random element that is mainly based on the student's race. You can actually have a stat go down on level up, as races have a preferred balance they try to keep. HP goes up every level, and the amount of HP you get is based on your current Vitality. Equipment is very important as far as damage dealt is concerned, but stats like Agility and Strength do determine how often and how hard you hit.

This is one aspect that keeps the game kind of fresh and random, so every play- through feels a little different.

Now the question is "How high are the fail rates for revive spells?" Is there some sort of interplay between the caster's level/stats and the target's level?

It's not common, but it does happen. I've even had the hospital vaporize a character on me before, with students being a bit less reliable than that. I believe that there is a correlation between the caster's Faith and the receiver’s Vitality, but don't quote me on that.

-The screens show slots for 3 skills and 4 spells. Is that all a character can have for use at any given time? That seems like it would drastically limit options in battle.

For the skills, if you look carefully to the right of those screenshots, you'll see a scrollbar, so you have more options than just 3 skills. :) And I mentioned the magic spells in my post above.

-Is everything craftable in terms of weapons and armor and the like or are there going be some Uniques in the lot?
There are uniques that cannot be crafted.


Can you save in the dungeons or only Particus?
You can save anytime, anywhere. But the hardcore players only save in town. :devil: It’s actually possible to do a soft reset and go back to the last point the game ‘auto soft-saved.’ The game has a feature where it automatically soft-saves at various points. The frequency of this is set by the ‘difficulty’ set in the options, which can be changed at anytime. But if you turn off your PSP, your soft-save data will be lost.


-Will ammunition for projectile or throwing weaponry be infinite? If not, what are the ways to replenish depleted stock?
It's infinite.


-Are Class and Racial Skills improved by failed and successful activations, points spent upon gaining a level, certain stat modifier benchmarks, or naturally as levels rise?
Generally, they correlate to the student's level.

-Do the advanced classes largely invalidate the base classes or does each stand strong enough on unique skills/merits so as to stave off obsoletion? Like say, Thief and Ninja.
Each class has a specific thing it's good at. In the example you gave, Ninja have thievery skills, but they aren't as good at them as actual thieves. Alchemists can ID items as well as do alchemy, but they aren't as good at IDing as Clerics. Also, Majors don't fall into the base/advanced style of categorization. Some Majors just have higher / stricter stat requirements.

Thanks again everyone! Hope you’re looking forward to the game. Next time we'll actually dive into the labyrinths themselves and have a look around, so dungeon questions are welcome!

-Sam

Hythloth
05-14-2009, 02:37 PM
I'm so excited for this game!

My questions:
>How many skills and abilities do your summons get? Do they evolve over time, or are they fixed? Is it controlled by the AI or you?

>If you make a group full of students who hate each other (like 3 good and 3 evil students), can they eventually learn to love one another, or will they never be as good as a team of all good or all evil students?

>What kind of combat skills do the fighter-type classes get? Do they simply have one option of attacking, or do they get a couple different skills they can use in battle? I'm thinking of non-magical classes like the Warrior. Are they as deep as the spellcasting classes?

getter77
05-14-2009, 04:03 PM
Yay for directly and indirectly answered questions!

Hmm...

-So, with Evokers then...could we roll up to 12 strong to a dungeon with a party of 6 Evokers with 6 CPU Kinfolk Monstrosities? Like a Pokemon Death Squad of sorts...

-What are the differences between Diablon and Drake breath? Or is it similar to the ID mechanic amongst Priests/Alchemists?

-I presume there are other Spells in the Evoking school aside from just the 2 Summons per level?

-How about Psychic Magic in more detail as to the dynamics of it versus White, Black, and Evoking?...things like Telekinesis are quite nifty sounding at the onset. Plus it doesn't really come into play in most games.

-Bah at lack of Nunchaku Skills....but I assume there ARE skills for the Monk class in terms of Unarmed Combat stuff right?

-Are any New skills unlocked for a Class at at higher Level or is it just a matter of getting better at the assorted ones each Class has as standard at creation?

-Purpose of the Tension Gauge? Or did you mean that's where the Gambits come from?

-Are there items/weapons/armors that Influence Racial or Class skills for good or ill?

-Is there a Bestiary in the game? :crosses fingers for yes and it being a robust one:

-Is there a Master Item/Armor/Weapon/Treasure list or book thang? : "" :

Eggn0g
05-15-2009, 04:44 AM
Cool, I was waiting for the info on Affinity and Evoking :) Just a few questions:

> Is there an affinity chart showing how well the different races get on with each other in the game or manual? Or is it down to the player to mix and match and see what happens?

> Are status bonuses/penalties a character gets through affinity permanent, or just for when the character is in the party?

> Why are you so awesome?

CoH questioner
05-15-2009, 02:30 PM
yea like an above post said, does affinity raise in time even though ur team might not have good affinity? and i heard that there is a minimum to affinity and its 100%, and nothing negative happens if u have bad affinity but if u have good affinity good things happen is this true? and thanks for spending time on answering our questions xD

tei
05-17-2009, 06:32 AM
These blogs are really great, they're psyching me up for this game so much. Thanks for taking the time to post them!

Though I have a few questions, if you find the time to answer them...

I usually use only two characters in games like this, so will group gambits still be available to my pair? Or are they only available to groups of six? (On that note, IS this game friendly to people who like smaller parties, or will it not let you enter dungeons without a full group? By "friendly" I mean "can I attempt it?," I fully know the pain and suffering I'm in for by taking a small group into a dungeon crawler.;))

You mentioned that as groups overcome challenges and use items their affinity for one-another changes... Is there a status menu or screen that shows the affinity value a character has towards all your other characters? Or do we have to keep track of which of our classmates like/hate one-another on our own?

The most important question: Kristi?! Where did Frank go? =(