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Wyvernil posted:Just installing DQ11, so I'm wondering whether the draconian difficulty options are worth it. If you have played any earlier dragon quests then my answer to this is an emphatic yes.
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# ? Dec 28, 2018 18:45 |
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# ? Jun 1, 2024 17:48 |
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I didn't know about stronger monsters but apparently it requires a new game? I'm already 24 hours deep.
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# ? Dec 28, 2018 18:51 |
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Elderbean posted:I didn't know about stronger monsters but apparently it requires a new game? I'm already 24 hours deep.
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# ? Dec 28, 2018 19:15 |
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The edition of the game I got came with free skill seeds - is it better to use them to boost the hero right away, or is there another character who can benefit from them more later on? For instance, IIRC, Angelo from DQ8 seemed to have pretty slow skill growth early on, so he was a good candidate for skill seeds. Also, it seems like the Greatsword path is the way to go for the hero - from what I can tell, the one-handed sword skills don't really start to shine until late game. Though, is it worth it to go for the Zap skill early on, or should I wait on that for a bit?
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# ? Dec 28, 2018 23:04 |
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Wyvernil posted:The edition of the game I got came with free skill seeds - is it better to use them to boost the hero right away, or is there another character who can benefit from them more later on? For instance, IIRC, Angelo from DQ8 seemed to have pretty slow skill growth early on, so he was a good candidate for skill seeds. Greatsword definitely is better DPS in the early game. I went down the one-handed sword tree from the beginning, with no points put into greatswords until I needed them for a skill, and there were still times where a greatsword was the highest-attack weapon I could use. As for how you split up your skill points, again, respecing is dirt-cheap and you're never locked out of doing it for long. Experiment. Buy skills just to see what they do. You are never locked into a build in this game, and it's great. It gives you a lot of freedom to explore and play around.
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# ? Dec 28, 2018 23:17 |
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Head Hit Keyboard posted:DQ11 Stronger Monsters is one of the best balanced RPGs I've ever played. If you have any idea how DQ is intended to be played then you'll have a blast with it. Genuinely curious, how is DQ "intended" to be played? I'm thinking about picking up DQ11 again, but I'd be starting over (I'd just gotten access to the ship, but I always start over in
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# ? Dec 28, 2018 23:24 |
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To me, the core thing about Dragon Quest compared to other RPGs was that the difficulty was in the journey, not the destination. Just getting from point A to point B whether in the overworld or in a dungeon was seeing how well you could manage your resources without running dry because MP recovery items were typically extremely scarce. This is really stressful compared to a lot of modern RPG design though and the series is moving away from that with controllable encounters and in DQXI's case, free inns almost everywhere.
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# ? Dec 28, 2018 23:42 |
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Ciaphas posted:Genuinely curious, how is DQ "intended" to be played? I'm thinking about picking up DQ11 again, but I'd be starting over (I'd just gotten access to the ship, but I always start over in Depends on you man. Some people think the game is too easy without the stronger monsters option turned on some disagree. Ask yourself, are you the kinda person who'd try to outsmart your enemies or just grind a few more levels to beat a boss? If you're liable to grind then you might as well not turn on stronger monsters and save yourself some time. But again, this all depends on how you approach things.
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# ? Dec 28, 2018 23:46 |
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Elderbean posted:I didn't know about stronger monsters but apparently it requires a new game? I'm already 24 hours deep. Honestly if you don't fight every enemy the game will get harder and you also don't get bogged down in tedium. Post game and chapter two have decent challenges even on normal as long as you didn't go ham killing everything in sight.
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# ? Dec 29, 2018 00:06 |
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I believe that party members in 11 join at preset levels. So if someone joins and your average is right about theirs, that's probably the "expected" level for that part of the game?
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# ? Dec 29, 2018 00:46 |
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45 hours and I'm still in Act 1 I just (officially) got the 8th party member
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# ? Dec 29, 2018 01:03 |
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Ciaphas posted:Genuinely curious, how is DQ "intended" to be played? I'm thinking about picking up DQ11 again, but I'd be starting over (I'd just gotten access to the ship, but I always start over in The game was released in Japan without any extra difficulty modes so that's arguably how it's "intended" to be played. Stronger Monsters feels like a good balance in that enemy resistances feel more pronounced and their attacks hurt more, but not to the point where it's unfair. In my opinion it really brings out the systems, in the base game I felt I could get away with AI party control whereas Stronger Monsters made controlling party member moves feel more rewarding. DQ in general is fairly forgiving since even if you game over you just lose half your gold but get to keep everything else, and you can use the bank to protect your gold so you don't lose that much. I've been wiping a lot on my stronger monsters playthrough, but it's not discouraging as other games where wiping means you lost all progress.
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# ? Dec 29, 2018 02:46 |
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Hyper Inferno posted:I believe that party members in 11 join at preset levels. So if someone joins and your average is right about theirs, that's probably the "expected" level for that part of the game? Yeah. I found they always joined 2-4 levels above me.
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# ? Dec 29, 2018 02:52 |
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precision posted:45 hours and I'm still in Act 1 You're in Act 2.
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# ? Dec 29, 2018 03:50 |
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People in 1997 probably still called Wutai the prologue or something.
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# ? Dec 29, 2018 05:16 |
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RareAcumen posted:People in 1997 probably still called Wutai the prologue or something. just use MGSV principles and call the whole loving game Chapter 1
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# ? Dec 29, 2018 14:51 |
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Ciaphas posted:Genuinely curious, how is DQ "intended" to be played? I'm thinking about picking up DQ11 again, but I'd be starting over (I'd just gotten access to the ship, but I always start over in A lot of people associate DQ with hours of grinding and then powering through poo poo without much strategy, where DQ is deisgned to be a light strategy game. It may not have any positioning aspects, but the game is typically all about "How do I get through this encounter using the least resources I can" and that typically comes down to using status effects (gasp!) like Sleep, Blind, or Mute to shutdown enemies. Even bosses seldom have particularly high resistance to the "not-total shutdown" status ailments, and yet newer players tend to ignore these because games PS1 era FF made such abilities useless by virtually never connecting. WRT how all this applies to DQ11. 11 is definitely designed to be "baby's first DQ" so a lot of the game by default is biased in the player's favor, most notably availability of MP restoration. If this wasn't the case, then DQ11 with Stronger Monsters would probably be the hardest game in the franchise. As it stands though, the bump in difficulty acts as a great counterbalance to the other newbie friendly aspects. The Ninth Layer posted:The game was released in Japan without any extra difficulty modes so that's arguably how it's "intended" to be played. Well it did have "No Armor" "No Shopping" "No Escape" and "Shypox". I get the feeling that Stronger Monsters especially was planned for the original release but just didn't get finished on time. Did you know that the script was only finalized a month before the game actually came out in Japan? That's why it had no voice acting.
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# ? Dec 29, 2018 17:16 |
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Head Hit Keyboard posted:A lot of people associate DQ with hours of grinding and then powering through poo poo without much strategy, where DQ is deisgned to be a light strategy game. It may not have any positioning aspects, but the game is typically all about "How do I get through this encounter using the least resources I can" and that typically comes down to using status effects (gasp!) like Sleep, Blind, or Mute to shutdown enemies. Even bosses seldom have particularly high resistance to the "not-total shutdown" status ailments, and yet newer players tend to ignore these because games PS1 era FF made such abilities useless by virtually never connecting. I tend not to use status effects as much as I should because I am very nervous about using MP for anything but the absolutely necessary for fear that I run out. I'm sure that this is to my detriment because I tend to save all of my MP for heals when I could probably take less damage by using status magic. One thing frustrating about DQ is that too many spells are all-or-nothing, including pure damage spells. This literally happened to me last night: it is nothing short of infuriating to be unable to cast StopSpell on those annoying voodoo monsters in DQ3 that do nothing but heal and resurrect other mobs, and it's even nearly as bad to spend double-digit MP on a big nuke and watch it do literally zero damage to half of the mobs on the screen. This isn't just an elemental thing, there are numerous mobs that just resist every nuke spell half the time or more. My favourites are the high physical defence enemies who buff their AC to Metal Slime levels yet also ignore most other forms of non-melee damage.
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# ? Dec 29, 2018 18:27 |
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The best status effect is Dead.
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# ? Dec 29, 2018 18:29 |
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JustJeff88 posted:I tend not to use status effects as much as I should because I am very nervous about using MP for anything but the absolutely necessary for fear that I run out. I'm sure that this is to my detriment because I tend to save all of my MP for heals when I could probably take less damage by using status magic. One thing frustrating about DQ is that too many spells are all-or-nothing, including pure damage spells. This literally happened to me last night: it is nothing short of infuriating to be unable to cast StopSpell on those annoying voodoo monsters in DQ3 that do nothing but heal and resurrect other mobs, and it's even nearly as bad to spend double-digit MP on a big nuke and watch it do literally zero damage to half of the mobs on the screen. This isn't just an elemental thing, there are numerous mobs that just resist every nuke spell half the time or more. My favourites are the high physical defence enemies who buff their AC to Metal Slime levels yet also ignore most other forms of non-melee damage. Don't worry about any of that in DQ11. Spend MP like crazy and use MP restore items in a pinch. Make sure to +2 or +3 any gear that regens MP and use those. It's nowhere near as hard as 3.
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# ? Dec 29, 2018 18:48 |
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Is there any curated spotify playlist to play along DQ11 on the ps4? Cause that town theme gets really tiresome fast
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# ? Dec 29, 2018 19:15 |
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Head Hit Keyboard posted:A lot of people associate DQ with hours of grinding and then powering through poo poo without much strategy, where DQ is deisgned to be a light strategy game. It may not have any positioning aspects, but the game is typically all about "How do I get through this encounter using the least resources I can" and that typically comes down to using status effects (gasp!) like Sleep, Blind, or Mute to shutdown enemies. Even bosses seldom have particularly high resistance to the "not-total shutdown" status ailments, and yet newer players tend to ignore these because games PS1 era FF made such abilities useless by virtually never connecting. Maybe I just had really bad luck, but I started on Harder Monsters, hit two bosses in a row that resisted all of my status ailments and checked out. With that turned off (and no XP for low level enemies/avoiding more random encounters) the game is feeling like more my speed. Status ailments actually land.
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# ? Dec 29, 2018 19:27 |
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doingitwrong posted:Maybe I just had really bad luck, but I started on Harder Monsters, hit two bosses in a row that resisted all of my status ailments and checked out. With that turned off (and no XP for low level enemies/avoiding more random encounters) the game is feeling like more my speed. Status ailments actually land. I'm pretty sure the bosses in harder monsters mode don't get additional resistances. They do more damage, and have more actions, but I don't think they get anything else.
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# ? Dec 29, 2018 20:05 |
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ate poo poo on live tv posted:I'm pretty sure the bosses in harder monsters mode don't get additional resistances. They do more damage, and have more actions, but I don't think they get anything else. This is correct. Resistance tables are unchanged. JustJeff88 posted:I tend not to use status effects as much as I should because I am very nervous about using MP for anything but the absolutely necessary for fear that I run out. I'm sure that this is to my detriment because I tend to save all of my MP for heals when I could probably take less damage by using status magic. One thing frustrating about DQ is that too many spells are all-or-nothing, including pure damage spells. This literally happened to me last night: it is nothing short of infuriating to be unable to cast StopSpell on those annoying voodoo monsters in DQ3 that do nothing but heal and resurrect other mobs, and it's even nearly as bad to spend double-digit MP on a big nuke and watch it do literally zero damage to half of the mobs on the screen. This isn't just an elemental thing, there are numerous mobs that just resist every nuke spell half the time or more. My favourites are the high physical defence enemies who buff their AC to Metal Slime levels yet also ignore most other forms of non-melee damage. DQ1-4 resistances are all or nothing rolls. So an enemy with 70% Sizz susceptibility have a 30% chance just take no damage from Sizz spells. What enemy with the defense spam is bugging you? If it's the green crabs then Crack and Woosh work 100% of the time but they have 30% resistance to Frizz/Sizz/Bang. They're also completely susceptible to Sap.
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# ? Dec 29, 2018 20:30 |
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Elephant Ambush posted:You're in Act 2. Not according to the walkthrough I glanced at, apparently I'm at the very very end of Act 1.
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# ? Dec 30, 2018 00:56 |
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precision posted:Not according to the walkthrough I glanced at, apparently I'm at the very very end of Act 1. The end of Act One is the prerendered cutscene (the one that occurs after getting the orbs and completing the dungeon after that). No other definition of the divide between Acts 1 and 2 makes sense. That is a VERY clear signal that Act 2 has started.
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# ? Dec 30, 2018 01:16 |
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precision posted:Not according to the walkthrough I glanced at, apparently I'm at the very very end of Act 1. That walkthrough is wrong. It's really obvious when Act 2 starts.
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# ? Dec 30, 2018 01:25 |
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Can you link the walkthrough? I’m now very curious exactly which event they think starts Act 2, and what possible logic they could be using.
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# ? Dec 30, 2018 01:29 |
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Head Hit Keyboard posted:Well it did have "No Armor" "No Shopping" "No Escape" and "Shypox". I get the feeling that Stronger Monsters especially was planned for the original release but just didn't get finished on time. Did you know that the script was only finalized a month before the game actually came out in Japan? That's why it had no voice acting. Seeing as it appears to be just a lazy +50% more stats to all the monsters without any regard for balance on some bosses, I doubt that.
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# ? Dec 30, 2018 01:30 |
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Head Hit Keyboard posted:DQ1-4 resistances are all or nothing rolls. So an enemy with 70% Sizz susceptibility have a 30% chance just take no damage from Sizz spells. What enemy with the defense spam is bugging you? If it's the green crabs then Crack and Woosh work 100% of the time but they have 30% resistance to Frizz/Sizz/Bang. They're also completely susceptible to Sap. I am aware that they are all-or-nothing, I just don't like it. I would rather that an enemy with 30% resistance to Blazemore take 30% less damage, honestly. All of my characters are level 20 now apart from my new sage and I am past the desert area with the green Crabber Dabber Doo monsters (seriously, that's their name in the mobile version) There's two enemies, one near Muor and others at sea, that have tall, conical shells and buff themselves to the point that they take 1 damager per hit. They also resist spells like champions. I'm fine with melee-resistant mobs, but they need to be weak against spells or it's just taking the piss. I don't have access to any kind of resource that fully details enemy resistances and there's no spell in the game that tells you all of that, so I'm mostly guessing.
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# ? Dec 30, 2018 02:57 |
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HPanda posted:Can you link the walkthrough? I’m now very curious exactly which event they think starts Act 2, and what possible logic they could be using. Never mind, I'm dumb. I assumed since I was on chapter 9 of the 11 listed for the walkthrough that it was listing the 11 chapters of Act 1, not the 11 chapters that comprise the entire game. I guess acts 2 and 3 are much shorter than act 1?
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# ? Dec 30, 2018 03:21 |
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What's the trick to getting consistent results with the forge? I've managed to get +3 items without getting any of the bars to turn yellow, so I'm guessing that getting the meters close enough to the middle is more important than perfecting everything. Also, the dagger tree on Erik seems to get good damage with the sleep attack combined with the follow-up which deals x6 damage on sleeping foes. The trouble is getting the status effect to stick. Are the equivalent poison skills more consistent? I'm thinking that I'll pick up the steal skill before getting the dual wield ability. From what I hear, unlike other DQ games, stealing is actually useful here (previously, the chances of stealing anything were too low to be worthwhile, and enemies rarely had anything worth stealing).
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# ? Dec 30, 2018 04:14 |
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Wyvernil posted:What's the trick to getting consistent results with the forge? I've managed to get +3 items without getting any of the bars to turn yellow, so I'm guessing that getting the meters close enough to the middle is more important than perfecting everything. Getting the bars close is good enough. If you land a few perfects you will probably get a +3. Both effects seem to have the same chance to land. Steal is pretty useless in DQ11 too. The chance is low(but can be boosted with items / accessories) and there aren't really that many useful things to steal until act3(and even then it's mostly stealing a shield to sell for money). Get Dual Wielding first.
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# ? Dec 30, 2018 06:44 |
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Sea-Crossed Lovers Awarded for easing the heart of an ill-omened lover. gently caress you game. What a terrible achievement description for a downer quest.
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# ? Dec 30, 2018 06:47 |
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Wyvernil posted:Also, the dagger tree on Erik seems to get good damage with the sleep attack combined with the follow-up which deals x6 damage on sleeping foes. The trouble is getting the status effect to stick. Are the equivalent poison skills more consistent? Both abilities have the same base chance to hit, but poison is significantly less resisted across the board. Personally I don't think persecutter is worth a drat but Victimizer can be the strongest move in the game. Steal by itself is not very useful but the ? panel in that tree is a very very very very good ability so get it anyway on the way to that.
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# ? Dec 30, 2018 07:14 |
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Head Hit Keyboard posted:Both abilities have the same base chance to hit, but poison is significantly less resisted across the board. Personally I don't think persecutter is worth a drat but Victimizer can be the strongest move in the game. Sleep does have the advantage of locking down an enemy; a sleeping enemy is not attacking you. Plus it gets to Dual Wield quicker than the poison route; poison has to go through one more tile, plus the skills are more expensive. By the by, once you've unlocked a hidden panel, it remains unlocked, am I correct? So you could respec your skills and beeline to the hidden skill without having to unlock the prereqs first? Finally, now that I have a full party, is unlocking spear skills with Serena viable (at least, early in the game before the damage falls off)? I'm hearing mixed things about the viability of that build. At least Veronica seems designed to be a pure mage so whips aren't a good option for her (unlike Jessica in DQ8 where you could get Twin Dragon Lash relatively early and get good damage out of it).
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# ? Dec 30, 2018 11:02 |
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Wyvernil posted:Sleep does have the advantage of locking down an enemy; a sleeping enemy is not attacking you. Plus it gets to Dual Wield quicker than the poison route; poison has to go through one more tile, plus the skills are more expensive. I quickly learner that kasleep plus victimiser or whatever on targets of opportunity is a really good combo but I still prefer poison for big boys since you get ticks and it feels more reliable so long as they're not immune
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# ? Dec 30, 2018 11:21 |
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Wyvernil posted:Sleep does have the advantage of locking down an enemy; a sleeping enemy is not attacking you. Plus it gets to Dual Wield quicker than the poison route; poison has to go through one more tile, plus the skills are more expensive. I'd suggest against Spears for Serena. She's never going to be a terrific fighter no matter what you do, and the boost to Magical Mending from her Wands could give you a bit of an edge. Unless you have her going all-in on Claws, Jade is always going to be a better Spear wielder than Serena, and it's better to not have the competition for the good ones. And if you want a combat Whip-wielder, go with Sylvando.
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# ? Dec 30, 2018 12:22 |
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ate poo poo on live tv posted:I'm pretty sure the bosses in harder monsters mode don't get additional resistances. They do more damage, and have more actions, but I don't think they get anything else. Ah, shoot. I guess deciding based on low sample size bites me again.
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# ? Dec 30, 2018 14:48 |
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# ? Jun 1, 2024 17:48 |
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Stealing owns wth are you all talking about? It's the best way to get certain crafting materials. Absolutely get that first. You don't need dual wielding if you're stealing most of the time. It's pretty good against bosses though.
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# ? Dec 30, 2018 16:08 |