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Just leveling up is enough to become strong.
Warrior * * * * * * * * * Wizard * * * * * * * * * Mage * * * Priest * * * * * * Green * * Thief * Monster Master * * * * * * * * Battle Master Sword Fighter Sorcerer Ranger Super Hero ??? ??? G483542 Apple of Pao E:1507656
In DQ6, can’t you clear it easily by leveling up and picking some lower jobs along the way?
First of all, the choice of image in the thread is definitely going to the welfare center.
>>2
Grass
Aside from the thread image being out of the question, I can’t think of a suitable example either.
In other words, games made like that are probably meant to be played with that expectation from the start.
In DQ6, if you play normally, you won’t need to grind for money.
It’s troublesome because the difficulty suddenly spikes when you get a crappy job or a job that doesn’t match your character.
>>4
That’s primarily because we are doing training and progress at the same time.
If you stumble with the boss, you can just change jobs for a while.
>>6
The battle against Gracos in the 7th area, with no way to return to Dharma, was incredibly tough on the first try…
I’m just casually leveling up my skills as a wizard or a comedian…
That was the first time I struggled in Dragon Quest.
>>151
Even though the NPCs are strong, there were really tough spots here and there in 7.
The final boss isn’t that great, so it’s not said as much as in 6.
I’m a guy who earns without clearing until I reach the state in the thread image!
>>5
Bored before clearing it!
>>62
Keep the save data from the point of completion of the work, anticipating that.
If I start the second round from the beginning and get here, I’ll switch over to that!
>>5
During the replay of 6, I got bored while leveling up at the magician’s tower right from the start.
I wonder if it’s like FE.
In Dragon Quest 6, you usually finish with one or two advanced classes.
It seems like a type of game where you need to carefully consider the status increases when leveling up, and there’s an option for distributing points, so if you don’t have enough status, you can’t change to a higher class.
Is it a talk about how difficult it is to distribute bonus points evenly in Megaten?
FF5 is fine.
I understand the desire for it to be enjoyed for a long time, but making someone fight over 200 times to master a single job is excessive.
A good example from the same period of games would be FF8.
Lately, it seems cumbersome to hit with techniques that aren’t effective in the current battle just to learn new ones in Romancing Saga…
Letting you have an easy time at the beginning of DQ8 with the boomerang.
I kinda dislike the guidance that tries to make the boomerang skill activate.
In DQ6, if you don’t check a guide, choosing the wrong class can make things quite tough, well…
The DQM series is relatively easy if you’re just trying to clear the game, but it can be quite challenging due to the unlocking of advanced skills and specific combinations of abilities or skills, as well as some unique breeding patterns.
Regarding DQ6, it seems I ended up choosing one without an advanced combination.
As long as the protagonist isn’t made a high-level character that’s not suited for being a hero, it could go either way.
>>18
So isn’t it a matter of being bad at needing such prior knowledge?
It’s information that can be understood if you’ve heard various stories in the work.
>>19
It’s just that they don’t understand the system, so the beginning doesn’t matter.
It’s more fun when it’s tough, isn’t it?
A trap that makes it feel like the magical warrior is strong based on its name.
If you progress efficiently on the second lap and challenge him with about half of the advanced job proficiency, Destamoor is incredibly strong.
Without prior knowledge, isn’t it like games such as SaGa Frontier 2 or Unlimited SaGa where you could get stuck?
Romancing SaGa is also quite terrible.
I’m not good at games without free battles in SRPGs…
>>24
It’s not necessary, but if there is a free battle, it should provide a lot of experience points; otherwise, it’s not needed.
Even if the hero doesn’t make it, you can still manage if you’re around level 40 against Destamoor…
>>27
Isn’t it tough that when you use “Hero Extraction” at level 2 and cast “Sguard,” you can’t evade defense?
>>30
If the protagonist is a magic warrior, they can break out with Melazoma.
If it’s a paladin, then let’s do our best.
I want you to show me whether the free battle in the SRPG is a pre-release promotion or not!
After going through the proficiency relaxation and skill system in Dragon Quest 7, playing 6 makes earning proficiency quite tough…
>>29
It’s ridiculous that you have to fight around 600 times to master one senior position from a lower rank.
>>32
It would have been better if the ability points changed depending on the enemies like in FF…
I don’t know how to enjoy SRPGs…
Is it possible to start over when it gets tough because of misallocating stats on the first run?
>>31
I make plans, and when I encounter unknown hidden information, I start over and progress, or when the plan’s content is almost cleared and it becomes a mere formality before quitting, that’s me. Until then, the time of making plans might be the most exciting part.
I think about the second week too, but this time making plans becomes a hassle; the first attempt and revisions are fun, which is strange.
>>31
The only SRPG I know that makes you struggle with stat allocation is Summon Night.
Things like FFT and jobs will give you an advantage just by dabbling in them, so you can switch jobs casually without thinking too much about it.
I wish RPGs would allow you to at least manage something if you spend enough time on it.
>>34
In the Famicom era, it was common to level up to the highest level before fighting the final boss in RPGs.
On top of that, it was often just a matter of luck.
I’m not good at FE!
A muscle-bound hero without the hero’s presence is solidified with Buharu and Skuruto, making long battles round with the Hustle Philosopher’s Stone.
I don’t think there are many SRPGs where you can allocate stats…
If it’s random growth, you have to think about how to deal with it as part of it.
It was said to be a lukewarm specialty game, but was it common to level up and earn money before proceeding?
I have memories of it being quite tough because the enemies were strong.
>>41
It’s probably accurate to say that it’s tough if you don’t level up fairly thoroughly.
The second one is at least assumed to be a hero.
Summon Night has quite a troublesome initial stat distribution for newcomers.
>>42
In Summon Night, I learned that for the first game, it’s best to increase STR a lot.
>>56
2 has taken a bit of a twist.
There are people who summon the strongest with low cost by maxing out LUC.
I thought it was only natural to progress after mastering all jobs, so I was just trying to hunt weak enemies relentlessly.
Blocked by the skill level limit, I lose my motivation.
I remember spamming Mera-Mi during the battle with Destamore.
FE’s status increases are random when leveling up.
When luck is bad, there are times when it really just won’t go up…
It’s a type of game where you leave the stat distribution to this side, but it’s different if it’s an MMO.
I think that even if you allocate evenly, which can often feel awkward when dying or using abilities, most things can be managed regardless.
It’s fine to defeat weak enemies at Miralgo’s house.
You should do that full-time.
I’m not good at systems where enemies become stronger based on assets or battle counts, so I have to suppress that in some way while progressing.
The first time I encountered it, I leveled up too much before Mudou and ended up in a terrible situation because Hassan and the protagonist’s proficiency didn’t increase.
On top of that, Amos misses his shots.
Leveling up mid-career characters in 6 is already tough.
>>53
I feel like this is a problem that exists in both 6 and 7.
The disparity in work experience makes me not want to use it.
The main focus of FE is to manage to get through with the current hand in front of you.
Only high difficulty requires even a sense of planning.
Please stop placing extremely strong enemies like Stone Beast and Mudo before the job change, even though there are limits to proficiency.
>>55
I remember that the enemies up to Mudo were strong, but the balance was good; maybe I’m mistaken…
FFT’s no random encounter play.
Maybe something like Lance X?
The Stone Beast has been here since before the job change.
Even if you play normally, the last dungeon in 6 is so tough that you can’t do it without leveling up.
After that, I got beaten down by the final boss and started leveling up again.
In Summon Night 2, it’s really bad that I don’t understand the class change conditions.
I hate that there are random elements in Mii-chan’s growth…
I hate the magicite bonuses in FF6.
It’s a difficulty level that you can clear without any bonuses at all.
I hate the feeling of wasting something for no reason.
>>69
On the contrary, I’d prefer it to be that way since the error is too much.
I just wish the acquisition of magic had been more diverse.
Wasn’t there some magic that Odin missed and could never acquire again?
>>90
Odin is said to be faster than magic.
For now, the only quick one is Raideen.
Meteor can be remembered with the word… Doomsday.
>>90
Odin is precisely the value of the speed bonus, not magic.
Since Raideen was adjusted to a superior version including bonuses in Pikurima, you can change it right away.
The proficiency cut due to enemy strength in DQ6 isn’t that strict, right?
>>70
I think if you level up too much between Mudo and Jamiras, you might occasionally get caught.
The wizard’s tower is often mentioned, but in reality, most of the second half has no cap.
>>71
It seems like I have some time.
Let’s go around together!
>>72
I dislike the difference in quantities during laps…
When earning at 6, try to hold off on using the Paladin for as long as possible.
>>73
It seems like there are a lot of thoughts going on.
Let’s do a grand cross.
As FE has been renewed, the growth rate has been increasingly inflated.
Well, it’s definitely much better than the time when it was common to not get stronger even if you leveled up just by using a weak character without knowing better on your first try.
>>74
I’ve experienced that around 40% tends to drop off quite a bit in GBA titles.
>>74
In the time of the Holy War, it seemed that having a strong class and divine weapons was everything.
The growth rate was an extra.
When I played the DS remake of the thread game smoothly, I ended up with a last dungeon around Hero 1 from Super Star, and it was really tough.
The final boss in 6 is really strong.
>>77
In 6, playing as a healthy person with the fastest hero is difficult, you know.
In the final stage, the hustle dance is not enough.
In the first place, in FE, the maximum value is 20 and the influence of growth-boosting items is so strong that doping is easy, so there’s no problem with numbers like those in Emblems.
In the recent era of limits like 50, there’s no way that figures from the SFC era would be acceptable.
The adjustments around that area were rough, and the new dark age didn’t catch up with the increase in upper limits and growth rates, so aside from some parts that were adjusted, it was really bad.
Thanks to Dragon Quest, you learned that work experience is important, right?
You shouldn’t choose a career that cannot be versatile.
Ordinary people can’t level up their skills all day long, you know~
Muu-chan can do it!
I like the ease of something like FF5.
Randomly generated growth in SRPGs really makes it hard to want to grind, huh…
I’ve played a bit of Summon Night because it has individual character endings.
Didn’t they think it was odd that a magic user, who already has low durability, would see even further drops in durability because of job adjustments in a magic class?
If magic is much stronger than special skills, then that’s one thing, but it’s not really that different.
The fact that 6 has the Philosopher’s Stone as a condition for acquisition and a healing nerf is painful.
In one way or another, the sage Behomara is the lifeline.
>>87
Hustle dance becomes lacking in strength towards the end, but it’s so easy that I want to impose restrictions on it.
An attaché case filled with gold eggs from Katabaio 4.
The only times growth evaluation is necessary in FE are when you’re doing things like playing hard mode or imposing weird restrictions.
>>89
It may be so as a consideration.
When I level up and get 0 pins, I really want to reset.
>>89
If you don’t carefully select your growth, you’ll seriously hit a wall at the highest difficulty of awakening…
And once you become able to train on your own, the difficulty drops significantly.
>>89
Gingmi is basically a conversation for when you’re aiming for ultimate development.
It is considered to be highly difficult, but it seems that even if you carry a fair amount of growth setbacks, it has been designed in a way that you can still manage to clear it.
Anyway, it’s better to have character personalities!
The number of battles is bothersome.
I want a way to shorten it with some kind of ingenuity.
>>92
Should I take on strong enemies with the risk of total defeat to earn a lot of experience points?
There’s no strategy of taking your time consistently against weak opponents.
It feels tedious to keep hunting the weakest enemies just to gain proficiency.
>>92
I dislike the hassle of having to retrain after changing policies later on.
Let’s make it an experience points system!
The thread image is evil because it has a route that is like a ranger but goes off track.
>>94
I believed without a doubt that the wind learned from the master would affect everything.
I was surprised all by myself.
I want to be able to do Respect in a more casual way.
I couldn’t understand the behavior of classes and feats just from descriptions like Pathfinder, and since the respec cost keeps doubling every time, it was a terrible system, so I had no choice but to install a free respec mod.
Playing at the minimum level until the end for optimal training.
Compared to FF6, where you have to repeatedly escape from battles at Beast’s Field, it’s not so bad.
Taking time on DQ6 is easy.
I prefer the skill allocation from level 8 because it brings out individuality…
When I was young, I couldn’t win against Destamore no matter what, and I was stuck, but I can’t remember why I was in such a situation.
Late SFC RPGs like DQ6 and Romancing SaGa 3.
Everyone was really lost in trying to create something elaborate, weren’t they?
The ranger’s special skill generally fails due to probability…
>>105
It is very frustrating when a technique that simply deals damage fails due to the enemy’s resistance.
It’s acceptable for instant kills and massive damage to miss as a risk.
>>114
In the case of DQ, it’s really stressful not knowing the resistance of the mask data clearly.
>>117
There are successes and failures in spells even before resistance, as per the traditional methods from wizards.
It didn’t work! I can’t tell if it was a failure or if it doesn’t work at all due to resistance.
It seems that the notation has changed recently, but it’s impressive that this has worked for so many years.
Since we have a job system, let’s all choose jobs that have a different impression from our appearance!
Doing things like that often leads to a dead end.
If you happen to make Metal-type allies your main force, the checkmate element of Destamore will be killed first.
Due to the hero’s lack of skill, how it can’t be used, and secondly, whether it can be solidified with Scara Baikilt.
I thought I defeated the main body with a concentrated attack, but then it was revived with Zauriku, and either that or I get my heart broken in the third phase.
The growth system in FE, how should I put it, it’s not that I want to make it the strongest or anything.
It’s frustrating to continue while being weak when it’s easy to start over.
>>111
When you constantly evaluate growth and then that character starts to dominate in the final stages, it kind of loses its appeal…
I wonder what this phenomenon is…
FE is basically something you can manage to do normally up to the hard level.
I just couldn’t do anything about the dark night.
In FF6, if you attach a drill, things will generally work out.
>>113
If we’re talking about FF6, the level-based adjustments are just too powerful…
It seems like the purpose of the cover is to make the growth rules too special.
What’s up with you trying to get hit by the enemy’s fire pillar?
The ranger is oddly being held down.
Personally, I find it more interesting to have a style where it doesn’t matter how FE grows.
I can understand the intentions of those who want to excel in training.
I remember that in terms of growth, FF5 was more troublesome than FF6.
The ABP you earn from regular battles is too stingy, so if you want to learn various things, you have no choice but to hunt for statues.
>>121
I often saw people who play with low-level restrictions struggling just to earn AP.
Pikurima is glad that things have become easier around there.
>>121
That said, it’s not that you can’t grow if the enemies are weak, so aside from the farming efficiency, it’s guaranteed and has no downsides…
There may have been times when I invested money in Super Robot Wars with mixed expectations and ended up struggling in the late stages.
It hasn’t been a balance game for a long time, has it?
>>123
If you invest properly, any machine can be effective (though there’s a difference in cost).
Considering that Super Robot Wars is fundamentally a crossover festival work, I think it fits well.
In the latter half of FF6, you can easily win without worrying about the magic stone bonuses, thanks to a plethora of overpowered equipment and spells.
It’s interesting that the difficulty of maneuvering without raising the level in the first half stands out, and it feels like I’m half stepping into a fruitless ordeal.
>>124
Even low-level play of FF8, which air players often talk about, is completely unnecessary.
If you make it 100, you’ll need to prepare for level 5 death.
>>128
It won’t be a deadlock, right?
I understand that it feels unpleasant to sense that as I become stronger, the enemies also become stronger.
That’s why Mii-chan struggles with the Saga series…
I’m a balance-type character in Summon Night, and I got stuck in the late game!
I wonder how many innocent wild Garla appeared in the old grinding days.
There were retreat bosses that you absolutely couldn’t defeat unless you modified specific units in advance for the impact…
The rank of magic that can draw will increase, and there are also enemy caps.
In other words, if you don’t raise it to a certain level, even a refining master will easily find various things lacking.
In Dragon’s Dogma, there’s a growth adjustment based on professions, but it can be stressful because you have to change them to acquire abilities…
That game has such a huge equipment adjustment that it’s negligible, but right before leveling up, I would go back to the inn and switch to my main job.
>>134
It could be handled in any way unless it was a really extreme job use.
When I was earning for my skills, I felt stressed.
Without a certain level of knowledge, you might get stuck in the Saga series.
>>129
Certainly, while I do engage in that kind of training as part of fully enjoying the game, elsewhere I feel like I just fight without thinking about anything.
I think people who have been doing it that way every week since the first time have an incredibly strong mentality.
In Star Ocean 2, nearly all stats grow randomly with almost every level.
I don’t even feel like being picky.
>>137
Is that how it was?!
Next time I do it, I’ll pay attention to it.
The story of getting stuck while endlessly fleeing in Romancing SaGa 2 has become legendary.
On the contrary, isn’t it only like that when you get stuck with a weak enemy? The final boss is strong in all works, so they really put you in a tough spot.
The Saga games after Romancing Saga are games that tend to get strong on their own, so they aren’t as difficult as people say.
I really don’t like it, I really don’t like it, I really don’t like it!
When Mii-chan’s friends temporarily become enemies due to the scenario, their training carries over as is, so if I carelessly develop them, I might struggle or worst-case scenario, get stuck!!!!!!!
>>140
Mii-chan is someone who got stuck against the enemy Ashar-san in the second round of Super Robot Wars D, right…?
>>142
It’s just a specification error, so it’s not a separate issue.
The Romancing SaGa series is said to be about the Seven Heroes and the bosses, but aside from that, I really think it’s more like I end up throwing the game because I just can’t handle it.
I threw it once because the wind spirit only rolls blizzards in the final trial.
You can earn as much professional proficiency as you want later on in the thread.
Speaking of which, I remembered that in TOD2, if accuracy is low, it becomes a disaster.
>>147
I remember playing a game where you would break the opponent’s guard with a technique and then follow up with a combo.
I actually don’t really like the Saga’s flash system either…
It’s often the case that I don’t learn any skills because my real luck is bad.
>>148
In fact, it’s not just about real luck; there are many cases where I don’t even remember that character to begin with.
Visualizing it in Ribesaga was a brilliant decision.
In Super Robot Wars, it would have been quite tough when Gunleon turned into an enemy in Z, depending on how much it was leveled up.
I’m sorry to those who like it, but DQ7 feels like some bosses are just too strong and there seems to be a lack of proper balance…
>>154
Eh… it’s just that I don’t earn enough, that’s all.
I often see people struggling with Hell Cloud, but if you just use Ionazun, it shouldn’t be a big deal.
If you get the training direction wrong, it’s simply too harsh to handle.
If you make a mistake, clearing it can be difficult, but it depends on how you perceive “somehow managing.”
A few years ago, I tried playing FF2 without intentionally increasing the evasion rate and just advancing the story quickly until the end, and that was fun in its own way.
Gracos struggled without being able to change jobs, but other than that, it was nothing special…
Since there were only two backline roles, including the protagonist, it was really tough.
I remember that the journey was tough rather than just Gracos at 7.
I have a memory of being surprised when I got wiped out by some bandits or something early in Dragon Quest VII.
Even if they say it’s difficult, it’s usually because they are challenging boss fights while still in a lower class during their training.
Although it’s the beginning, the scenario and combat around the mechanical soldiers are harsh.
The NPCs in the town are decreasing more and more…
If you’re aiming for the maximum in HP theory, do you need to aim for a low-level clear like in Wild Arms 2?
Even with characters like Barbara from 6, when the wizard-type status adds the bonuses from wizard-type jobs, the HP becomes really insane.
If you’re over-leveling, it means you have no intention of playing at the intended difficulty.
I wish they wouldn’t constantly impose the kind of balance that the developers thought up, where enemies get stronger when you level up.
>>165
Got it! Level restriction at the union level! Item adjustment for brought-in weapons!
Even though the metaphor is a freely customizable protagonist, I ended up feeling like it’s okay that the companions up until the middle are forced into being magic users because of the muscleheads and the thief…?
Maybe in terms of balance, the protagonist could clear it as a physical type as well.
Mii-chan dislikes the Evil Sacred Sword Necromancer (after significantly surpassing the clear level) because of her late-blooming talent!