Having auto-battle available for key stages tied to progression feels cheap and detracts from the story somewhat. I think its use should have been limited to grinding in the item world and other nonessential stages. The only downside is that it can sometimes feel as though battles aren’t worth playing manually, as a well thought out auto-battle strategy is often the fastest way to clear a stage. Discover the demonic art of the Netherworld in this super-awesome 63-page digital artbook and get an up close and personal. Having this level of control makes auto battling surprisingly skill-based, as you have to consider how the AI can get the best use out of each unit. Disgaea 6 Complete - Hololive Collaboration Set offers a set of unique characters with special colors, voices, and equipment to be added to the base game. For example, you could set a support unit like the Clergy to check for their allies’ health levels, heal them if they’re low, check their own health, heal themselves if they’re low, or attack an enemy if none of those statements are true. This allows you to give specific units more defined instructions as to how they should act during auto battles. Rather than just having generic presets to instruct the AI with, the game implements a flow chart mechanic. It’s also one of the best implemented auto battlers I’ve seen in any JRPG.
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