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Golden Deer Pub Community Forums • Shin Sekaiju no Meikyuu 2: Fafnir no Kishi - Page 8
Page 8 of 11

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Wed Sep 17, 2014 6:40 pm
by Endra

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Wed Sep 17, 2014 6:47 pm
by MeltingPenguins
But OF COURSE!

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Wed Sep 17, 2014 6:58 pm
by ZetaBladeX13
I'm sure like in Untold, Classic Mode will be the definitive version of the game due to the many improvements added since EOII.

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Wed Sep 17, 2014 7:22 pm
by MeltingPenguins
I just hope they'll have the classic mode be without the 'mansion' (or what it will be in U2), the grimoire stones etc. Just the story as it was in 2, with added improvements

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Wed Sep 17, 2014 7:53 pm
by Myssdii
Grimoire Stones are confirmed to be in the game. I just hope they make them less random... It's a good addition since we don't have subclass in EO1 & EO2, it's just not really balanced atm =/

I liked the mansion, the subquests are good for farming rare items in post-game, and the passives are really helpful (like EO4 food system). And Rosa is cute :3

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Wed Sep 17, 2014 8:05 pm
by Endra
I'm fine with all those additions as long as classic mode is not completely built around the story classes again.

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Wed Sep 17, 2014 8:09 pm
by MeltingPenguins

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Thu Sep 18, 2014 3:57 am
by Snowdome

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Thu Sep 18, 2014 11:57 am
by MeltingPenguins

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Thu Sep 18, 2014 3:39 pm
by Myssdii
The first one is the most broken from my point of view. You pretty much couldn't do it without abusing the Medic's Immunize, and levelling was so hard that retraining a whole new party when you finally get access to Ronins and Hexers was too painful to even try. So you were staying with the standard team : Protector, Medic, Troubadour and Survivalist with a filler character, mostly Alchemist because they were so good for exploration. DH weren't well rounded, Landsknechts were meh, and Ronins were too complicated to use with their stances. And most of the time, you weren't bothering with Hexers because they're available only at the end of the game. Sixth stratum was nearly impossible without both Protector and Medic, so you had a pretty much fixed team if you aimed for post-game.

EO1 and Untold have similar difficulty curves, except that Untold's is overall easier (it then catches the original difficulty level on the sixth stratum) : they both have a pretty hard second floor if you're trying to rush the beginning, and the second stratum needs grinding before it can be explored (you just can't rush it just after Fenrir, unless you were overleveled).
The only thing broken in Untold is floor jump : because of this, you never feel really in danger, until sixth stratum. Even if I understand why they did this (five floor stratums, no jump at mid-stratum like in EO2), it's still too much broken since you can activate it anytime in the labyrinth.

I'm just comparing EOU Classic and EO1 : overall, Untold is more balanced in term of class impact and specialisation. Medic's Immunize works correctly (and is now useless like in EO2, unless you don't play a Protector or a Troubadour), Troubadour's buffs are more balanced, Ronins have been buffed to help them dealing with their stances (without making them broken like EO2), Hexers can now be used starting from beginning, and Survivalist's damages were nerfed to specialize them in support (those damages they were doing in EO1...).
It's easier to level up, and redo your party without being punishing (5 levels lost for resting in EO1, you were pretty much needed to build your party beforehand, or restart the game later).

What I expect from EOU2 is the same type of balancing : nerfing some broken skills (Revenge and Paladin/Gunner Force Skill...) and rebalancing some classes to make them more useful/specialized (Survivalist and Beasts, mostly, I liked Beasts but they weren't really good in any role). I liked my cookie-cutter team in EO2, but it made the game so easy sometimes...

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Fri Sep 19, 2014 4:42 am
by Snowdome

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Fri Sep 19, 2014 9:37 am
by Endra

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Fri Sep 19, 2014 12:32 pm
by Myssdii
10 levels ? So it was 5 in EO2 then (been a while since I played EO1...)

Floor jump would have been a nice feature if you could activate it only when you enter the labyrinth, just to skip floors you already explored. Being usable anywhere (except in new floors) just makes dangerous exploration trivial : cornered by FOEs ? Floor Jump. Forgot your Ariadne Thread ? Floor Jump. Low life ? Floor Jump. And for new floors, you just needed the Flee skill : trigger a battle, use Flee to return to the floor's entrance, go back to an already explored floor, then Floor Jump.
There is just no risk in exploration anymore... I hope they don't keep it in EOU2 and just keep EO2 mid-stratum teleporters which are nice.

I never made it to Primevil in EO1, but totally explored the sixth stratum in EOU (I just need to kill Primevil in expert mode, still too strong even in Untold).

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Fri Sep 19, 2014 6:57 pm
by Sigma
I really do believe that the only reason why those sub-geomagnetic poles exist in EO2 was because they couldn't be bothered to create proper shortcuts. If you notice, pretty much every floor they're situated in is a pain to get to due to a lack of properly placed shortcuts. It becomes even more obvious in the 5th Stratum.

Re: Shin Sekaiju no Meikyuu 2: Fafnir no Kishi

Posted: Sat Sep 20, 2014 12:56 pm
by internisus
I believe this trailer is brand new: