In the end, that's what wins the game though, proper item management.Īfter I learned how to abuse type and element weaknesses, the game just became basically a simulation on keeping weapons available to exploit such weaknesses. And considering that you can hardly hold anything, I found myself using the chest a lot, I felt like I spent hours in those workshops. You can barely hold anything and loading the inventory of the chest is slow, and then each time you use it, you have to save, which isn't the quickest thing either. Disassemble some weapons, reassemble some weapons Perhaps it's because I like to keep my inventory super organized and I was playing the game a bit like a loot game, but I found myself basically: However, I really did not like the restricted inventory limit, and the need to use those workshop chests, the fact that you needed to save each time you use those chests, and that saving was not especially quick almost ruined the game for me. Shahed and I discussed the game briefly already and we seem to agree. I played it for the first time this year. It can be immensely deep but it doesn't have to be if you don't want it to be. You're going to be going in and out of menu's a lot however you play so you may as well get used to it but be doing it for a purpose.Īs for weapon crafting.make sure you have one blunt/edged/piercing weapon in your inventory and when you combine just make sure that the stats go up. Class is ok for defence but completely ignorable otherwise.i ignored it and finished the game fine with attention to the buffs/debuffs. Once you can analyse things you'll be able to judge what affinity gems you should attach to boost damage as well as that optimal type. The best advice for anyone playing is to ignore the Class system entirely and just use whatever weapon type (Blunt/Piercing/Edged) is effective for any particular enemy without worrying about raising/lowering class against that "species". (again.last time was probably about 10 years ago though) It's truly one of the greatest games ever and on learning that it was incomplete i was heartbroken (needs more explanation about Tieger and Neesa) The game sort of eases you into that - I think the first monster you will probably have trouble with is a ghost about 2 hours into it. You will not get far without buffing your weapons and debuffing the bosses. So keep a few of them handy at all times and switch to them when you're fighting different enemies (it should be pretty obvious what type they are just by looking at them most of the time).īuffs and debuffs are very important in this game's boss fights. As you use them, they will naturally get better at killing specific enemy types. In this game your weapons are like your party members. There are basic rules which will generally result in better quality weapons, and if you don't know them and you go in there mixing blades and stuff willy-nilly you will just end up with garbage 99% of the time. Take a look at the weapon crafting FAQ on GameFAQs before you attempt to do it. But you won't know just how good it is unless you manage to beat it. This game has the best story from Square-Enix on the PlayStation, maybe their best ever. Weapons can also have elemental affinities you have to worry about.ĮDIT 2: Here's the stupid flow chart that has always given me a headache: You'll get the hang of it.ĮDIT: Here's a wiki page that explains a lot of the affinity, class, and type stuff. This sounds really complicated, but it's not as bad as it sounds. Constructing weapons is a big part of the game, and thankfully the class affinities are "stored" in the weapon's blade (usually), which can then be slotted into another weapon hilt to make a new weapon. There's a confusing flow chart I never understood (or just chose to ignore) that shows the ways weapons will change affinity based on the new class of enemy attacked with it, but I just made dedicated weapons for each class of enemy. but if you then use the same weapon against a different class of enemy, it might make the weapon less effective against the first class. Any weapon you continually use on an enemy class will become better against that class of enemy (meaning "beast," "undead," "phantom," etc.). The weapon affinity system in VS is kind of weird.
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