Quote Originally Posted by Camate View Post
I’d like to share some information about the weakness system for the final chapter of Voidwatch.

For battles of the final chapter, the weakness system and loot (items) will be completely separated.

We’ve decided to make it so that the weakness system’s goal is to give an advantage in the battle. With this hopefully it will relieve the stress of having to kill the monster when alignments are capped and forming parties to cover a wide range of weaknesses, all while worrying about the rewards. The battle strategies and party formations will be a bit easier making it so you can still defeat the enemy efficiently even if you don’t exploit a weakness.

Additionally, we will be making adjustments to the weakness effects as well as creating proper balance where there is no need to rely on temporary items.

We’d also like to monitor the final chapter and look into adjusting the weakness system for other Voidwatch chapters as well, so if you could separate the feedback for the final chapter and previous chapters it would be much appreciated.
Will the NM's be able to instantly wipe an entire alliance?

The reason we're spamming procs isn't to cap lights, it's to restore fanatics drinks so we can actually survive to win the fight. Capping lights is easy, hit EV or a HV or two and deal damage. On the NM's that matter, Tier 6 or Pil for example, if you don't have fanatics up you die quickly. Charmga, Deathga, Doomga, Aello's cheap move (silence + amnesia + paralyze + encumbrance muddle + high damage). Katastrax's aoe spam, Aoe spam from Gnaum or Kaggen or Flank Opening from Pil, all examples of monsters that you need to have fanatics or die.