Peach Parfait/Khulan Angura on Gilgamesh
Wait...what? Really? No I'm serious really?
What do you mean by "Remote area" you can teleport and walk to anywhere withing 5 minutes, you can regain anima by trading gear, items to hamlets, set 2 homepoints, and you still don't have enough anima?
I'm not sure if you know or not, but you get 100 anima if you win Hamlet Defense once with 60k+ score.
You can even get 30 anima if you win with lower score.
You also get turn-in items from caravan quest which can be used for more anima.
You can even buy items off the wards which you can then turn in for more anima.
Yes, anima is not unlimited, but I do not think that was the intent.
De-leveling is not a bad idea, but they will have to change every other aspect of combat to support that. Most specifically, it should not be possible to die so fast. De-levelling works when dying is hard. But here, it is so easy to die that it makes no sense. Presently it would be:
Let's try Garuda.
Died.
Okey, back to levelling, we'll try again next week.
Should they change all the mechanics to support de-levelling, then the question becomes: Is it really a worthwhile mechanic to have. I do not think ANYONE enjoys the de-levelling aspect, and am uncertain how it would make the 'game' more 'fun'.
Perhaps a more compromise of stiffer death penalties can be introduced. Presently no one really cares about dying, so it is a bit too extreme in that direction. Minor repairs and a 5 minute walk is hardly a penalty.
I'd like to see Deleveling AND losing durability together as a death penalty.
Death should be feared and avoided.
Been replaying Dark Souls lately and the rush you get from knowing that everything is on the line if this goddamn Invader kills me half way through the stage is awesome.
But just a longer weakness timer should be enough. lol
Man, finally some gets it, if you fear death the game becomes more awesome!~I'd like to see Deleveling AND losing durability together as a death penalty.
Death should be feared and avoided.
Been replaying Dark Souls lately and the rush you get from knowing that everything is on the line if this goddamn Invader kills me half way through the stage is awesome.
But just a longer weakness timer should be enough. lol
Indeed!![]()
Death can be feared without incurring loss of progress. Personally I prefer death penalties that still allow me to play but severely gimp what I can do (like second weakness for example). Lower my stats, gimp my damage and make me hate it, but don't take away what I've already earned. Negative reinforcement is not a good learning tool.
ok, but you don't fear it... you are not like "CRAP OMG ABOUT TO DIE!" you die and get back up with really no regrets.Death can be feared without incurring loss of progress. Personally I prefer death penalties that still allow me to play but severely gimp what I can do (like second weakness for example). Lower my stats, gimp my damage and make me hate it, but don't take away what I've already earned. Negative reinforcement is not a good learning tool.
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