
Of course, if Velvet has 5 souls and can do a limit break then you want to use that ASAP on the enemy. This damage DOES make a difference in how quickly you can dispatch enemies, and the game stops becoming "a slog", as you call it, once you stop letting the AI dictate the pace of the encounter (the AI is pretty useless and inefficient at doing damage/combos). If she can't do a chain combo on the enemy or she loses one of her souls then she's pretty much useless since her base damage becomes very mediocre.ĭifferent characters are better suited for different enemy types, so you can do chain combos by having them spam enemy weaknesses (for some reason they never do this by themselves). Velvet is not always the best option for every encounter. (Imagine just waiting with 2 souls and looking on as your party gets clobbered). If you're playing on hard and just mashing a single button then I wonder how you can even have fun by playing so inefficiently. Playing on harder difficulties actually forces you to use the menu system once in a while rather than just button mashing and solely relying on Velvet's soul break. I guess I'm one of few people that constantly switches characters on Hard or higher depending on the enemy type encounter. You won't have the same experience if you play someone else, though the game gets obviously harder if you do.

You could try playing someone other than Velvet. It's best not to think too much about it. In comparison to something like Graces F, it's unfortunately not even remotely on the same level. Doesn't help that some enemies have those fun 0 cast time huge aoe 100% status applying spells to drag out some encounters for no reason.īerseria had a lot of ideas, but none of them worked too well. Either you get the upper hand and a battle will feel easy, or you don't and die. I think it's one of the worse Tales of game in general, because the battle system has so little variance, the combo system is way too limited and really, it's too escalating. That said, yes, the game is very escalating. While on normal you can chain two encounters together and may get away with, on hard your AI are going to fall like flies. This is especially notable for strong encounters. This means they deal more damage and take less damage.

The little extra you get from the bonus isn't nearly as much as what you generally lose out on. normally 40 hits combo gives +40% for the character getting the last hit, on hard it's +60%) All things considered, this means less exp. Hard mode reduces exp gained, but raises combo exp% by 50% total bonus. This game has barely rpg elements, and it's mostly about level.
