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So the surprise battle... I'm getting demolished. Not even competitive. Once the *spoiler* does his thing with the water, the remaining enemies completely destroy my team. Every attack or spell misses or does negligible damage, while they are doing 200+ damage to my guys and one-shotting them.
What I don't get, is I have equipped basically the best gear available up to that point, AND my characters are all 2-3 levels higher than the enemies. Everyone says this battle is a cakewalk but I'm clearly missing something. And party composition doesn't seem to matter, none of my attacks connect (especially spells - 100% miss rate), and my physical DPS can't kill anyone.
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alitheros: So the surprise battle... I'm getting demolished. Not even competitive. Once the *spoiler* does his thing with the water, the remaining enemies completely destroy my team. Every attack or spell misses or does negligible damage, while they are doing 200+ damage to my guys and one-shotting them.
What I don't get, is I have equipped basically the best gear available up to that point, AND my characters are all 2-3 levels higher than the enemies. Everyone says this battle is a cakewalk but I'm clearly missing something. And party composition doesn't seem to matter, none of my attacks connect (especially spells - 100% miss rate), and my physical DPS can't kill anyone.
Sorry for being super late and not remembering exactly the strategy for that battle, but I can tell you: there is a middle-to-early part in the game where I do recommend grinding for a bit doing patrols. Also, if you feel you aren't doing enough damage with spells and regular attacks, do not eschew using poison, bleeding or charm. Those things can help you turn the tables against enemies that don't seem to be taking any damage. Sorry that my advice is too general.
I am going to go ahead and disagree with the guy above. Grinding to beat this mission won't help in the long run.

Noone can give you any advice on how to beat these battles because noone knows what your advancement has been and what you have access to. If you made poor decisions because you didn't get the obtuse underlying mechanics then you may very well have just scuttled your game entirely.

This game is fucking awful on every possible point. The more you grind, the more classes you unlock, the more levels you gain, the more you help your enemies. The enemies you face will receive every benefit you do plus weapons a tier above your own, stat increases you can't get, and always with optimum builds while you are stuck making shitty class combinations in order to further your own advancement. The minute you unlock a class you will begin fighting enemies with that class already maxed. You can never arrive at anything like parity after the early game. You will always be placed in a disadvantaged position, you will always have less movement, you will always be weaker than your opponents, you will always be more poorly outfitted, and playing with less synergy. Just wait til you get to midgame and suddenly your attacks start missing for no reason despite having attack as maxed as can be with a passive skill bolstering it even more. You'll rarely see enemies miss though no matter how high your defenses are.

Bring a heavy magic group? Half your opponents will have the passive to negate all magic. Bring a combat heavy group? They will have passives that debuff so after every attack you make you have to spend a turn getting rid of the negatives allowing them two turns to your every one. But don't bring too many support units or else the game will punish you with combat that goes on FOR-F***ING-EVER.

And the enemies always know what passives you have and act accordingly while you have to figure things out blindly for yourself. Take the No Flank passive on your entire squad, you will never see an enemy try and flank again. They always know what the max movement is of your entire party so when you do start to dominate they can cheese away to little corners where you have to run them down.

You would think this makes the game difficult but it doesn't. It isn't hard, it is just tedious and absolutely frustrating. It is a poorly conceived, poorly designed, and poorly executed game.

The only way to win is not to play.
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alitheros:
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Decatonkeil: Sorry for being super late and not remembering exactly the strategy for that battle, but I can tell you: there is a middle-to-early part in the game where I do recommend grinding for a bit doing patrols. Also, if you feel you aren't doing enough damage with spells and regular attacks, do not eschew using poison, bleeding or charm. Those things can help you turn the tables against enemies that don't seem to be taking any damage. Sorry that my advice is too general.
Late reply also, but thanks for trying to help the community. I am currently considering the game and every bit helps.
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Elkor_Alish: Bring a heavy magic group? Half your opponents will have the passive to negate all magic. Bring a combat heavy group? They will have passives that debuff so after every attack you make you have to spend a turn getting rid of the negatives allowing them two turns to your every one. But don't bring too many support units or else the game will punish you with combat that goes on FOR-F***ING-EVER.

And the enemies always know what passives you have and act accordingly while you have to figure things out blindly for yourself. Take the No Flank passive on your entire squad, you will never see an enemy try and flank again. They always know what the max movement is of your entire party so when you do start to dominate they can cheese away to little corners where you have to run them down.

You would think this makes the game difficult but it doesn't. It isn't hard, it is just tedious and absolutely frustrating. It is a poorly conceived, poorly designed, and poorly executed game.

The only way to win is not to play.
Very later reply, but thanks for the info and observations. I am considering the game, so what your said here gave me pause.

So just to be clear, are you saying the enemies ALWAYS scale with the player and then get a boost on top of it? And does this occur for every single battle or just some specific scripted battles?

Speaking of battles, are they random or scripted or a mix of both?

I don't know if you still recall much about the game since it seems you played a while back, but thanks for any replies. :)
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Elkor_Alish: Bring a heavy magic group? Half your opponents will have the passive to negate all magic. Bring a combat heavy group? They will have passives that debuff so after every attack you make you have to spend a turn getting rid of the negatives allowing them two turns to your every one. But don't bring too many support units or else the game will punish you with combat that goes on FOR-F***ING-EVER.

And the enemies always know what passives you have and act accordingly while you have to figure things out blindly for yourself. Take the No Flank passive on your entire squad, you will never see an enemy try and flank again. They always know what the max movement is of your entire party so when you do start to dominate they can cheese away to little corners where you have to run them down.

You would think this makes the game difficult but it doesn't. It isn't hard, it is just tedious and absolutely frustrating. It is a poorly conceived, poorly designed, and poorly executed game.

The only way to win is not to play.
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gog2002x: Very later reply, but thanks for the info and observations. I am considering the game, so what your said here gave me pause.

So just to be clear, are you saying the enemies ALWAYS scale with the player and then get a boost on top of it? And does this occur for every single battle or just some specific scripted battles?

Speaking of battles, are they random or scripted or a mix of both?

I don't know if you still recall much about the game since it seems you played a while back, but thanks for any replies. :)
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Enemies scale with the player in all battles, but there is a limit that depends on the map and on one of the difficulty options. By default, the early game maps will always have weak enemies, no matter how high you level up. This can be quite useful if, say, you want to get characters to recover from injuries. (In default settings, a character who dies during battle gets an injury afterwords, which penalizes stats and goes away when you fight a battle without using the character.)

As for battles, they're scripted. However, for most areas, you can return to the area and select a menu option to start a "random" battle. Unlike Final Fantasy Tactics, random battles only occur when you select the menu option to start one, so no worries about getting into too many random battles when trying to get where you need to go.

Speaking of difficulty, the game has a rather nice custom difficulty menu, where you can individually set difficulty parameters. For example:
* You can separately adjust enemy stat multipliers and the amount of equipment enemies get.
* You can set how high enemies scale. (I believe there's an option to uncap it, so you could fight level 99 enemies on an early map, for example.)
* You can turn off injuries, or make them permanent.
* You can change how often enemies are allowed to use revive abilities. If you really don't like enemies reviving each other, you can disable that entirely. (Note that the game also puts a limit on how many enemy healers can spawn. This can't be changed, but is there because players often find it no fun to fight against enemies that can all heal each other.)
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gog2002x: .
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dtgreene: Enemies scale with the player in all battles, but there is a limit that depends on the map and on one of the difficulty options. By default, the early game maps will always have weak enemies, no matter how high you level up. This can be quite useful if, say, you want to get characters to recover from injuries. (In default settings, a character who dies during battle gets an injury afterwords, which penalizes stats and goes away when you fight a battle without using the character.)

As for battles, they're scripted. However, for most areas, you can return to the area and select a menu option to start a "random" battle. Unlike Final Fantasy Tactics, random battles only occur when you select the menu option to start one, so no worries about getting into too many random battles when trying to get where you need to go.

Speaking of difficulty, the game has a rather nice custom difficulty menu, where you can individually set difficulty parameters. For example:
* You can separately adjust enemy stat multipliers and the amount of equipment enemies get.
* You can set how high enemies scale. (I believe there's an option to uncap it, so you could fight level 99 enemies on an early map, for example.)
* You can turn off injuries, or make them permanent.
* You can change how often enemies are allowed to use revive abilities. If you really don't like enemies reviving each other, you can disable that entirely. (Note that the game also puts a limit on how many enemy healers can spawn. This can't be changed, but is there because players often find it no fun to fight against enemies that can all heal each other.)
Oh now that does sound very nice! Giving some control to the players on the difficulty settings is not something you see in many games (w/o modding anyway). Glad to see this one has it, though many games don't really need it.

This one sounds like I would probably use it, though I would test the defaults first just to see how it feels.

Good bit of info, thanks for the reply.
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Edit:
Deleted this part, apparently I asked this in the other reply lol and didn't realize it.
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Post edited December 30, 2024 by gog2002x