FlareZero
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Che problemi aveva il 6?Dovranno mettere una pezza alle critiche mosse al 6 penso.
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Che problemi aveva il 6?Dovranno mettere una pezza alle critiche mosse al 6 penso.
A parte lo stile completamente 3D che non deve essere piaciuto so che hanno levato cose, credo che Geddoe ne sappia di più.Che problemi aveva il 6?
A parte lo stile completamente 3D che non deve essere piaciuto so che hanno levato cose, credo che Geddoe ne sappia di più.
- Magichange is gone
- Monster weapon type is gone and monsters use regular weapons
- Toss and pass are gone, and in their place monsters can lift and throw
- Weapon skills are gone; in their place are unique skills that each class has, many of which are derived from old weapon skills (Zielregen, Boulder Crush, Totenkreuz, Triple Strike, etc)
- Traditional stat buff spells seem to be gone, with unique buffs (like the healer's damage buff or thief's self-SPD/HIT buff) taking their place
- Equipment aptitudes are gone
- Chara world is gone (thank god) with its stat-boosting and evility scroll-making functions relegated to super reincarnation and the skill shop respectively (generating skill scrolls does not seem to exist anymore)
- In addition to generating evility scrolls, the
- Many classes are gone, even long-runners like nekomatas
- Tower skills are gone
- Revenge meter, squad attacks, and Overloads are gone
- Interrogation is seemingly gone: squads are leveled with EXP and mana gains from battle
- Classic-style capturing is seemingly gone
- Innocent management, farm included, is handled with the item worlder again
- The new "innocent exchange" submenu of the item worlder allows you to spend item points to acquire innocents
- Enemies in the item world seem to have randomized resistances again
- Enemies in the item world seem to always have a bunch of spells learned, of all elements (plus healing)
- Innocent town is still a feature, but routes are not
- Mystery gates are back
- Pirates/invaders don't seem to be present: I haven't encountered them yet and the tutorial says nothing about them
- Innocents aren't "true neutral" like they were in 5 and actually will fight both the player and the enemy
- Lucky boards have actual AI and can attack you
- The stage doesn't end until all lucky boards are defeated; I'm not sure if this holds true for neutrals like level spheres, chests, or innocents
- The recruitment NPC is gone and that function is handled by the assembly again
- The hospital NPC at the base map no longer provides healing, as auto-heal is now a default mechanic; he simply gives you rewards for the amounts recovered
- EXP and mana gains are given out at the end of battle, to anyone who participated
- Item exploration replaces netherworld exploration
- Enemies can actually use the archer's support attacks now, which totally surprised me
- Evil dragons and horsemen are large units akin to Disgaea 4's fused monsters; these monsters can still lift and toss and their basic attacks have unique multi-target properties which can make their counterattacks very dangerous
- Color edit feature doesn't seem to be present
- Quadruple speed feature needs to be unlocked with a bill
- Stealing is exclusively done with the thief's Cat Snatch skill
- Weirdly enough, when managing innocents there is no tab that displays all equipped items
- There is a second class of armor that focuses on providing RES over DEF (orbs are still present)
- You can't stand on geo symbols or level spheres anymore
- The item duplication mystery room seems to be still present and even has the same layout, but it's been visually overhauled
- Bonus meter is different: extra levels don't seem to be present, equipment seems a lot more rare, and the rank-0 item isn't forfeited when the floor is skipped
- Getting to the gate at the end of a floor will reward you with a level, like in the pre-5 games, regardless of meter