

The other thing that I find good about the new system is being able to do more actions per turn by spending the Action Points that a character gets at the start of their own turn. One such example is the ability to pick the combo skills you use in a chain since most group of enemies will most likely never be weak to one such element that it might be a good option to really just pick the ones that will be most effective. But I guess the only saving grace for this is the fact that new players can skip ahead to higher levels of difficulty if another player has already set a high rank, to begin with.īut it isn’t really all bad as the battle mechanics while it got more heavy on the use of a menu, I find it more intriguing as you can tweak your combos to fit your needs. Same boss, the same set of skills and same setup to murder the living hell out of it.

And that’s why it’s really frustrating, it’s the same damn thing over and over again. As each and every dungeon must be ranked up separately and can’t exceed a max of three each time. This makes dungeon runs and the boss fights within that particular dungeon a little more challenging but also very repetitive. Rank challenges as they call it… is a so-called dungeon feature that increases enemy levels based on your progress. It’s the usual colosseum fights and spirit-breaking grind for levels and gear but just to make it fresh, dungeons now have a certain mechanic to which I find endearing but also frustrating. It never changes and I sure hope it doesn’t but to be completely honest so does post-game content. It’s been a while… a hundred and sixty in-game hours to be exact since I first booted up the game and saw my favorite Nep-Nep, blasting my ears with her jokes and the usual skits that never gets old.
