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I feel like "optimizing" units here is way more complicated.


ckc22
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The fact that first gen pairs trade classes + the addition of A+ ranks and the ability to buy skills make picking out pairings way way more complicated than in awakening, too complicated probably imo. Awakening was largely open with several guiding principles leading to probably 3-4 really good pairings for most kids. Here I don't even know where to start.

Coupled with the fact that online is filled with a bunch of hacked units I'm not even sure there's a point because you could just randomly stuff people together and more or less get to the same solution. I spent a ton of time in awakening on this and it feels like a huge negative that it seems to lack any sense of import now.

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umm quite the opposite. now you nolonger have to care about skills or much all. the only thing you really have to care for is the class itself, IE what weapons do you want to be able to use, otherwise you can literally buy like every single skill in the game for everyone.

now, because you can best friend people, classes are also not that important. basically the only thing that matters are the individual characters personal skills for team building.

its so much simpler for optimizing marrages, because they simply don't matter. the only caring qualifier being what do you want the father+child to have as their extended class. just ship the child and father together as a unit when theorycrafting (reminder the male are now the one who have the children in this game instead of the females) and then just look at what each female marrage candidate can contribute class wise.

also, because dual guarding has nothing to do with relationships, you can marry one person, and then not even use them in your team as a partner. you only lose out on a single point in some stat that you might not even care about, like +1 skill or +1 luck.

its super simple now. no longer head stratchingly painful.

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umm quite the opposite. now you nolonger have to care about skills or much all. the only thing you really have to care for is the class itself, IE what weapons do you want to be able to use, otherwise you can literally buy like every single skill in the game for everyone.

now, because you can best friend people, classes are also not that important. basically the only thing that matters are the individual characters personal skills for team building.

its so much simpler for optimizing marrages, because they simply don't matter. the only caring qualifier being what do you want the father+child to have as their extended class. just ship the child and father together as a unit when theorycrafting (reminder the male are now the one who have the children in this game instead of the females) and then just look at what each female marrage candidate can contribute class wise.

also, because dual guarding has nothing to do with relationships, you can marry one person, and then not even use them in your team as a partner. you only lose out on a single point in some stat that you might not even care about, like +1 skill or +1 luck.

its super simple now. no longer head stratchingly painful.

This is why it's no longer any fun :(

Maybe complicated wasn't the right word.

Personally I couldn't give two craps about pairings for story or shipping reasons, the only reason it was entertaining in any way was for the eugenics of it, and theres just not as much meat here as there was in awakening.

Edited by ckc22
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