@ReTelor@schlafenkirsche If I was in your place I'd learn how to write first before discussing matters of game design because you just said complete gibberish I won't even take seriously
@ReTelor@schlafenkirsche Mechanical mastery is clashing and stalling while eating L'abject that's forced onto you at some point, meaningful decisions which there are none, readability when there were several wording mistakes and totally useless passives, mechanical escalation which is nowhere, 5,6 irrele
@of_euna@schlafenkirsche Counter is already pretty harmful and can cause staggers/more count even at around 10 L'abject, as well as mentioned lust damage scaling off of L'abject
@link72893033@of_euna@schlafenkirsche Two full turns (they use the red skill on the first turn after respawning while having their conditionals active as well as 40 sp), and the unavoidable l'abject (fight's core mechanic is managing your stacks which are FORCED onto you anyways)
Congrats, man.
@link72893033@of_euna@schlafenkirsche Because it's my own opinion and I consider chain battles to be a boring way to introduce difficulty via sacrificing units, which in turn enables dumb mechanics to be added with the justification of said chain battles
@of_euna@schlafenkirsche I was likely wrong with 2 stacks, I'll admit, but nom du pere skill isn't once per battle either, so it's likely you're going to get more stacks throughout the fight
@CIsolator@ReTelor@schlafenkirsche It's not even something that could be nerfed/fixed, since it's just the way the fight was designed and it's just mediocre
@CIsolator@ReTelor@schlafenkirsche That's part of the problem, it's boring and it's just a waiting simulator with no way to impact the fight progression aside from clashing with a skill once in a while