Feed the farm animal until it turns into a level 99 unique monster, then smash it over and over again while having a few gold chips equipped.Is there a Legendary Core farming method that's super efficient?
Is there a Legendary Core farming method that's super efficient?
Is there a Legendary Core farming method that's super efficient?
Does anyone actually like using Zeke? He attacks too damn slow for me and as a result his arts take so long to charge. For that matter I have the same issue with using the axe weapon. Is there anyone way to play these optimally ?
One of the skills on his affinity chart actually increases his auto-attack speed by a percentage with each level, so with that makes playing him easier as you go along. Plus, I just got used to his animation loops. Overall he feels, like a slighter slower, but brutal force when used correctly.
Man, I pulled Azami on Rex early on, and he's so slow with it. There's a cooldown of something like two or three seconds on him that just makes it a drag.Zeke has fast attacks with ether cannon. Him and Nia are the best ether cannon users.
So are there only a limited amount of overdrive things in the game?
I used a couple in the beginning because I thought they were infinite (didn't realize I only had like 3).
Any idea how many there are in the game? Now that I'm further in, I wanna try some team comps, without Rex, while I'm doing side quests. But with my rare blade draws on my other party members, I wish I hadn't put so many onto Rex.
Three or Four in random chests. I forget which it is.
One for maxing each driver's affinity chart. That's five more.
One for maxing a 4 crown common and releasing it.
You also get three additional ones for buying the season pass.
Is there a Legendary Core farming method that's super efficient?
Vampire something Lv 65 in Uraya
She drops Gold Chips that increase Drop loot, so you put em in some of your blades (gold chips lower Crit Rate so dont put it on your Critical Blades like Mythra or Zenobia)
she also drops Leg cores
So the idea is to get a team that can tank her, but not insta die and keep doing Driver Smash combo again and again and again.
so normaly I have is Rex with Mytra, and Axe blade for the Launch and Roc (with Gold Chip) for Smash)
Morag as
and a personal yet important, Nia with Adenine as main blade. this 1 for 2 reason, 1) Knuckle in Nya has Launch, 2) Adenine has a passive that increases Drop Loot Rate up to 100%)
for REASON after about 5-6 cores, stop using Cores with Rex, you dont want to give him Rare BladesI got this and a switch for Christmas, played 15 hours already and am on chapter 3 (I think).
What should I be doing with the blade cores in getting? I keep getting trash blades with red and got one rare with Nia.
for REASON after about 5-6 cores, stop using Cores with Rex, you dont want to give him Rare Blades
after that save em till you have all 5 party members.
Yo chapter 8.....
yoooooo.....
Engaging these blades here, is it really permanent? I wanna borrow Electra to use this switchboard, but Morag might want her back, haha.
Early chapter 8
so we gunna be buddy buddy with Jin even tho less than several hours ago he tortured your girl to death before she came back to life by what i assume was the power of friendship)..? I guess as long as you dont get hurt your totally able to forgive anyone eh Rex?
Its nice that i can put any blade on him, i wish other members had that power as I usually use Zeke
Everything you do via that particular mechanism is reversible.
The joys of having a shonen anime protagonist.
You have good taste in mains. It's such a shame thatRex has a monopoly on unique powers.
Everything you do via that particular mechanism is reversible.
The joys of having a shonen anime protagonist.
You have good taste in mains. It's such a shame thatRex has a monopoly on unique powers.
The party change in the beginning of ch8 is bothering me more than it should.
The party change in the beginning of ch8 is bothering me more than it should. I feel everything negative i feel is just building up and hurting my enjoyment.
It makes me mad, im mad because I want xenoblade to be amazing but this and X are so heavily flawed. These games saving graces are generally the levels but XC2 is becoming more and more linear. I havent gone "wow" since Uraya, though Tantal looked ok.
It also hurts that Im comparing every game I play to Nier Automata which nearly perfectly blended gameplay and story.
Yeah
I really miss having a tank and healer. Jin does amazing damage sometimes when he feals like it, and new super Mythra is good, but this has been way harder for me so far than the rest of the game, haha.
Jin is a Smash monster. Just topple enemies for him and he'll Launch and Smash them dead. Also, don't be afraid to put a tank blade on Rex. They suggest using Brighid for a reason. I made it through using her, Mythra, and an occasional use of a Healer blade. Remember, completing Toplle or Smash parts of the Driver combo make large and giant potions pop out. You may have to avoid some UM's but the regular fights mostlynshouldnt be an issue.
Yeah...I really wanted to useZeke for the rest of the game, but Rex is just too OP to not use. The merged pyra/mythra does sooo much damage on specials that you just can't NOT use it.
That's not the pun,Did... I just realize a bad pun 120 hours into the game?
Roc and the Roquettes
Roquettes
Rockets
Just finished the game. For context, I dropped XC1 about a dozen hours in and never played XCX.
This game really needed an editor... for the gameplay. There are a lot of great things about the games' systems and how they click together, and when it works it feels fucking great, but there are so many minor dumbfuck oversights/decisions that drag everything down:
Story-wise it as alright, if typical weeb game stuff. A couple of comments/questions:
- More than anything else, the combination of the gacha-style RNG blade acquisition system and overdrives being extremely rare is awful. A high cost for re-assigning blades isn't inherently bad, mind you, but it being tied to a resource that's effectively finite during normal play is fucking ridiculous. It would make more sense for the cost to either be core crystals or a resource you get from releasing blades (maybe have a switch cost X boosters of the given blade's element?) I sank fuckloads of common, rare, and every single legendary crystal I got into Zeke and still ended the game with him using Pandy, a rare blade I rolled on someone else and overdrive'd to him, and a common blade because he never rolled a DPS rare.
- Blade affinity chart progression is stupid. Why do I have to sit through the affinity chart progression animations/lines of every worthless blade I send off on a merc mission? Why do I have to go into the menu and select the affinity chart for a new dot that one of my active blade filled out to actually work, rather than me just getting the ability as soon as I see the prompt on the screen? Fuck every single "kill a specific mob in an area in order to be able to get any additional ranks of this line at all, regardless of if you've outleveled said area/mob" one of those goddamn things too, while I'm at it.
- Combat around cliffs is fucking dumb. If the combat system is built around the assumption that a lot of my healing comes from picking up health pots I generate, why are there enemies that can't be positioned in a way that I can guarantee that those pots will drop in places I can actually get to?
- Similarly, why can't I easily swap to control NPC characters so I can position them in places that don't get them killed rather than have to disengage combat if I want to try to control where my allies stand? Or manually decide what blades they use so I can properly control how my blade combos go?
- Why can't I dive into the main menu from the "hey we changed up your party and are throwing you directly into a battle now" screen so I can actually set shit up?
- Who the fuck thought that first chapter 7 dungeon was a good idea?
- I somewhat regretted not finishing XC1 after the ending, since I'd imagine that the last chapter was a huge nerdgasm moment for everyone who had played the first game. Was the third Aegis he mentioned who phased into another dimension also in XC1?
- Did they ever actually explain why Pyra and Mythra were two people in one body? I'm not sure if I missed/forgot it or if it was just never meant to be relevant in the first place.
- EDIT: related, do they change more than just how green Pyra/Mythra is addressed based on the choice in chapter 8? Like, if i had chosen Mythra instead would it have been Mythra in the scene with the architect?
Surprised you did not get to how annoying it is to have to manually shuffle around your teams every time you want to pass a check.
That one drives me up the wall.
lol In a similar vein, once you getI really like some of the post battle lines form Rex:
Mythra: "Stop staring will ya"
Rex: I wasn't staring, you just keep entering my field of vision, that's all.
I feel this as well. Already at ChapterBeat Chapter 9 tonight.
I feel like part of what made XC1 so magical in a way that XCX and to a lesser extent XC2 can't match is that XC1 feels much more focused as an experience - there's a core game of a strong plot in a wide world full of wonder, and it mostly focuses on delivering that. XCX was said to be experimental by the dev team, and it shows; there's a lot to love about it, but it's clearly half-baked in a lot of ways. With XC2, it feels to me like Monolith Soft has tried to mix up a lot of the elements from both games that weren't all that great - namely the battle system and character builds, but also with aspects like sidequesting, collectibles, affinities, and opening up parts of the world throughout the game. It's a mess, but to a lesser extent than XCX was, with a lot that works well and fewer pieces that don't seem to fit. Definitely a strong effort from Monolith Soft in that regard, even if it doesn't live up to its older brother in some respects.
Yeah
I really miss having a tank and healer. Jin does amazing damage sometimes when he feals like it, and new super Mythra is good, but this has been way harder for me so far than the rest of the game, haha.
Yeah, I'll say for all the people who would complain about this, there are way, way more people who would get pissed about being locked out of doing quests, buying gear, grinding, etc. just cause the story said so. Including me.Yikes. I fear that Xenoblade 2 picked up the worst aspect of Xenogears for me. That was that I really do not feel compelled to go and finish the game. I think part of this is the fast-travel aspect and it just totally broke the immersion completely out of the stratosphere after Chapter 10 where
Malos starts the destruction of the world. But nope, I can go out sidequesting at my leisure and there's definitely no rush here
I mean, I get why they did this, but it really cheapens the game a lot and even though the game isn't "believable" in terms of basic logic, this level of immersion breaking is really just unacceptable in a narrative-based game, when you basically undercut the very story you are trying to tell.
And this happened in Xenogears too. I felt completely non compelled to go to beat the final boss, especially since you had to grind to actually fight it properly and win.
Well, then the game needs to give the user a stated point of no return and be very explicit about it. But otherwise you shouldn't even bother creating a narrative-based game when the gameplay is going to break the narrative focus entirely.Yeah, I'll say for all the people who would complain about this, there are way, way more people who would get pissed about being locked out of doing quests, buying gear, grinding, etc. just cause the story said so. Including me.
I'm really happy they give your the option to travel to any area you want at any time in the game. Awesome design choice.
For this kind of game in scope, narrative point of no returns that impose non-returnable segments are what feared me from pushing onwards, afraid that I might miss a quest detail and be unable to come back to it forever (i.e. Neir Automata and those side-quests, for instance. Then again Automata's world and side-quests aren't as numerous as Xenoblade's). To have the game tell you you will be unable to play this certain side-quest if you choose to proceed would only scare players from proceeding.Well, then the game needs to give the user a stated point of no return and be very explicit about it. But otherwise you shouldn't even bother creating a narrative-based game when the gameplay is going to break the narrative focus entirely.