Lord of Riva
Arcane
- Joined
- Jan 16, 2018
- Messages
- 2,878
I love Dragon Quest but Metal slimes are one of the most decline game mechanics ever invented.
If MC, Sylvando, and Jade are pepped up there should be a pep power called Electro-Light that has a chance to turn enemies into metal slimes.At that point you can just use those unites to turn enemies into King Metal Slime and level to 99 in ten minutes
Unites?
I wish Jade would sit on my faceAt that point you can just use those unites to turn enemies into King Metal Slime and level to 99 in ten minutes
Sorry, Jade is busy. How about Sylvando?I wish Jade would sit on my face
Finally had some holiday time so I gave this a shot. I'm 25 hours in and this game is so comfy and safe it's unreal. Love the monster design and all the little details that bring the world to life.
I got lured by a busted girl and got puffpuffed by a masked muscular dude without my consent in a dark house while my group awaited outside. We never spoke about it. I cry every night since. I missed dragon quest.
I love Dragon Quest but Metal slimes are one of the most decline game mechanics ever invented.
I love Dragon Quest but Metal slimes are one of the most decline game mechanics ever invented.
Nah.
If they're properly used and placed having a leveling trick in jrpgs is a welcome addition, because too often exp are ramped up massively while zero enemies in the game give decent exp at that point. Made worse when you have post-game content that requires a high level.
That said the logical solution for that would be to not have a Level 100+ level cap when the main story requires less than <40, but that's another story.
I love Dragon Quest but Metal slimes are one of the most decline game mechanics ever invented.
Nah.
If they're properly used and placed having a leveling trick in jrpgs is a welcome addition, because too often exp are ramped up massively while zero enemies in the game give decent exp at that point. Made worse when you have post-game content that requires a high level.
That said the logical solution for that would be to not have a Level 100+ level cap when the main story requires less than <40, but that's another story.
That does not sound like a fix to the actual issue though. Why not make "normal" enemies give decent XP in addition to not making the XP curve exponential. That is neither intrinsic to JRPGs nor is it necessary in well designed games. In DQ it is clearly a legacy issue, and it certainly does not break the game but nonetheless the "best" strategy for playing a DQ game is ignoring any encounter that is not a metal slime if possible, and ignoring vast amounts of interesting encounters is just not a good thing.
I love Dragon Quest but Metal slimes are one of the most decline game mechanics ever invented.
Nah.
If they're properly used and placed having a leveling trick in jrpgs is a welcome addition, because too often exp are ramped up massively while zero enemies in the game give decent exp at that point. Made worse when you have post-game content that requires a high level.
That said the logical solution for that would be to not have a Level 100+ level cap when the main story requires less than <40, but that's another story.
That does not sound like a fix to the actual issue though. Why not make "normal" enemies give decent XP in addition to not making the XP curve exponential. That is neither intrinsic to JRPGs nor is it necessary in well designed games. In DQ it is clearly a legacy issue, and it certainly does not break the game but nonetheless the "best" strategy for playing a DQ game is ignoring any encounter that is not a metal slime if possible, and ignoring vast amounts of interesting encounters is just not a good thing.
(First off I'm not talking DQ specifically here, but rather jrpg's in general. Which is why my defense comes from. Nostalgia and memories.)
Because grind kicks in regardless in a million jrpgs, because you have long exhausted all possible encounters. There's no *interesting encounters* to be had at that point that aren't superbosses that require you to be highly leveled in the first place. Too often I've encountered that situation.
I'm not saying its good design in any way. In fact it masks bad design at best, but in my 27+ years of playing a million jrpgs (doing everything because jrpgs somehow bring out the *autist* in me.) I can recall countless times where I was glad as heck after finding out that there's an enemy somewhere that reduces a 15+ hour grind to *merely* a few hours.
That's all I'm saying and why I have a soft spot for them. We can debate their execution and worth and they ARE bad design, but as I said I'm still thankful they existed.
In my opinion, DQ 11 is best enjoyed without any of the Draconian settings; just don't fight everyone you see. The game was balanced around the assumption that the player would avoid most combats, since it is very easy to outrun enemies on the overworld. If you like grinding, then by all means play the 'Difficult Monsters' mode, but I think one of the better aspects of DQ 11 is that you don't need to grind.
DQ11 has one of the easier grinds with metal slime farming via the combo attacks..