Dragon Quest 11 Stronger Monsters Are to Easy
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I think the stronger monsters modifier in DQ11 is making the game worse by incentivizing bad play
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Went through the JP version without (because it didn't even exist lol) and then the English release with.
- #4
Second half: normal mode
That's how I did it. The game became so unfair and required a lot of grinding on the second half.
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That isn't wrong but I can't bring myself to play inefficientlyIunno, that sounds more like you're optimising the fun out of it.
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I can relate to the feeling, though it only really effects me when it's access to a broken standard move or something borking the balance in an action game.That isn't wrong but I can't bring myself to play inefficiently
- #10
I think that's the best feature ever in any JRPG as it means you don't ever die and have to re-grind lost exp, which actually gives the player incentive to run headfirst into a dungeon and if they die, they die, but by the time they get back they'll be stronger as they didn't need to grind back the exp they lost from reloading a save upon death
It means smart and careful play can get you through a dungeon in one go, but if you die 75% in, by the time you get back to the start again you're already 2 levels stronger from the first failed run, so you're better placed to get to the end
- #11
Yes, but you lose half your money. That said, you can save it in a bank.Does DQ11 still have it so when you die you keep all your exp but end up at the last church?I think that's the best feature ever in any JRPG as it means you don't ever die and have to re-grind lost exp, which actually gives the player incentive to run headfirst into a dungeon and if they die, they die, but by the time they get back they'll be stronger as they didn't need to grind back the exp they lost from reloading a save upon death
It means smart and careful play can get you through a dungeon in one go, but if you die 75% in, by the time you get back to the start again you're already 2 levels stronger from the first failed run, so you're better placed to get to the end
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Combat in terms of its features is pretty engaging. The characters are diverse with detailed movesets and different ways to specialize each of them, and the combat itself is very appealing in its presentation...
But the balance. It's so braindead easy on normal that it feels pointless, but on hard monsters the difficulty spikes can feel otherworldy unfair, some of the bosses I found (ones that would be a breeze on normal) required either immense grinding, a SHIT TON of lucky RNG going your way in a huge way, or both.
There must be something in between braindead easy and immensely punishing. I always felt like classic DQ games, especially 8, had a reasonable balance out of the box.
- #16
Not using it must make the game super easy and dull.
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sredgrin
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- #19
The occassional boss battle is cool in stronger monsters, but that's about it. I would've liked a "stronger bosses" mode maybe.
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Is THAT why there was a bank? Played the whole game and never figured out what the point of the bank was. LolYes, but you lose half your money. That said, you can save it in a bank.
- #24
I'm JUST about done with it, as I have the final boss from act 3 to take care of. That shit is tough, lol, even with no modifiers. I'll beat it eventually and then I want to start a new game in 2D mode.
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I'd love DQ12 to have Draconian Quest mods that either added random enounters or made visible encounters chase after you much more aggressively.
- #27
Frankly I feel like that should be baked into the game design. All enemies should be avoidable, but they should come after you at more than a leisurely pace.I'd love DQ12 to have Draconian Quest mods that either added random enounters or made visible encounters chase after you much more aggressively.
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Then it throws stuff like that Dora in Grey boss who has like 3 turns in a row with overpowered attacks.
I played the game on Steam, using mods to disable/reenable stronger monsters whenever cheap shit like that happened.
- #30
2D mode has random encounters baked in. (also turns the combat into full rounds vs. character turns)I'd love DQ12 to have Draconian Quest mods that either added random enounters or made visible encounters chase after you much more aggressively.
People typically don't think of it as a mod, but it changes the gameplay in ways that interact nicely with the other ones.
I played DQ11 twice - vanilla on pS4, and 2D/Harder monsters on Switch. It was a pretty different experience.
The inability to run from encounters, plus the tougher monsters, really makes you rethink builds and makes dungeons themselves a great challenge. Bosses aren't uniquely challenging because there isn't a way around the work it takes to get there.
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- #32
First half: draconian mode
Second half: normal modeThat's how I did it. The game became so unfair and required a lot of grinding on the second half.
100%, and I ruined my experience by leaving on Hard mode on the second act.
Being unable to reverse difficulty changes was a trash decision. I would have experimented and bounced around if I could.
- #33
I turned it off at the Squid boss and it was a far better experience. I could explore the map finding chests and ingredients without the fear of a random encounter using a critical and wiping my party.
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I do wish they allowed you to turn it back on if you turned it off. That or they could just balance the game better. One thing I did notice is that Draconian mode did bring out flaws in the game design a little bit--the said RNG stuff makes it a bit like waiting for the game to give you a good hand when there is a difficulty spike. Overall though I enjoyed the experience on Draconian despite those few problems.
- #38
strongly disagree. without it i literally gave up on the game, since it was too easy and not fun to play at all. no need to use the forge, no need to manage my resources, just boring a pressing to get through encounters in ten seconds tops. good thing i restarted and picked it or i would never have finished the game
The game was designed without difficulty in mind, so the difficulty eventually evens out to being at a point where you are expected to use those tools.
The early part of the game is stupendously, brain-dead easy on normal. Around the 50%, it starts get to be like a normal videogame on normal, but on Stronger it goes way too slow.
The back half of the game is so reliant on retread content that doing anything to prolong battles makes it really tedious. That is the same problem that Trails SC has, where battles may be more interesting on Hard, but there's such an ungodly amount of retreading areas that doing so anything other than super fast sucks.
- #39
The game was designed without difficulty in mind, so the difficulty eventually evens out to being at a point where you are expected to use those tools.The early part of the game is stupendously, brain-dead easy on normal. Around the 50%, it starts get to be like a normal videogame on normal
"The game was designed without difficulty in mind" and yet the first chance they have, they add several difficulty modifiers. It's almost like they knew it was an issue, one people complained and they wanted to fix.
Also to your "around the 50% game gets like a normal videogame on normal" for no modifiers, at least on my own experience it really doesn't. Only post game - act 3 had some sort of challenge on it, and i'm going by others words on this one, since i didnt do act 3 without modifiers. The final 50% being harder and slower with Stronger Modifier isn't an issue, most rpgs suffer from unbalanced difficulty curves where the first acts are hard - okay but the rest of the game is too easy cause you have too many tools - spells. The modifier only helps and you never get the issue on the post game which is tough as nails
I d
Source: https://www.resetera.com/threads/i-think-the-stronger-monsters-modifier-in-dq11-is-making-the-game-worse-by-incentivizing-bad-play.429212/
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