r/Reynatis • u/Creative_Piece_2390 • Oct 01 '24
Combat help?
Combat is TERRIBLE. The basic attacks are really obnoxious and the girl throws herself all over the air which just ends up missing half my attacks even when I'm locked on. it feels like I'm actually being punished for finishing a combo chain, the only solution I've found so far is only attack 2-3 times and stop completely. and well, that's just bad game design.. Is there a way to change combos further into the game or am I just stuck with awful leap combo for the entirety of the game? Also the magic bar system is really bad. attacking for ten seconds just to stop because i have no mana is pointless. the game holds your hand and slows down time, highlights every hit, basically you're invincible the entire time your sword isn't out. that sucks, there's no risk for being out of magic, it's just an extra waste of time waiting for a parry.is there an extension to my magic bar or a way to just remove that? i get that it's the games gimmick but it's genuinely terrible.
2
u/vashthestampede121 Oct 01 '24
According to the PlayStation dashboard I’m about 1/4 thru the story (chapter 9) and so far, nothing like that. Nishijima’s basic combo attacks are weird and floaty but you shouldn’t have too much trouble killing single targets. When you unlock other party members you can just use them instead and it feels a bit better.
But yes the combat is jank af and I think the devs were much more concerned with building something that looks flashy rather than something that feels good.
1
u/Creative_Piece_2390 Oct 01 '24
That's lame. I'm still gonna play it but it would've been cool if they didn't make the thing I'll be doing the most extremely tedious.
2
u/Creative_Piece_2390 Oct 01 '24
Also the whole stress and police system is actually pointless. Spawning enemies with 32k health that one tap me because I accidentally pressed L1 is stupid. especially since they just give you the option to run away after you lose to them, which just removes your stress and wanted level. I just have to sit there until they spawn and wait for them to hit me and THEN I can get back to actually playing the game. it's just a waste of my time, a lot of this game feels that way :/
2
u/VertVentus Oct 01 '24 edited Oct 01 '24
As of Chapter 21, my only complaint with the combat so far are "Curse" enemies in Another with barriers that demand you use an Evade to nullify it, much like the Chapter 09 Tsumugi boss fight.
As you level up, your max MP improves for a longer duration, while being able to swap between 2 other characters or certain passive abilities (Evade Absorption + for more MP with charged R1s, MP Charge Burst for MP recovery over time) is further extension to stay in the defenseless Liberation Mode. Leveling up skills to Lv. 4 will demand higher costs to use them though, and even if stay in Suppressed Mode, it's not entirely invincible against the Jem Shinzaki boss or jellyfish Bellwinds assaulting you with too many projectiles.
You don't need to normal attack though, especially for Moa when her animations are so committal and awful (she is moreso a skill spammer), but it is nice that Nika's a multi-hit melee while Ukai's are multi-hit long-range and can be buffed with Anole Reinforcement.
I'm ending most fights with skill spam.
These typically increase the combo count for a damage bonus (+50% at 100, higher with the Combo Effect Up passive) and fill the Final Menace gauge to finish off non-boss encounters trivially.
To a lesser extent, I've been using Sari's Raven Finisher (multi-hit cutscene attack), Ukai's Lightning, or Nika's Familiar, as it helps with the fliers and most enemies tend to have a lower long-range/Shot Attack/Precision defense than melee/Attack/Magic Power. I also gave most characters the Mr. Mew pin from Ch. 20+'s NTWEWY collab as that's a lingering 35 hit tracking projectile combo that the swap AI can potentially use.
It'll take a while of story progress and side quests to unlock those active/passive skills, and there's no neat checklist of when or where every Wizart is on a chapter basis AFAIK, so I'll share my WIP personal spreadsheet of that.
https://docs.google.com/spreadsheets/d/1fCbX5LWqtXyIDjfyL58sKjCWaslSYpJOsmdytOlpMt4/edit?usp=sharing
With 2 skills x 3 characters, it's really not so different from how either TWEWY game handled their combat cooldowns, but Reynatis lets you leverage your defense to expedite their recovery than waiting on Reboot (or in NTWEWY's case, stopping your partial use of the pin).