Is it a good map design for the last floor of the drpg?

Is it a good map design for the last floor of the drpg?

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not enough warps

>1 tile wide maze with no discernible landmarks
no

is this enough warps

But that's the halfway point.

Brainlets can't into 16F.

Is this a good map design for the last floor of the drpg?

what is this?

Not enough skulls

I was surprised. I didn't expect Redshift Corridor/Empyreal Bridge to be an actual corridor/bridge. It was also really refreshing after the other 6th stratums.

>forced damage tile right before boss
this will never not trigger me

EO5 becomes such a slog from floor 17 or 18, when the teleport crystals come into play. 20-25 is just annoying slippery ice puzzles the whole stratum and don't get me started on fucking 26-30. This is the first game in the series I didn't immediately do a 2nd playthrough after postgame.

I don't understand how. There's literally 10 spaces to check.

if you don't like dungeon crawling why do you play dungeon crawlers

teleport mazes, pitfalls, and other terrain puzzles are a core feature of DRPGs

the teleporter crystals have a set rule though, you only need to mark the location of them, not where they teleport you. The Medusa room is the only absolute ass the map because of all the one-way walls to chart

Because EO5 takes it to such an extreme that it becomes a pain to play. The worst part is they put all 3 annoying stratums in a row, no breaks. I can see myself doing future playthroughs and just stopping after the Crystal Dragon.

nothing in eo5 even comes close to f29 in eo1

no, EOV is babby mode, every single teleporter follows a consistent pattern and there are no pitfalls
other etrians were more challenging and other DRPGs still moreso especially since they don't let you make your own notes in game

All that lives shall succumb isn't difficult, it's tedious because it's designed like a dumpster fire
EO1 was also just Immunize Odyssey
II and III are def harder than V tho, for sure.

you are like little baby

EOI f29 isn't even that bad aside from hitting the icon limit.

...

>Monsters jumped out of the box!

The teleport mazes in V all follow some pretty simple rules especially compared to the 'fuck you' random teleports of I/II stratum 6

They should do no radar zones again. Those were fun.

Is this a good map design for the last floor of the drpg?

>jap crawlers
>blocky design
>bulky corridors and unnecessarily big rooms to artificially extend steps needed to fully explore map
>boring traps
>no puzzles
disgusting tbhfampai

nu/v/ will never play this game

To be fair the OP image leaves out the FOEs which is kind of the pillar of EO dungeon design. Not to say that there hasn't been lazy bullshit before.

>not playing superior thal maps

...

How can sapes even compete?

While that floor was pretty lazy I did like how it resembled an intestine and ended with a fight against the dungeon's asshole.

But there's FOE's here too
Wait how the fuck do you get past them? Do you have to fight every one?

>Convenient teleporter to B26F at the end
>the only teleporter like that in the game

It's like Atlus knew the original B30F was complete garbage even long before the Untold redesign.

...

Why is this thread making me feel this way?

>III
>Game where auto attack everything after second floor was so popular that atlus specially made mobs in IV that were designed to fuck up people who used it
>hard

FOEs are lazy bullshit, though. Are you really implying having a hazard follow a set path and then reusing that gimmick over and over is good design?

>Everyone who didn't die in the ambush is paralyzed and can't act on turn 1

That shit wasn't worth making people think some dead guy wasn't actually weird.

>it's tedious because it's designed like a dumpster fire
I liked it because you actually had to watch which squares the FOEs were using and then mark your map accordingly. If you decide to Leroy Jenkins it and just rush in killing FOEs then of course you're going to be fucked over.

brainlet?

>every single teleporter follows a consistent pattern
I really fucking hope you don't say that as if it was a complaint, you piece of shit

>good game design makes the game easier, ITS SHIT!

Oh crap, it's been a long time.
From what I remember, they spawn shortly after you pass them. By the time you're down there, you should be able to handle them one at a time, but it's still kind of risky since they shove enough damage that they can eventually kill even through Immunize.
So if you keep running, you shouldn't have to encounter anything so long as you don't get tied up in battle.
The mini versions of Drake, Dragon, and Wyvern are all mandatory, though.

II was only difficult if you went out of your way to only use the shittiest classes because the balance was absolute horse hockey

What if you went in blind and didn't know which classes were shitty?

I wouldn't have minded the 6th stratum floors if there weren't instant wipe monsters unless you passed their hard checks. It just added an extra slog to it

>panic and sleep spam
>ice spam

Perhaps the same could be said of all Etrians.

Yeah, that really grated on me, too. I get that sixth stratum encounters are supposed to be disgusting, but losing all my progress because I decided to mine/take/chop and got ambushed by stingrays is very annoying.

Most of them, sure, but not all. 4 and 5 are pretty good about class balance, which is a major factor to them being considered the easiest.

It'll still be pretty difficult to do that, there's more good shit than bad shit and one of the garbage classes is locked until after the first stratum anyways

4 doesn't have any shitty classes though
even more so when you get subclassing
and Untold 1 actually has good class balance other than the 2 story mode only ones

just mark where you come from and go to, retard
it's more fun that way
go play persona if you want a shitty hallway rpg

>Get into a battle between FOEs 9 and 10
>They join in.
>Kill one of the fuckers and it immediately respawns on its tile and rejoins the fight next turn.

I had to whittle them both down and kill them on the same turn with a party that really wasn't built for dealing with Hexgourds. goddamn what a terrible experience

>Map icon limit reached

>only have markers from 0-9
>hurr durr a maze is a corridor if the directions aren't misleading

no
EOU II even went to balance out the calsses to make them viable

>What is paint

>having to do a tedium because bad design is more fun
maybe for you

Fuck warps

that theme though
youtube.com/watch?v=OEIPXCR5G6A

I loved Eridanus.

Stratums 4 and 5 are perfectly fine dude. 5 is slightly annoying only because the FOE "puzzles" are just waiting for them to be far enough away more than clever movement.

>2
>harder
Ahahaha retard
>hexer AT ALL
>torpor and poison deleting FOEs and random encounters, and they're available from the start
>dark hunters aka FOEs and bosses only have 50% of health and also Full Bondage
>Painless
>everything elsr
The funniest part is that shit like Paladin/DH/Hexer/WM basically assembles itself logically and synergizes so hard the game just gives up, bends over and spreads cheeks

The part with the pitfalls was so annoying.

I am starting EO V
Any beginner tips?

Anyone that whines about Eridanus is a pleb. The NG+ section of Grus is the real shithole.

Spend your starting money on armor instead of weapons
The dungeon event racial skills give good exp, use them
Defend is useful, remember that

>Spend your starting money on armor instead of weapons
Whoops

Might as well mention revenge.

The game is a lying whore, dragoons go in the front.

enjoy your deaths

Have you played an EO game before? That changes the advice drastically.

Revenge is actually a meme though
Especially in a game with forced blindsides

I agree. It doesn't help that 5 has the most boring FOEs in the series. Going straight from 2U to this is just depressing.

Nope
I played SJ though

Go in at night, idiot.

Didn't EO3 do similar thing with post game dungeon?
>Get into ANY fight
>Suddenly all the FOEs across the map gun for you and your vulnerable party

That's not what most FOEs are, though. Most FOEs have specific styles of movement of extra abilities that complement the gimmicks of the floor's design, and most of them react to the player rather than following a set path.

Those are FOEs that spawn if you are fighting a random encounter and they go right for you. Im pretty sure EO3 did have them, I think I had to reset once because I got permastuck in a similar situation, and it also had the alarm eyes that caused the whole floor to sic in on you.

Okay, so here's some advice from a dude who came from similar circumstances. First, drop any pride and use the skill sim so you can see what you're actually investing skill points into. waifusims.com/EOV/skillSim.html You'll notice things like weapon masteries are garbage compared to dumping points into attack skills or debuffs/buffs. You can give up 2 levels to reset your skill points, so experiment and don't be afraid to temporary allocate skills into a skill you may be unwilling to use later. It's fine. XP growth is exponential so it really isn't a big deal. Buffs/debuffs and status are good. Better than in SJ even.

Play on advanced if you enjoyed the difficulty of SJ. Union skills are stupidly powerful. If you have a celestrian (elf), get chain blast, it's stupidly powerful. Status applications improve with the LUCK stat. Defending is a straight 50% damage reduction. Damage works where a stat being significantly higher (so your attack being way higher than the monster's defense) gets exponential rewards. If you want to blow shit out, stack buffs/debuffs. Always carry 2 threads with you (teleport you back to town) and either have a dragoon to tank damage for you or a botanist to be able to revive characters without expending drops. Do not build around stalling fights. A good offense kicks the SHIT out of a good defense.

Don't look up builds. Use what you think is strong and you will be fine.