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Tales of berseria eleanor combo
Tales of berseria eleanor combo







Also, with spells, you can unlock a mechanic called higher casting. And it's how I make fun movesets that can hit multiple weaknesses very easily. This effectively allows you to make combo trees on top of your combo trees. One of them is the ability to transition to other moves in the list by pressing and holding down a button during your combo. Are you beating the restricted zones? If not, you should because they give you new combat mechanics. Activating a chain combo, means that every hit for the duration of that combo counts as attacking the weakness regardless of strengths, which in turn means that you can still go for stylish combos, like in those combo videos, while being optimal at the same time. In addition to what I wrote above, Berseria has very competent party AI and with the right settings, they can help you trigger chain combos much more frequently. Even against more powerful enemies, you will be able to create "improvised" combos on the spot, which by itself can be quite fun and doesn't really break the flow or pace of combat for me. This when paired with stun damage modifier is enough to take out 95% of enemies you encounter.Īgainst extremely difficult opponents you can try going for a "chain" combo, but I honestly never had to pause the game, go into my arte menu and modify my combos to counter each and every enemy, like your implying in this post.Īfter you play a character long enough, you sort of start remembering, which of their artes are effective against which type of enemies. I usually set up my arte binds in a way that I can easily target elemental weakness at least a couple of times in a combo, which is usually more than enough, when playing on highest difficulties. They are extremely fun and versatile once you master them, Eizen was my main because of this. While I do feel like the weakness mechanic present in Berseria and Zestiria somewhat limits combos if you want to be "optimal", there is still very large amount of different combos you can come up and multiple fun ways to link them together, especially for Malak arte users. Which just becomes tedious as opposed to fun. But it feels like weaknesses/resistances are too important that you HAVE to build specific combos around each and every enemy in the game. Can anyone shed a light on this, maybe I'm just misunderstanding the system as a whole. Because it feels like they've removed all fun by including resistances and weaknesses. I just don't understand how you're supposed to use the combo system in a fun way.

tales of berseria eleanor combo

But then I think to myself, as cool as that is, it won't work in the actual game since you'd most likely stumble onto an enemy that has specific resistances that goes against your combo. Like I've seen a ton of combo videos on Youtube where they make super cool looking combos with 60+ hits. It feels like you're forced to make a combo around the enemy you're currently facing as opposed to making one that feels fun to use.

tales of berseria eleanor combo

But you are unable to do this because each different enemy you face will require a completely new set of combos, because they have different weaknesses and resistances. Because on one hand, you want to create a great combo that are properly ordered and afflict the desired status effects and so on and so forth.

tales of berseria eleanor combo

So I've been playing around with the combo system, but it feels like it's working against itself.









Tales of berseria eleanor combo