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#tartarus is goddamn awful to grind
ifellinlovewithpersona · 10 months
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Idk why but I have such a big mental block that is preventing me from playing and finishing P3P lol
But I'm in literally last days of the game and I want to move on to other games I planned to play this year ;_;
Why is this happening to me ;_;
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murasaki-murasame · 4 years
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I honestly wasn’t planning to summon for Gala Thor at first, since I want to focus on saving for stuff like the end of year holiday banners, but he ended up looking really strong and also I want to make Tartarus less of a miserable slog to get through with my light units in any way possible, without resorting to ‘haha dark characters go brr :)’, so here we are, lol.
Results under the cut [plus some of my thoughts about the new Tartarus fight]
I started with about 260 summons saved up [which is part of why I wanted to skip it, since I prefer to have at least 300 summons before pulling on a banner], but in just 60 summons I got:
-Ramona dupe [one day I’ll get Gala Elly . . . ]
-Dupe Liger [now at either 1UB or 2UB, I can’t remember which]
-Dupe Pazuzu and Simurgh [they’re both now MUB so that’s nice, even though I don’t use them, lol]
-Ramiel x2 [I don’t really care much about him one way or another since I have other good shadow dragons but it’s nice to have him]
-Gala Thor
At first I was a bit disappointed by Gala Thor, since he gives a base 50% strength and an additional 45% bonus strength based on your energy stacks, which seemed kinda lame compared to Mars, but it turns out that having just one energy stack gives you a bonus 25% strength, with the other stacks giving an extra 5% each, so basically you almost always have 75% strength, which is really nice, and I think at least puts him at par with Daikokuten.
Also apparently his damage mods when shapeshifted, including his dragon skill, are super high, so he works really nicely with someone like Gala Euden, who I’ve basically ended up maining against Tartarus. 
It’ll be a while before the DPS sim updates, but I think Thor’s probably gonna have a pretty big impact on how strong the light roster is, so that’s neat.
Though tbh I think a lot of people are still gonna end up just using shadow units against Tartarus, even if Thor helps bridge the gap between light and shadow units a bit. Which is it’s own whole problem with the game’s balance, lol. I think if they just gave Tartarus poison immunity, that’d probably be enough to actually make everyone use light units in the fight, but I still feel like they need to give endgame bosses way higher off-element damage resistance.
I haven’t managed to get many clears of Tartarus yet, but I have a lot of mixed feelings about the fight. I’m happy to finally have a relevant piece of content to use my light units in, and I like most of the mechanics in the fight, but a lot of it doesn’t really work well in practice, and there’s some really annoying parts of the fight too. Mainly the fact that they decided to keep the enervation mechanic from Void Nidhogg, lol. I quit doing that fight as soon as the shadow Chimera came out specifically because it makes that fight such a goddamn slog, and it continues to be just as awful in Tartarus. And they somehow made it even worse by deciding to give it to you unavoidably at least once in the fight. At least in Void Nidhogg you could dodge everything and never get enervated, but you have to deal with it at least once in this fight.
Also, the whole portal mechanic is extremely cool, and I hope they experiment with more stuff like this in the future, but I feel like every time I go back to the main arena, I have like I have to immediately try and figure out which part of the fight I walked back in on, and usually I have like two seconds to react before one of the screen-wide attacks happens and kills me. It’s really disorienting, lol.
The prison mechanic in general is also kinda hard to wrap my head around, and I feel like it requires maybe a bit more team coordination than is reasonable to expect from a game like this, but really I think it’s just my punishment for never doing High Zodiark, since I think it’s one of the many parts of this fight that are really similar to that fight, and I have absolutely no experience with any of them.
Anyway, now that Tartarus is out it’s making me think back on the Agito bosses as a whole, before we move into the 2nd anniversary where we’ll probably at least get a hint at the next phase of endgame content, and in spite of the various issues I have with them, I think the Agito fights are a huge improvement over the High Dragon fights. You can really tell how Cygames [for better or worse] was trying to shake things up and figure out how to make engaging endgame fights, and for the most part I think it worked out.
The difficulty balance between all the fights [especially counting the Master fights] is kinda all of the place, like how eKai is extremely easy while eAO and eTart are kinda obnoxiously long and difficult if you do them in the intended ways, but I think that at least shows how they kept trying new things. mKai’s also apparently a lot harder than eKai [though I haven’t tried it], so they clearly learnt from the feedback they got from that.
I think Volk and Ciella are probably my favourite of the Agito fights at the moment, for different reasons. Volk feels really well-balanced for the current state of the flame roster, and has mechanics that require a degree of cooperation and coordination without being overly punishing like Tartarus kinda feels at the moment. And on the other hand, I really like Ciella’s fight because it feels like it’s just at the right level of difficulty for me to be able to reliably do by myself. At least on manual. I’ve never really managed to get auto solo to work, but I enjoy doing it manually. Either way, it’s nice to have endgame fights like this that can be comfortably soloed if you have a strong enough team, and I really like how for Ciella you have to build a really tanky, defense-oriented team in order to be able to solo it. I feel like 90% of the game basically punishes you for trying to do anything other than raw damage-dealing, so I really appreciate that Ciella is designed in a way that rewards you for making tanky team comps. It also lets Sylas be genuinely meta for something, which I’m grateful for, and it gave Templar Hope some redemption after he was initially deemed as being kinda worthless after he came out.
I also like how status effects are integrated into the fight mechanics, and [for the most part] both status resistances for each element feel like they have a purpose in their Agito fight. Compared to HDTs where it feels like every element roster is split between ‘units that are good for the fight’ and ‘units that are immediately handicapped’. This is actually one part where I think Tartarus works really well as a boss fight, since unless you can kill him before the poison portals happen, you really need a poison-res character to deal with them.
We still have three more of the Master fights to come out, but either way I really like the Agito fights, and I’m optimistic for whatever the next set of endgame content will be. Personally, I’m still hoping for them to build upon the Imperial Onslaught mode, since that feels like an almost obsolete part of the game, but that sort of wave-based content would be nice to have for endgame co-op.
Also, I still really hope that the Agito bosses end up being DL’s version of the Eternals/Evokers from GBF, where we can eventually get the ability to recruit them as playable characters by doing lots of grinding. They might just get released as gala units instead, but I’d prefer it if they were obtainable through grinding.
On the one hand they’re basically all villains, but on the other hand the recent story chapter made it pretty obvious that they’re probably all being warped and twisted by the masks Nedrick gave them, so it’d be pretty easy to explain how they could eventually be recruited. Also GBF has it’s own share of characters who probably shouldn’t be recruitable for moral reasons but they still are, lol.
Also when you fight them in-game it already looks like they have the same sorts of character model rigs as normal adventurers, and their attack animations all seem at least roughly based on regular weapon types [Volk being a lance unit, Kai Yan being an axe unit, Ciella being a bow unit, Ayaha/Otoha being dagger units, and Tartarus being a blade unit], so I feel like it wouldn’t be hard to make them playable. Ayaha/Otoha would probably be the hardest one to make work unless they get released as two separate characters, but it’s possible that they’d be a unique case where you use them both in combat at the same time, and switch between which one you’re actively controlling. 
It’s probably a bit too early for any of this to happen since the Agito have basically only just gotten introduced in the main story, so it probably won’t be touched upon for the 2nd anniversary, but I still think it’ll happen eventually.
Anyway, all that aside, at the moment I’m basically just gonna keep saving my summons for either a rerun of Gala Elly/Alex, or the holiday banners. In particular I really want to do lots of summons on the New Years banner. I know we’re gonna have Gala Zena or something next month for the anniversary, but if it’s anything like last year we’ll get lots of free summons during her banner, so I’ll at least wait and see how that works out before I spend any resources chasing her.
I also don’t really care much for Nevin and Pinon so even though I didn’t get them, I’m just gonna quit on this banner while I’m ahead, lol
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