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Topic: Xenoblade Chronicles 2

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hirokun

Hello guys. I'm here to ask how the regulars to this thread actually feel about this game. After sinking a lot of time into the game I finally cut my losses and gave up on this game. So much of this game feels like a huge step backwards from the first game which I completed and sunk over 100 hours into.

Overall I can say the game did nothing but frustrate me, I felt like my actions in combat were minimal, and the options with building a character are highly restrictive and in terms of Tora, just plain offputting because screw Tiger Tiger.

I sexually identify as a Pommelo

EvilLucario

@hirokun

Better than Xenoblade 1's combat which was a cakewalk in dishing out DPS. The only way you can really make doing high DPS in Xenoblade 1 skillful is in your Chain Attack chaining together the right type of Arts and if you were playing as Melia. Playing as anyone else is nowhere near as fun as in Xenoblade X or 2. DPS in Xenoblade 1 was real piss easy and Xenoblade X and 2 is a lot more active and nuanced in that regard.

Not as good as Xenoblade X's combat with how much versatility you had while still providing elements of skill to properly maintain Overdrive, but still better than Xenoblade 1's combat.

I find that a lot of people complaining about combat in Xenoblade 2 (and X by extension) expect they can button-mash through the game like they did in Xenoblade 1 for relatively fine DPS, then complain that battles take too long because they don't bother how to properly do damage with taking advantage of Fusion Combos and Chain Attacking at will. It's just as bad as people keeping Sharla in their party in Xenoblade 1 the entire time then complaining that combat sucks in that game too.

I don't understand how people say Xenoblade 2 was a step back when Xenoblade 2 introduced key improvements like a better collectable system, a better inventory system, much less awful sidequests (though not as good as Xenoblade X's sidequests), more complex terrain and level design, and better game balance/combat (like severely toning down the stupid nerfs/buffs if you or the enemy was 6+ levels higher).

What even does "restrictive character builds even mean"? Sure, you won't get to Xenoblade X levels of customization, but Xenoblade 2 has a lot more customization than Xenoblade 1, where everyone was in their own set class with very little deviation. Reyn was an HP tank, Dunban was an evasion tank, Sharla was the token healer, Melia was the Ether DPS, Fiora was the boring autoattack build, etc. In Xenoblade 2 (and X to a much less degree), you still have archetypes like Morag is the evasion tank, Tora is the HP tank, and Nia is the token healer, but with the Blade system you have much more wiggle room to make whatever you want to be. I turned Tora into an evasion tank on his own while I also outfitted Morag as a DPS with Megalances. Even Nia is no longer Sharla-meme level as she can actually do damage and not hinder the team like Sharla did in Xenoblade 1, and you can ditch her healing capabilities to do some pretty decent damage.

What does "actions have minimal impact" even mean? Xenoblade 2 changes the flow of combat to rely less on waiting for cooldowns to happen (which was Xenoblade 1 through and through) and more on active actions. You get to use more Arts per second/minute and they're now tied to autoattacks so they also mean more to use, since if you want to get damage you need to plant your feet on the ground. No, you WON'T always be able to take advantage of side/back attack+, so live with the give-or-take decision. People complaining that combat takes forever are those that don't know how combat really works, because if they did you'd be able to finish fights pretty quickly.

Tiger Tiger, sure it's dumb that it's the only way to get Tora better until Challenge Mode or NG+. But minigames that give exclusive stuff is nothing new. Triple Triad in Final Fantasy VIII, that card game in Xenogears, and chocobo racing in Final Fantasy VII, to name a few. Also, I find that a lot of people seem to suck at arcade-styled games nowadays.

So many complaints I see about Xenoblade (as a whole) combat boils down to "I don't understand this thing, so I'm going pretend I know what I'm talking about by listing random things and trying to pass it off like it's objectively better".

Edit: I apologize if I come across as unprovoked, but the fact of the matter is that a good majority of complaints about Xenoblade as a whole (not just 2, 1 and X have this as well) come across as ill-informed, which infuriate me at how much wrong information can fly around at times.

[Edited by EvilLucario]

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EvilLucario

@Tsurii Well actually, Tiger Tiger is the only way to get Ether Crystals and Poppi parts until Challenge Mode (where you can earn Noponstones for those parts to crystalize) or NG+ (where you can just outright buy crystals and the Master Mods/Light core). And the quests that give you Poppi parts are locked behind the Season Pass. I don't think exploring really helps Poppi and Tora at all in finding stuff aside from Core Chips.

So without the Season Pass, you have to play Tiger Tiger to upgrade Tora on your first playthrough. That I find dumb, there could have been some Merc Missions that allows you to get some crystals that way just as an alternative. I'm good at Tiger Tiger enough where I can do perfect runs on Stage 5 consistently, but locking the only way to customize Poppi to Tiger Tiger on your first playthrough isn't a smart move.

Agreed with the rest though. Although I would say that Xenoblade X honestly has the most complexity because there are a lot of stats and elements to wrap your head around, and crafting your perfect setup on foot or in Skell will take quite a bit of deliberation. Not to mention, infinitely maintaining Overdrive without Arts: Gain TP augments does require more skill and quick thinking than almost everything in Xenoblade 1 (except for Melia) and ties or slightly beats Xenoblade 2's DPS methods.

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bluemage1989

@Tsurion about the difficulty spot on. It is a shame people write this game off before the ten hour mark because there not interested in putting some effort in because they are honestly missing out on one of the best jrpg experiences of recent times. I have my own complaints about the game but id never complain that it is a 'bad' game. Without a doubt my favourite Switch experience so far.

bluemage1989

EvilLucario

@Tsurii Oh, the technical manuals. Well they can be hidden slightly, so if you missed it you won't know on your first playthrough until it's too late. And the worlds are HUGE with a lot of treasure chests. I'm willing to bet that everyone here has not found that hidden treasure chest that's underneath Tantal's west bridge, for example. (It gives bad rewards so don't bother too much, but it's funny how they stuck a chest right there lmao)

But regardless, at least if you find the last manual in Chapter 8, you'll be able to create all the parts you'll really want.

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SKTTR

I was ranting about Xenoblade 2's story, characters, world, graphics, sound, battle system, and weird new mechanics for the first 50 hours as I expected absolute perfection. I was pretty spoiled by Xenoblade X's greatness.

Thankfully Xenoblade 2 is a game where almost all complaints turn into compliments - but it sure takes some time for the game to blossom up.

[Edited by SKTTR]

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NEStalgia

Ok, stele of judgement. W. T. F.

I finally figured out with the web you have to equip a blade for their field skill to apply which is all out asinine. But now this stele requires skills nobody seems to have. I'm literally locked out of the story until i rng grind rng equips? This may be the worst design decision I've seen in a game since battletoads.

I have half a mind to shelve it and play ys8. I'm not grinding that!

NEStalgia

hirokun

I sexually identify as a Pommelo

Grumblevolcano

@NEStalgia Story blades do have the required skills, you just have to fill up the affinity chart enough like Brighid has Keen Eye and Dromarch has Ancient Wisdom (there's a 2nd story blade you have with Ancient Wisdom). There are also blades that you can obtain using normal core crystals (common, rare, legendary) that have the required skills but the key thing is it's possible with only story blades. Field skills are the green sections of the affinity chart (the last 3 diagonal lines).

Grumblevolcano

EvilLucario

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NEStalgia

NEStalgia

NEStalgia

[Edited by NEStalgia]

NEStalgia

NinjaAceTrainer

@EvilLucario I honestly found Sharla to be a real asset to my team. Her AI is iffy with some arts, and she has no damage output, sure, however she is the only dedicated healer in the game, and that can be extremely useful. My best party was always Shulk, Dunban and Sharla. To be fair, Dunban was pretty much always the most useful, but Sharla's healing was crucial in tough fights. Saved me using up my party gauge regularly.

Just your everday ninja, who may also be an ace trainer.

Grumblevolcano

@NEStalgia With mechanical items it's more a case of cylinder quality and how well you do the button pressing rather than location. Bugs are found at certain collection points.

Grumblevolcano

EvilLucario

@NEStalgia For the main story and understanding the combat system, I would not refer to the combat as something so convoluted and obtuse they're designed to sell Prima guides or something. I would maybe argue that maybe applies only to X because it does absolutely nothing to try teaching you how anything works in that game (which 1 and 2 for the most part handle fine honestly, the tutorials do a good job in explaining new things), and learning how to use Overdrive is a brick-wall learning process. But 1 and 2 are all very easy to where you don't need to really try that hard to beat the games. X is much more challenging, but there are some combat flaws like horrible teammate AI that can sometimes make that hard for the wrong reasons.

A lot of the core of JRPGs lie in experimentation though. You're given a lot of options in how you want to kill things, so take the time in checking what you have then proceeding forwards.

Xenoblade 1 actually had some optional tutorials in its menu, detailing more advanced tactics and techniques, like how to really get mileage out of Chain Attacks and such. It also told you about Spike damage, which can range from nasty effects if you hit something that's Toppled or Dazed (leading you to get Toppled or Dazed yourself) to just flat-out damage. But all the important things were all explained by Makna Forest, which is like, what, 10-20 hours in out of a 40-50 hour long main story? Nothing to beat Xenoblade 1 or 2 is so obtuse to use for the main story. X is worse in that, actually, because Overdrive is very important to combat but learning how to use it effectively is extremely hard without practice.

I would argue that in terms of mechanics, Xenoblade as a whole has a lot of positives that work extremely well and stack extremely well ontop of each other, with the ATB/MMO mechanics fueling each other into a well-crafted battle system. The "do this do that do this" thing seems a bit more like common sense and decision making than obtuse, convoluted design decisions.

When we get to sidequests though, that's when some parts of the games drop the ball. 1 had awful sidequests and there were just a ton of filler, and even the named sidequests with some story stuff was indeed obtuse at points. X can be even worse at some points with collectible quests that suck even more than 1's collectibles, and enemy drops that require specific appendages to destroy from enemies is stupid. But at least there were a lot of great sidequests that developed the world and atmosphere. (Side note, augment creation as a whole in X was awful, due to the insane amount of grind needed) 2 is a middle-ground with much more markers pointing where things are, but there are still some quests where you do have to look everywhere for something. At least they're a much smaller percentage than previous games.

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EvilLucario

@NinjaAceTrainer If you get good at managing consistent DPS, Sharla's usefulness drops like a rock. Small heals here and there from people like Shulk and Riki are enough to sustain yourself while you destroy the enemy with Chain Attacks. And Melia can self-sustain with Summon Aqua to heal as well.

It takes a bit more work, but it works overall better than having Sharla anywhere. It's why I always recommend newcomers to at the latest ditch her after you get Riki. I personally ditch her after I get Melia or Dunban.

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NEStalgia

@Grumblevolcano "Bugs are found at certain collection points" Yeah that's one of those problem points again. Which collection points? And how do you know it's collection and not salvage points? Nothing indicates this, and nothing in the game tells you which of the thousands of collection points throughout the world contain bugs. That's the type of thing that's a serious flaw. Thankfully for now it didn't matter, but lots of side-quests suffer from that problem (I have 3 pages of incomplete side quests for that reason.)

@EvilLucario "A lot of the core of JRPGs lie in experimentation though. You're given a lot of options in how you want to kill things, so take the time in checking what you have then proceeding forwards." I'd agrue a lot of JRPGs got sucked into the trap of "how can we make this like Monster Hunter?" The disastrous FFXIII of course made it an almost straight rip But all these systems in many RPGs since MH popularity, including "eating food for temporary buffs" and shoehorned crafting systems all seem to relate to some copycating there.

One of the things you mentioned I think inadvertently hit on what causes so much controversy with Xenoblade: MMO. The MMO structure creates certain problems in a narrative JRPG, and will rub non-MMO players very very much the wrong way, making the game behave in ways one doesn't expect. That's probably why X, despite being much worse in a number of areas is seen better in those areas. The game was 100% MMO, just without other players (more or less) with a hub-and-field model, so the structure suited those elements rather than standing juxtaposed to them.

NEStalgia

hirokun

I sexually identify as a Pommelo

Grumblevolcano

@NEStalgia There's a lot and it's kind of random whether they appear when you interact with the collection point. The only collectables with salvaging are mechanical (outside the chests) and treasure (inside the chests).

Grumblevolcano

NEStalgia

@hirokun @EvilLucario I'll chime in and agree with hirokun once again mainly because you're echoing a lot of what I said. The fundamental problem is the lack of explanations about many things in the game. I get the feeling that for EvilLucario you already did ton's of "internet wisdom" research for the first two games so you came into the game with a certain existing knowledge set about how Xeno games work and applied it...so it works for you for the same reason the devs don't notice the problem, they looked at it with fully formed knowledge and assumptions players coming into it won't have. A game should not ever rely on reddit to teach players how to play. And if the systems are too complicated to explain coherently it might be a sign to revisit the drawing board and think about why the systems are designed that way, and if they need to be.

"Even in Chapter 4 with the plains right before Zeke, if you've bothered exploring the industrial district you would have found an alternate way that completely skips the level 80ish monsters there."

Yeah I did the run through the lv80 monsters too. That sucked. Yes there's an alternate route....the game hints at losing a key, but that doesn't give you indication of what to look for, if you're using the nav marker it's not clear, and even if you do find it, you may find, like me, that you're walled off by a field skill gate that due to that whole system not being properly explained either, you get a dead end and think you're not meant to go there yet. So you keep going downstairs, glitch past the spiders, and run like mad. The game always makes you feel like you're cheating your way past things you should be doing but can't or don't know how to. Imagine yourself as the game producer. Imagine you expect your players will have no computer and no internet connection. Now imagine how they will play your game with only what you've included in it. Is XC1, 2, or X the game you would create as-is? Part of it is gamers are trained to expect certain queues. If you're going to build a game that doesn't utilize those queues, you have to make sure your game is very clear and thorough about the kinds of mindsets the players should engage in, either through instructional, or by example in early parts of the game as a teaching mechanism. XC throws out the rulebook on conventional queues, but never replaces that with teaching mechanisms of how to think the the world of XC. Which does make me think of MMOs, once again.

It always feels like ultimately if you know what to do most things in the game aren't actually difficult, but you're always left with huge knowledge gaps that make things virtually impossible. Not just in 2 but the entire series.

NEStalgia

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