atlyss review: very well tuned, but the precision does very much fall apart into complete chaos at the high end

probably need a bigger party to do the later stuff and not just be suffering the whole way through

atlyss 

been playing warrior and i like the basic movesets but i'm not sure how i feel about the skills. feels like there are two games in here struggling to fit together

one is a very precise minimalist action game, a la Pseudoregalia

and the other is an almost-turn-based RPG which is also fine

but trying to play the RPG leaves you swarmed and stunlocked by action-game enemies

i like 1v1ing the bigger enemies with parries and leaning into the action elements, but i'm just not sure if most of the skills are really worth it...? hmm. hmmmmmm

atlyss 

@gardevoir Personally, I've found that the weapon masteries and utility spells give a lot of mileage, but the direct damage spells... not as much yet?

For example: Sturdy and Rage are strong enough to build just about anything around as a Fighter, especially a weapon mastery. 8s of invulnerability paired with huge damage is very, very good.

Bandit gets mobility and stabby pieces, which build nicely. Mystic gets... a lot of spells with unimplemented elemental mechanics?

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atlyss 

@gardevoir Anyway, I've done a lot of Bandit and took Warrior and Mystic to 11, and I agree that the RPG side needs... something.

My touchstone is, oddly, One Step from Eden/Duelists of Eden. That tells me that if there were a better rhythm to attacks and parries, and themes that were more clear to build towards, it'd be much easier to digest and play with the RPG pieces on offer.

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