![]() ![]() Having auto-battle available for key stages tied to progression feels cheap and detracts from the story somewhat. I think its use should have been limited to grinding in the item world and other nonessential stages. The only downside is that it can sometimes feel as though battles aren’t worth playing manually, as a well thought out auto-battle strategy is often the fastest way to clear a stage. Having this level of control makes auto battling surprisingly skill-based, as you have to consider how the AI can get the best use out of each unit. For example, you could set a support unit like the Clergy to check for their allies’ health levels, heal them if they’re low, check their own health, heal themselves if they’re low, or attack an enemy if none of those statements are true. Nippon Icchi has put Disgaea 6 Complete on PC, meaning it is no longer limited by the Switch's lackluster hardware. ![]() This allows you to give specific units more defined instructions as to how they should act during auto battles. Disgaea 6: Defiance of Destiny marks the first time the series uses 3D models, with vibrant characters full of personality and the return of the series' over-the-top battle system. Rather than just having generic presets to instruct the AI with, the game implements a flow chart mechanic. Disgaea 6 Complete is going to be released on PS5, PS4, and PC this summer, NIS America has confirmed. It’s also one of the best implemented auto battlers I’ve seen in any JRPG. ![]()
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