I honestly can't understand how anyone who played more than 10 RPGs in their life can praise SMT for its combat. It's way too basic and simple. The turn order is always the same, there's only a handful of stats, and the mechanics itself are really basic, except you need to spend more time to figure out which normal attack is effective against the enemy.
>b-but buffs
There's only three types of them, and they always have the same effect, there's no levels, no stacking, and they last the same amount of turns so the whole system is also extremely basic. Not to say that I can't remember a single JRPG where buffs wouldn't be effective.
I honestly can't understand how anyone who played more than 10 RPGs in their life can praise SMT for its combat...
name the 10 rpgs that have better combat
The combat's okay.
The strength of good MT games is in dungeon design and the balance + the sheer amount of options you have due to the demon systems.
>and they always have the same effect
i also prefer when abilities don't do what they say
This. The combat is "good" because it gives you just enough degrees of freedom (buffs, weaknesses, press turns, skills, negotiation) to exercise the team you built in a variety of encounters.
Dungeon crawlers are designed to appeal to actual autistics who like doing the same thing over and over for as long as possible. The more monotonous the better. No variation.
I can't understand how a nerd weaboo can even play this shit to begin with. Like holy fuck.
Digital Devil Saga had some neat ideas, like team skills and expecting you to use those element shield skills
It's also in challenging and adapting your build on the fly in unpredictable, harsh environments. The really good entries try to hit a sweet spot between the demons and the mazes being your obstacle. The vast majority of JRPGs could learn a lot from this, as they tend to hyperfocus on just the core combat system and nothing else.
Depends on the game. Some dungeon crawlers are what you described (Megami Tensei 1 and P5 are good examples), while others are appealing exactly because there's enough going on that you always need to adapt (Strange Journey).
As in, it's always the same percentage and the same amount of turns.
It's all about fusing good demons and learning all the intricacies that goes into building a good team, If that doesn't appeal to you the battles will feel dull. I like SMT because it really forces the player to fully understand the fusing and battle system or you will get destroyed, you really can't sleep walk through the game like most jrpgs.
we’re still waiting for a reply, OP
but of course you don’t have anything to contribute
It's like playing chess. You don't like combat in chess?
>Trails series in general
>Mana Khemia/Atelier Dusk trilogy
>Death end re;Quest 1-2
>Caligula Overdose
>End of Eternity
>Blue Reflection
>Breath of Fire IV
This'll be enough for you for now.
Did you at least played any of those games, my d00d?
>>Trails
Stopped reading there
Filtered
Turn order being is because enemies can BTFO you in one turn, so you have to plan out exactly what your party will do every turn.
>There's only three types of them, and they always have the same effect, there's no levels, no stacking
So you never played this game? Because all of these points are wrong.
>Trails
OH NO NO NO NO NO
AHHHHHHHHHH
You could have at least said Breath of Fire Dragon Quarter.
>I honestly can't understand how anyone who played more than 10 RPGs in their life can praise SMT for its combat.
I mean, you just answered your own question. I've never had any significant or meaningful conversation about RPGs with any SMT fans regarding gameplay. It's almost always edgy-as-fuck power level discussions on Demifiend or bitching about better series and how they eclipse them.
Stop posting this thread, autist.
>ignores people in same thread talking about game design
You can just ask for (You)s.
Which mechanic to obtain demons in the Raidou games do you guys prefer?
Confinement or Negotation?
Damn you really fell for it
OP once again proves to be a ginormous, gullible faggot.
>Nothing but contrarian "But it IS good!!" statements with nothing to back it up and of course "Hurr if you're so smart, name games better than it!"
And the chain remains unbroken.
>Keeps ignoring people talking about stuff like
Again, just ask nicely and you'll get more (You)s.
>people unironically believe mindlessly spamming atk buffs, defense debuffs and concentrate'd magic attacks the boss is weak aganist is good gameplay
1. Just contrarian statement, followed by something that's outright false. SMT has some of the shittiest empty corridors.
2. Generic contrarian statement based on something literally all RPGs, even Final Fantasy, give you. Worthless.
3. Incorrect statements built out of ignorance. Every game lets you "build on the fly" to deal with "harsh environments", even the easy ones, and getting lost in empty corridors is meaningless as a challenge that wouldn't bother a 6 year-old.
4. This isn't even really an argument or discussion? "Some things are like A, some are like B"?
5. Reads like a bullet point on the back of one of the boxes.
6. Actually discusses one of the WORST gameplay elements of the game as a positive.
Sorry, where was this insightful and meaningful discussion again? Your ass? Ain't goin in there, my gay nigger.
>uhmm actually any discussion I disagree with is shallow and dookey :^)
Last (You) I'm handing out. You can do better. If you really wanted to discuss it in depth you wouldn't resort to shallow hyperbole so quickly.
>6. Actually discusses one of the WORST gameplay elements of the game as a positive.
What's so bad about punishing players who go into battles unprepared in a game in which being prepared is 3/4 of the battle?