Na opinião de vocês, qual o papel do mestre na mesa?

Uma coisa que eu vejo postarem por aqui, é gente falando coisas como "Queria começar a jogar com meus amigos, mas ninguém sabe mestrar" E isso me pega muito, por que parece que a galera leva mestrar como uma tarefa muito mais dificil do que jogar, oq eu não acho necessariamente verdade.

So pra contexto, eu tenho bastante experiência com rpg, comecei com 12 anos e hj estou com 28. E jogando em muitas mesas com pessoas diferentes eu vejo que o papel de mestre é o negocio mais variado que ja vi no hobbie.

Por exemplo, quando joguei com mestres mais velhos, eles tinham uma preferencia por serem mais carrascos. O mundo era algo mais brutal e era comum personagem morrer e o objetivo do mestre ser um tipo de força contrario aos jogadores ai os dois lados iam tentar ganhar um do outro com base nas regras. Eu geralmente me dou muito mal com esse tipo de mestre porque eu não costumo focar tanto em ser alguém que toma decisões inteligentes e tudo mais (Lembro de uma aventura de adnd que era uma dungeon em forma de piramide, e uma das salas era uma armadilha que simplesmente fechava quando alguém chegava no meio dela e enchia de areia. Era uma aventura oficial que simplesmente incentiva o mestre a fazer os jogadores buscarem soluções, mas eles deixam claro que não da pra sair).

Hoje eu vejo os mestres com um papel diferente, o jogo se tornou um grande coletivo. Então o mestre se tornou alguém que cria um mundo, situações e cenas, faz o papel de mediador e por fim interpreta todos os personagens do mundo que não são os dos jogadores. Eu tenho costume pessoalmente de mestrar assim, e claro, é um trabalho complicado preparar as coisas, principalmente em mesas online que vc tem que preparar e editar mapas,tokens,imagens e etc. Se vc pegar os livros, é meio que isso que os escritores incentivam também, mas por algum motivo, acho que uma grande parte da comunidade não concorda com isso.

Hoje em dia, se pede que um mestre saiba todas as regras do livro, como funciona todas as habilidades de todas as classes e raças, ajude os jogadores a criar ficha, faça sessão zero pra ajustar a mesa a gosto de todos, escreva uma historia intrinseca e complexa para os jogadores seguirem e garantir que exista diversão na mesa. Namoral, eu não entendo isso, parece que se perdeu um pouco a coletividade do hobbie sabe? se espera tanto do mestre e os jogadores so tem que aparecer e se divertir?

Uma das consequências que eu vejo disso é a criação da profissão de mestre pago. Beleza, eu sei que tem muita gente que acha ridiculo ou feio isso, mas namoral? é colocado tanta coisa nas costas do mestre que eu acho completamente valido pagar.

Pra mim essa posição de mestre mudou um pouco de ser parte de um grupo pra virar um bobo da corte tentando entreter os jogadores a troco de nada. Não acho que um mestre precise conhecer tudo do jogo, não precise saber de todas as classes e outras coisas. O minimo do jogador é saber oq sua classe faz e como suas habilidades e magias funcionam, interagir com o mundo de boa vontade e não ficar esperando o mestre falar que as coisas acontecem e dar opções do que fazer, ajudar a dar vida pro mundo criando lugares e historias também. O rpg é um jogo coletivo, e na minha opnião, tudo deveria ser feito com o grupo todo, não o mestre preparar tudo com intuito de agradar aos jogadores.

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u/Whimsispot — 2 days ago

During subsequent playthroughs, what are your least favorite parts to replay?

So, I was doing another playthrough of Wrath of the Righteous (almost 400 hours between PS4, PS5, and PC, and I still haven't finished the game a single time), and I started noticing how some parts of the game are just a real chore and completely break the rhythm.

Right now I'm playing an Azata Geomancer Kitsune Sorcerer that specializes in cold damage because I read here that cold was the best damage type right now... only to not get a single cold damage boosting item so far. And honestly, some parts of the game just seem to kill my hype.

The first one for me is the Shield Maze. Having only three companions and little to no build options means I mostly just walk around with Seelah tanking hits, Lann dealing damage, Camellia lowering enemy AC... and my MC casting Grease. That's honestly the worst part of the game for me.

Act 1 map exploration is actually so much fun, especially with the challenge of trying to do everything in time for the best possible outcome. The encounters are fun, and you don't have to spend five minutes buffing before entering every map because it just isn't necessary yet. Everything flows so nicely. I absolutely love Kenabres and pretty much all of Act 1.

Act 2 is also extremely fun for me. Crusade management doesn't take much time, you still don't need that many buffs, and the encounters are enjoyable... except for two areas.

Leper's Smile is just abysmal. Having to bring Unbreakable Heart and the Bookworm's Headband every single playthrough kinda pisses me off. Then there's Drezen. It's not that Drezen is bad—I actually love the siege and the final dungeon before Mythic Rank 3—but there's just so much happening that my FPS tanks hard, especially if I'm running a party with several pets.

Also, fuck the ghoul pit.

Now I'm in Act 3 with my Sorcerer and... I don't know, it just got kinda boring.

Every point of interest feels like it's at least one rest away from everything else. Crusade management starts demanding a lot more attention and takes a significant amount of time. There are more loading screens because of Crusade mode, and they're longer too. Then there's buffing before every single map just for one or two fights outside of the really good dungeons like Wintersun, Ivory Sanctum, and Areelu's Lab.

So I'm kinda bummed whenever I have to go back to playing.

Act 4 is also kinda rough for me because I don't think exploring the Abyss is as fun as it should be. I really disliked the moving camera mechanic, but more than that, I hate how easy it is to do quests out of order without a guide. I constantly found myself getting caught by surprise, which, okay, is very fitting for the Abyss. But when loading times are already so long and you're constantly bouncing between areas... it gets old pretty fast.

Again though, the final dungeon is very cool and fun to explore, and Hepzamirah is an absolutely awesome boss fight.

Act 5 felt pretty similar to Act 3 for me. It has incredible set pieces that get lost between some not-so-great moments. I still liked what I played, though.

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u/Whimsispot — 16 days ago

Mixi-max machine broke

You know the funniest part? It was bugged in other matches too, it became a glorified insta-win button.

u/Whimsispot — 26 days ago

I Wish level 5 would add a roguelike mode to victory road

I know roguelike games are everywhere and some people just hate then, but victory road's large roster of characters, hissatsus, passives and equipments could be perfect for a roguelike/roguelite game mode.

So my idea for the mode would be like that: You'd start the game by picking a captain for your team. The captain would be the main character to dictate how your run would go and would also be the main point of replayability of the game. By default you'd start the game with two captains, raimon's endo and imperial acadamey's kidou. More captains would surely be avaible but would need to be unlock either in the roguelike mode or in other modes (for example, let's say that unmei unlock condition is beating story mode for example). Each captain would come with it's on build type, in our example let's say this version of endou is a bond build type and this version of kido is a rough play. Each captain would trigger the build by himself and cant be swapped out of the team or subbed out. Each captain would also bring unique team passives to help with their unique playstyle, like, let's say this endou has a passive that specifically gives a higher bond boost to hissatsus that use more than one player, while kido has a way to debuff atk/def of enemies everytime he does a move that can cause a fault but doesnt trigger it (to refference his first match with raimon).

After that you would get to choose a pack of players to complete the rest of the team. Think like when you start the game and is asked to choose your starting line up, but here it's either fully randomized or thematic in some way. For the players and equipments I think a simpler passive and equipment system would work better, like, every player has a single passive and a single equipment slot, but each passive is more impactful or stronger (like let's say instead of a 4% boost to shoot on enemy field you get something like 15%/20%). The equipments would also have higher stats and more of them (like 3 stats boost per items) and alongside the boosts they can come with either a passive, a hissatsu or a keshin/totem/mixi max/etc.

You can also get managers and coordinators but they are more impactful and gimmick than they are in the main game. Like let's say that Coach A gives you a 25% boost to focus battle Atk/Def and a 15% boost to your shoot power, but your team can only have fire and wind players. Or another one that makes you play with only 10 players on field but in return you can use 4 heroes on your team during the run. Coordinators have the same kind of effects that can be helpful but with limited uses when they trigger. Like coordinator A can force a great defense when your opponent would score, but after that it's used (kinda like an item). Coordinator B can be used to increase your tension if you would start a focus battle without tension to use a hissatsu, but again, would be consumed after.

When you start the game, the visual would be like a mountain with multiple roads to choose, and your goal is of course to reach the victory road (the end of the run).

You them choose a path to advance towards where by every choice you have something like 3 or 4 different options. The main one would of course be battles. There would be 4 types of battles: Normal, advanced, Elite and Boss battles. Normal battles are easier ones where all players in the enemy team are of blue or green rarity with a low chance of a purple one spawning. They are easy battles that are fought against random teams without a coherent strategy. Winning a normal battle awards the player a common player card pack, where you can get low rarity hissatsus, equipments, players and coachs/managers.

A advanced battle is fought against a random team consisting of purple players with a rare chance to include yellow rarity ones. These battles are a bit harder but still on the easier side without a strategy on the enemy team. Winning an advanced battle gives the player a rare card pack, which contain better players, equipment, hissatsus, and staff.

Elite battles are more rare and dont appear as often, they are fought against teams full of yellow players with an average chance to contain orange rarity players and low chance to contain a hero character. These teams are not random, they are formed using some kind of theme (like a team with only people with glasses, or a team themed around ice, etc.) and have an strategy. They usually have a build but with a way lower power level. Beating an elite battle would award one of three elite packs. Each elite pack contains guaranteed good loot, and each one giving a specific loot (like one pack for players, one for equipment, one for hissatsu and one for managers/coordinators).

Boss battles would be static in certain points of the map and you wouldn't have a choice but to do it. They would feature teams full of orange rarity players and either a fabled or hero character if avaible. They would be variants of big teams in the game (like raimon, zeus, etc) and would use an build like the player, but with a catch of an gimmick during the match (like elemental affinity being twice as strong, fire players can't use hissatsu, a tactic is activated 100% of the time, etc). The difficult is supposed to be higher at every boss fight, let's say that you'd fight 3 bosses per run so each boss would be significantly stronger than the last. Beating a boss would rewards the player a unique boss pack, these packs would be unique to team you beat and not be randomized, for example, beating a boss fight where zeus was the team you fought gives you the option to choose between an high rarity Aphrodi, an divinie water equipment with some crazy effect or a powerfull hissatsu like a lv3 god knows or heaven's time.

The other events would be something like random events, where you get some random buffs or debuffs to your team, get some guaranted items or get some trades.

there would also be a shop to buy players, packs, equips,hissatsus and this would be the only place you could get tactics.

there would also be a trading function to allow a player to trade multiple items or players to get a higher rarity random item.

and many other kind of squares that could fit here but I didnt think through.

I know level 5 would love to shove a shop unique to this mode, but for the sake of the players sanity, let's say that advancing in this mode gives you random currency for the other shops, and beating it gives you 3 to 5 legend box and some other things.

So, what did you guys think? Personally I don't think a mode like that would be completely hard to make, because it would barelly use any new assets, while giving a huge single player boost and a higher difficulty that players asked for.

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u/Whimsispot — 28 days ago

Meu grupo me jogou de lado sem falar nada

Pra contexto, eu jogo com esse grupo desde 2019, as vezes presencial mas na maioria das vezes via foundry e discord.

Atualmente a gente estava jogando uma aventura oficial de pathfinder 2E e eu estava mestrando. Estava indo bem, ja jogavamos a quase 1 ano e 9 meses +/-. So que recentemente, os jogadores vinham desmarcando sessões por motivos de trabalho, pessoal ou outros compromissos. Eu fiquei meio chateado e conversei com o grupo, disse que pra mim era meio complicado preparar as coisas antes e depois ter que adiar por semanas ou meses, mas entendo que na vida pessoal as coisas são complicadas e que muitas vezes as coisas acontecem de forma que não da pra prever.

Como estavam acontecendo muitos imprevistos e tinha gente que ia fazer viagens e afins eu sugeri pra galera dar uma pausa, mas não quiseram.

Bom sabado passado teria mais uma sessão, confirmaram no discord e tudo mais. Quando cheguei no servidor não tinha ngm, achei estranho mas até então a gente marcava a sessão uma hora antes de quando iriamos começar pq era normal os atrasos. So que eu vi que tava todo mundo reunido com outras pessoas em outro discord. Não entrei na chamada mas tenho ctza que sabiam q eu tava no grupo tbm. Pensei que podia ser outra coisa ou algum imprevisto e talz, mas pra matar a curiosidade fui dar uma olhada no foundry e... tava lá, outra mesa, outros jogadores, personagens mapas e tudo feito além do historico dos rolls e chat de sabado. Desde então ngm falou nada nem mandou mensagem e eu entendi que é isso, não me querem mais e acharam melhor so deixar morrer e não falar diretamente.

Eu to bem desolado pq era um grupo q eu considerava muito proximo e como amigos, poxa eram quase 7 anos de amizade, e pra acabar tudo em silencio assim deixa uma sensação de vazio no estomago.

acho que o correto seria só deixar morrer assim, mas nossa, é horrível se sentir um problema tão grande que decidiram te trocar assim tão rapido.

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u/Whimsispot — 29 days ago

Hi guys, could you help me with team building in victory road?

Hi guys, i've been trying to build my first team for online and so on, and while yes the team works fine in single player, i'm not so sure as for online, So I would like some help with my team building and I have some specific questions I'd like to ask.

How should I Go about passives? the ones I've seem online tend to go with very feel passives hitting their capstones but considering I can only swap three should I be farming for the same player until I get a version with the proper passives so that I dont need to switch or get at least 2 that work with the team?

I'm running a counter team (because is the one I had more fun with. i've made another poorly optimized tension team that started as a bond team. Tension seems fine but bond was very boring.) So when chosing players should I look for players that have counter as common builds or any player can naturally come with any build?

about hissatsus, should I be running multiples per character or it's better to make one strong? i've been trying out both approachs but can say for sure what's better. And still on hissatsus, do the meta ones heavilly outshine everything else or can I run what I find cooler?

About hero characters, I imagine they are extremely important to the team, as you can only have two, So should I always go for the same hero rarity as my build? for example, here in this team my endou is an counter build but my hakuryu is breach build. I went for this pink hakuryu in hopes he was also a counter character but no... breach. I love hakuryu and I would like to keep him on the team, so should I farm a lower rarity one with counter passives and swap heroes (I do have a counter goenji)? It's weird because i'm kinda getting tired of endou's same techniques by now but i'm not confident to use a lower rarity keeper.

and that's pretty much it, i'm grateful for whatever help you guys can give. Funnily enough I have 125 hours in the game because I find farming so much fun but it's just so hard to build teams. I'm still to try and make a justice, rough play and breach team to see if they are fun but it's being kinda hard understanding how to properly do things in the game.

also sorry for the portuguese prints, I just noticed now i've forgotten to swap to english for the prints, but if you guys need I can try to translate the passives.

u/Whimsispot — 1 month ago

Eu acho que ja perdi muito tempo de vida e não sei quero ver o que vem depois

Bom, eu queria dizer que atualmente tenho 28 anos e esse ano faço 29, e que sinto que estou com medo do que o futuro me reserva.

Desde meus 16/17 anos eu sinto que to preso num ciclo de onde nada acontece, e quando acontece é pra pior, e isso me faz ficar com medo porque eu vivo com a esperança de que amanhã vai ser diferente... mas nunca é, e eu fico com medo de quando eu realmente ficar velho e ainda estiver estagnado na vida.

Na vida profissional eu me sinto uma bagunça por que inicialmente estava estudando muito inglês, e cheguei a trabalhar como professor por algum tempo, mas meu objetivo que era especificamente trabalhar com tradução sempre pareceu tão dificil, se não quase impossível msm.

Então em 2022 eu comecei a estudar um pouco de programação por fora pra tentar entrar no mercado de trabalho, e em 2024 comecei a fazer um curso de ensino superiro na fatec (pra quem não é de sp, fatec é uma faculdade focada em dar cursos pra formar a galera direto pro mercado de trabalho) e ainda sim, eu me sinto um completo inutil na área. Tenho pavor de fazer entrevista pra área e buscar vagas, tenho medo de não conseguir fazer nada sem usar referencias da internet ou ajuda de IA, tenho medo de mostrar as coisas que fiz pelo github e toda vez que vejo meus amigos que trabalham na area eu fico cada vez mais certo de que fazer isso esta sendo perda de tempo pq eu acho que jamais teria capacidade pra realmente trabalhar na área.

Em 2023 pra ver se eu conseguia experiencia pra aréa , eu consegui uma vaga como suporte tecnico em uma escola, por ja ter um certo tempo trabalhando em escolas e cursinhos (comecei com 19) a galera tinha um pouco mais de confiança. Mas nossa senhora, que experiencia miseravel é acordar cedo pra ir pra faculdade, trabalhar até de noite de segunda a sabado, ganhar um salario minimo e não ter expectativa de um dia ter algo melhor porque eu simplesmente sou incapaz para tal. Agora em maio eu sai desse emprego, e to vivendo pelo seguro desemprego, pensando em que porra fazer pro proximo emprego.

Socialmente eu não sei oq acontece mas a cada ano que passa eu fico menos apto a conversar com pessoas e interagir. Quando perdi meu trabalho decidi sair de todas as redes sociais (menos linkedin por obrigação e o reddit pq gosto de tirar duvidas e acompanhar as noticias por aqui) e desde então eu acho que ja vão fazer 2 meses que eu não converso ou interajo com meus amigos, até nessa questão de alguns hobbies que parei como card games e rpg pq bom... eu meio que ja não tinha com quem jogar.

Em questão de relacionamentos eu acho que ja aceitei que não são pra mim. Não tenho interesse em me cuidar fisicamente, não tenho hobbies, não tenho dinheiro ou perspectiva e acho que se fosse namorar eu seria facilmente um homem não maduro redflag que a galera ve aos montes por ai.

Acho que até em questão familiar, desde sempre moro com a minha mãe que é uma pessoa complicada, pra dizer o minimo. Ela morre de medo de ficar sozinha e costuma exagerar um pouco nas coisas além de ser bem intrometida e controladora. Mas ainda sim, é a pessoa mais proxima de mim e sinto que isso afastou algumas pessoas, principalmente meus amigos do medio.

Recentemente eu vivo fazendo oq posso pra tentar me afastar desses pensamentos e continuar tendo esperança que amanhã vai ser diferente... mas n da, ja são mais de 10 anos nessa, eu n quero mais 10 anos de fracasso e parece que não da pra fugir pq essa ideia de ser uma falha é toda minha identidade e eu sou incapaz de evoluir além disso. Eu sinceramente estou cansado, e meio envergonhado de estar jogando ou fazendo outra coisa se não estudar ou arrumar uma forma de virar gente, ja fui ao medico e psicologo e so me falaram que eu estava com pressão alta e recomendaram alguns medicamentos que sinceramente eu acho que foram passados so pra falar que não fizeram nada pq ajudar mesmo eu acho que não estão ajudando.

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u/Whimsispot — 1 month ago
▲ 82 r/JRPG

Have modern JRPGs changed, or have I changed?

Lately I've started wondering if I'm falling out of love with JRPGs, and honestly, that thought has been making me pretty sad. I've noticed that I keep starting recent AAA JRPGs, enjoying them for a while, and then dropping them somewhere around the halfway point, or even close to the end.

Then I decided to try Suikoden for the first time, and... I absolutely loved it. It made me realize that I don't dislike JRPGs. There's something else that I've been bouncing off, but I can't quite put it into words.

What surprised me about Suikoden was how much it trusted me as a player. It barely explained its systems, it kept the story moving at a fast pace, and almost everything I did felt meaningful. Recruiting characters, exploring new areas, and progressing the story all happened naturally without constantly interrupting the player.

Looking back, I think what I've always loved about JRPGs is the freedom they give me to experiment. I enjoy figuring things out on my own, trying weird builds, and discovering mechanics instead of simply following the obvious path. Persona and SMT let me build demons in dozens of different ways, while games like Final Fantasy V constantly reward experimentation with party composition and job combinations. Even when there are clearly optimal strategies, I still feel like I'm the one creating them instead of simply following what the game expects me to do.

When I look at many of the recent AAA JRPGs I've played, I feel almost the exact opposite. They seem much more interested in making sure the player never gets lost or confused. Stories are often delivered through very long dialogue sequences and cutscenes, open worlds feel more like checklists than places to explore (cough cough FFVII Rebirth), and the games constantly explain their mechanics, puzzles, and solutions before I even get the chance to engage with them.

It feels like they make the games easier in the wrong way. They don't make them easier by giving me more tools or more interesting mechanics. Instead, they remove opportunities for me to think, experiment, make mistakes, or figure things out for myself.

The best example for me is Metaphor: ReFantazio. As a huge Atlus fan, this should be one of my favorite games, but no matter how hard I try, I just can't get into it.

It feels like the game wants me to learn enemy weaknesses through trial and error, but at the same time it refuses to let me discover anything while exploring dungeons because Gallica immediately explains every puzzle or point of interest. Every dungeon starts with the Information Broker telling me which Archetypes are recommended and which ones aren't, so it often feels like the game is already pointing me toward the intended solution before I've even had the chance to figure things out myself.

The weird part is that I actually want to finish these games. I want to see where Metaphor's story goes. I want to finish FFVII Rebirth. But every time I think about booting them up, it feels more like an obligation than something I'm genuinely excited to play.

So I'm curious if anyone else has gone through something similar.

Has there been a shift in how many AAA JRPGs are designed over the past decade? Have my tastes simply changed? Or am I completely misreading what I'm experiencing?

After playing Suikoden, I'm convinced I still love JRPGs. I'm just trying to understand why so many recent AAA JRPGs leave me feeling exhausted instead of excited.

Has anyone else experienced something similar? If so, what common thread did you eventually find between the games you loved and the ones you kept dropping?

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u/Whimsispot — 1 month ago

Why does Metaphor's class system feel less enjoyable to me than other job-based RPGs, even though I love SMT and Persona?

For context, I'm a big Atlus fan. I love both the Shin Megami Tensei and Persona series. I've played a lot of SMT games and all of the Persona games (although, to be honest, I still haven't finished SMT: If because, well... fuck the Sloth dungeon).

I bought Metaphor around the end of 2024 during a sale, played it for a while, and then dropped it. I came back to it in 2025, played some more... and dropped it again. Now I've picked it up for a third time to try and finish it and made it a bit further, but I don't know, I just don't really feel like continuing.

At first, I thought the problem might be the difficulty, so I lowered it to Normal (I was playing on Hard), but that didn't really help. The game isn't particularly fun for me, and honestly, it doesn't even feel that hard. I feel like whenever I know what enemies I'll be facing, I can prepare accordingly, which is fine, I enjoy that aspect in SMT as well.

The problem is that something about Metaphor's class system feels off to me. Compared to other job-based games I'm used to, like Bravely Default or FFV, it feels much more restrictive. I get the impression that the game sacrifices some of the freedom that usually comes with class systems in favor of a more trial-and-error, knowledge-check approach, similar to the monster exploitation mechanics in SMT and Persona.

I'm honestly not sure what to do. Story-wise, I'm curious about where things are going, and I do like some of the characters, especially Catherina and Alonzo, but overall, playing the game has felt more like a struggle than something I'm excited to come back to.

I'm currently about 44 hours in. I just made the poison to kill the tree and am about to start the Dragon Temple dungeon. By Persona standards, I feel like I might be around halfway through the game.

So I wanted to ask: did anyone else feel this way while playing Metaphor? Does the game change significantly from this point onward, or should I accept that it just might not be for me? I keep seeing so many people praising it, and I really want to like it, but my experience with it has been... weird.

(For reference, here's my current save file. I'm at the Dragon Temple on Hard difficulty with around 44 hours played.)

u/Whimsispot — 2 months ago

That one kid that lies about getting shot playing gun

 in the 4 minutes and 11 seconds following a jackpot, Commando is effectively immortal (please forgive my shit aim)

u/Whimsispot — 2 months ago

Looking for games with a lot of theory crafting and build variety.

So, I personally really love games that allow for in depth character customization and multiple ways to play, And i've been looking for more that could scratch that itch. It can be either action game or rpg, I like both, just to give some ideas I'd like to put some of my favorite games in this aspect to give and idea on what I have already played.

RPGS:

-Siralim ultimate
-Crystal Project
-Bravely Default
-Final Fantasy series (mainly 5,7,9,10 and 12)
-Disgaea series
-Shin megami tensei series/ Persona series (and metaphor for that matter, but that one I'm not really liking for some reason)
-Inazuma eleven victory road
-Baldur's gate 3
-Pathfinder wrath of the righteous / kingmaker

Action games:

-Borderlands series
-Dark souls trilogy/Elden ring
-Monster hunter series
-Cyberpunk 2077
-I dunno if that one would really count but I really like how you're free to tackle things and have different loadouts in resident evil 4 (original and remake) and requiem.

So yeah, manly games that allow for deeper customization of some kinda, being team building, character building or multiple complex ways to play, that I can theory craft a lot and do multiple playthroughs.

reddit.com
u/Whimsispot — 2 months ago

Trickster feels like the vocation that needs the biggest DLC rework

The more I think about Dark Arisen, the more I feel like one of its biggest opportunities is not just adding new content, but smoothing out some of the rougher design decisions in Dragon’s Dogma 2, like they are already doing with the tittle updates. And I think vocations should be a major part of that.

To be clear, I do not think every vocation needs to be perfectly balanced or equally strong. In fact, part of the fun of Dragon’s Dogma is that vocations have very clear identities, strengths, and weaknesses. Fighter and Warrior lacking good ranged options, for example, makes sense. It can be annoying sometimes, but it also fits what those classes are supposed to be.

The problem is that some vocations do not just feel limited — they feel unevenly designed.

Magick Archer is a good example. I like the vocation, but in DD2 it often feels less like a creative hybrid class and more like a “spam your strongest master skill” button. That reminds me a bit of DD1 Magick Archer, which was also insanely strong, even if I doubt that was fully intended. Then you have Thief, which feels like the spiritual successor to Strider in the sense that it is still absurdly effective compared to almost everything else. It has mobility, damage, survivability, and utility, all packed into one vocation.

But the vocation that stands out the most to me is Trickster.

I understand what Trickster is trying to be. It is supposed to be weird, indirect, and different from every other vocation. That is not a bad idea at all. Honestly, I like that they tried something strange instead of just making another damage-focused class.

The issue is that Trickster feels like it was designed in a vacuum, without fully considering the actual structure of the game around it. Dragon’s Dogma 2 still has quests, forced encounters, pawns that can be unreliable, and occasional situations where the player is expected to handle things directly. In that context, a vocation with basically no real personal damage can become frustrating very quickly.

The 1v1 situations are probably the worst example of this. They are already not the strongest part of the game, but playing them as Trickster feels especially miserable. It is not just that the class has weaknesses. It is that the entire vocation feels like it needs extra work, extra setup, and extra creativity just to reach the baseline functionality that other vocations get naturally.

Most vocations have a few situational skills. Trickster feels like the whole kit is situational.

That is why the new smoke claw skill from the trailer caught my attention. It looks like a direct offensive ability, which is interesting because that would be a pretty big shift for Trickster. Maybe Dark Arisen is going to loosen the “pure gimmick” identity of the vocation and give it some actual damage options. Not enough to turn it into a standard DPS class, but enough to make it feel less helpless when the game puts you in situations where illusion and aggro manipulation are not enough.

And honestly, I think that might be the right call.

Trickster does not need to stop being weird. It should still be strange, supportive, deceptive, and unique. But it also needs to feel like it belongs in the same game as the other vocations. Right now, it feels like a cool concept that was forced into a game that does not always support that concept very well.

So I am curious: do you think Dark Arisen will actually rework Trickster in a meaningful way, or do you think the DLC will only give it one or two new tools without changing its core problems?

u/Whimsispot — 2 months ago