Etrian Odyssey has my favorite turn based system out there. Digital Devil Saga is close with its take on oress turns, but Etrian takes Engaging combat and makes it Special to me.
I'll talk about individual elements I like in the system so I can give a clearer picture
I'll talk about individual elements I like in the system so I can give a clearer picture
Status Ailments and Binds
Due to a few factors, Status Ailments are actually really good in Etrian Odyssey.
When used by enemies, they're threatening.
Wheb used by the player, they're actually really useful, without being too broken since they wear off in a few turns.
Due to a few factors, Status Ailments are actually really good in Etrian Odyssey.
When used by enemies, they're threatening.
Wheb used by the player, they're actually really useful, without being too broken since they wear off in a few turns.
Plus, with EO3-onwards' mechanic of Accumulative Resistance, ypu'll want to use more than one, since the more you hit a certain ailment, the harder it'll be to land.
This also applies to the 3 binds.
And you can have all 3 Binds and 1 Ailment on a given unit at once, which is--
This also applies to the 3 binds.
And you can have all 3 Binds and 1 Ailment on a given unit at once, which is--
--nice when you consider the statistic uses for them, alongside restricting actions
Head Bind decreases elemental defense, restricts Magic
Leg Bind disables dodging and escaping, disables Dance/Dodge skills
Arm Bind halves Attack, disables physical attack/shield skills
etc
Head Bind decreases elemental defense, restricts Magic
Leg Bind disables dodging and escaping, disables Dance/Dodge skills
Arm Bind halves Attack, disables physical attack/shield skills
etc
Blind disables dodging and makes hitting things harder
Panic disables Skills, alongside them hitting their own party half the time
Paralyze slows down turb speed iirc, alongside cabcelling your action based on %
Sleep decreases Elem damage or increases Phys damage for one hit,
Panic disables Skills, alongside them hitting their own party half the time
Paralyze slows down turb speed iirc, alongside cabcelling your action based on %
Sleep decreases Elem damage or increases Phys damage for one hit,
alongside disabling dodging
Curse makes the opponent do recoil damage to themselves, particularly useful against more aggressive foes
etc etc
So they strike a really nice valance of being threatening when used against you, and being useful but not broken in your hands.
Curse makes the opponent do recoil damage to themselves, particularly useful against more aggressive foes
etc etc
So they strike a really nice valance of being threatening when used against you, and being useful but not broken in your hands.
Weaknesses
There's 3 Magic & 3 Physical Elements, and of course you do more damage when hitting a weakness, simple stuff. It affects party building especially since you don't want to specialize too heavily in 1 phys element too much.
Combined with Conditional Drops, those--
There's 3 Magic & 3 Physical Elements, and of course you do more damage when hitting a weakness, simple stuff. It affects party building especially since you don't want to specialize too heavily in 1 phys element too much.
Combined with Conditional Drops, those--
--being items dropped by enemies when killed a specific way, you'll want to be as varied as possible with this.
But enemies also have weaknesses & resistances to specific ailments, binds and Stun or Instakill
Now it's possible to get it wrong, as shown in 2U's Artelinde, where-
But enemies also have weaknesses & resistances to specific ailments, binds and Stun or Instakill
Now it's possible to get it wrong, as shown in 2U's Artelinde, where-
--there's nothing you can really do to protect youraelf from anything she does, leading to the fight sorta veing a damage race, but those are rare cases. But since generally the weaknesses are so varied, there's always a way to deal with a given enemy with your party build.
De/Buffs
You can stack 3 Buffs at once, and 3 Debuffs at once. They can be anything from a special effect like protecting from Ailments, increasing Link efficiency, lowering Defense, anything you can think of.
You can use multuple if the same buff to increase the time it's on.
You can stack 3 Buffs at once, and 3 Debuffs at once. They can be anything from a special effect like protecting from Ailments, increasing Link efficiency, lowering Defense, anything you can think of.
You can use multuple if the same buff to increase the time it's on.
And you can use multiple of the same buff, but they won't be as strong as they are individually, starting from EO4 onwards.
Buffs aren't as much of gamechangers as they are in MegaTen, but they're strong and very versatile, and you can of course cabcel a buff with the--
Buffs aren't as much of gamechangers as they are in MegaTen, but they're strong and very versatile, and you can of course cabcel a buff with the--
--correspojding debuff & vice versa, so not having a Dekaja very often isn't that bad (though having it, like on EO3 Ad Nihilo or EO4 Roar IS nice)
And all of these mechanics feed into the party building
In other games, why would you use Ailments? Unless it's a special case like DDS' Tentarafoo, or occasionally Charm in SMT if an enemy is weak to it, generally stufflike that is useless
Here, there's plenty of reason for--
In other games, why would you use Ailments? Unless it's a special case like DDS' Tentarafoo, or occasionally Charm in SMT if an enemy is weak to it, generally stufflike that is useless
Here, there's plenty of reason for--
--every class to be here, even if some are better than others (like, EO2 Ronin & Hexer, EO3 Shogun, EO4 Imperial, etc)
And there's just enough Meaningful mechanics that even with a team of 5, you don't have enough to cover Everything. But since there's always a solution, it's--
And there's just enough Meaningful mechanics that even with a team of 5, you don't have enough to cover Everything. But since there's always a solution, it's--
--less of an inconvenience and more of an increase in Depth
And having the Line system means that with a full team of 5, you're always gonna have 2 people on 1 line and 3 on the other, soyou have to think about where you wabna put people, and how many people that are best on X--
And having the Line system means that with a full team of 5, you're always gonna have 2 people on 1 line and 3 on the other, soyou have to think about where you wabna put people, and how many people that are best on X--
--line you want to bring
Ad since the games are all about the player's adventures and individuality, this system is all but perfect
Hell, this is a series where you don't even need a dedicated Healer as long as you have a plan
Ad since the games are all about the player's adventures and individuality, this system is all but perfect
Hell, this is a series where you don't even need a dedicated Healer as long as you have a plan
I love this series to death, and I don't see that ever changing.
Thank You, Etrian Odyssey, for all the memories and fun times i've had over the years
Thank You, Etrian Odyssey, for all the memories and fun times i've had over the years
@DrRyanSkelton i made a thread, figured you might wanna see simce you like EO