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RolStoppable said:
lestatdark said:

The same happens to EO IV skills. They're borderline useless unless you pour the maximum amount of points in them, just like in any other EO. The Nightblade class suffers from this heavily, as their status effects, even when subbed to Arcanist are almost non-stickable on end-game/post-game enemies unless you max the specific skill and support you want to max. Which reminds me, there were even fewer synergies between classes than in EOIII.

What I mean in afterthought is that the sea map actually had a story of it's own, it was basically it's own quest. The step-limiter was a pain, but that actually made sense in the context of the exploration (and it wasn't detrimental at all once you reached the highest level of food available). The world map on EOIV only exists to connect the dungeons, nothing more. There's very little action going on in it in the main game, only having a bit more when you get into post-game with the Dragons.

Yes, but the caps for skills are lower, meaning that you can max out more skills and thus have more flexible builds. But I already said that in my last post.

There wasn't really anything happening in EO III's sea. EO IV's world map actually had quite a few quests in it which easily matches whatever was in EO III. Plus various dungeons gave a greater sense of adventure than one single labyrinth. For EO V I hope that they extend the size of those smaller caves.

Well, we'll agree to disagree then. Overall I found the experiences between EO III and EO IV similar, because they each had different strengths, I just didn't like some of the paths they took with EO IV. 

I agree with you about hoping that EO V should have bigger side dungeons or maybe a bigger impact in the overall game. They could probably also restructure the quest system so that it ties a bit more with the main plot, as having some quests that are essential for certain towns people, which would allow you to progress in the main game or some similar structure. 



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