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IcaroRibeiro said:

Metaphor bosses(and SMT for that matter) are not hard

They are puzzling. You fight them once and then need to strategize a build to counter that boss. Even Persona 3 is similar in this sense (4 and 5 are too easy so that's generally not needed)

The nature of the skill system in Metaphor allows easy customization of your party, so you can quickly build a great enemy countee. I don't think I ever need to fight any boss more than twice, except a Dragon which I only needed because I was underleveled

SMT is much harder to built an strategy because there you are tied to demons with specifics kits that you can only change by inheritance and demon fusion. Which is totally doable, but much more time (and resource) consuming, this means you can't always build a perfect strategy and need to realy on RNG and playing optimally sometimes

I don't get it, I must have missed some integral mechanics in the game. I was doing fine on normal until that last area and everything just seemed to be blocked or reversed back on me. 

I don't like Strategy games that force you into one style of play, why not give a better heads up about what's coming like the spy NPCs would tell you very simply in the early game than having to load a save after bashing your head agianst the wall and attempt again. It's just bad design, there should be freedom in building like Xcom EU or Fire Emblem and partly Unicorn Overlord (thst game is squeezing freedom of building narrow the linger Play. I know they aren't the same genres but it's the same idea with building parties. 

Divinity OS will never be beaten for turn based combat, Baldurs Gate 3 doesn't even hit it that close to perfection from the ten hours I've played.