![]() ![]() ![]() ![]() You may not have to do it, but we disbanded and rebuilt our teams every few chapters, and it felt rewarding to do so when our reconfigured capacities fit in another unit or led to increased artifact synergy. It’s also a game that rewards spending time between chapters optimizing your loadouts. If you enjoy games like Langrisser with a bit more to manage, you’ll appreciate this stuff more. At the low end, they’re at Fire Emblem levels, but larger maps can be longer and more involved. But what about a whole crew of long-range archers? You have to protect them from a direct attack, but the sheer firepower can be well worth it.Ĭhapters can vary in length and complexity. A diverse team can work well and be prepared for any situation, sure. There’s a lot of variety in what works, too. The obvious problem with this is changing the AI of the game, and the fact that it would change the balance of the various chapters of the game in certain situations. Combining unit classes? Outfitting the team with the ideal artifacts? These systems scratch a very particular itch, and they do it better than anything we’ve played recently. Stuff like that I think would make combat more dynamic and less predictable, alongside of course making it a bit more challenging. Your dragons can easily advance to tier 3 if they are any elements that isn't earth and light, you are very unlikely to get stuck with an earth dragon. A dragon can advance to using any of the 3 major stat, str, skl, and mag, which no other units does. The core of Symphony of War’s appeal lies in its micromanagement. They need at least 35 more investment than other units. ![]()
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