Is there an issue? Send a MessageReason:
None
Changed line(s) 92 (click to see context) from:
*** Players can have up to 5 Flags for PVP and up to 3 Abyss Guides and Labyrinth Compasses for the Abyss and Labyrinth respectively. These resources refresh [[PlayEveryDay everyday]] or are bought from the shop (the latter choice can also exceed the initial caps).
to:
*** Players can have up to 5 Flags for PVP [=PvP=] and up to 3 Abyss Guides and Labyrinth Compasses for the Abyss and Labyrinth respectively. These resources refresh [[PlayEveryDay everyday]] or are bought from the shop (the latter choice can also exceed the initial caps).
Changed line(s) 113 (click to see context) from:
** It's likely a PlayerExclusiveMechanic, but the Auto Mode AI won't use Soul Burn on skills. This gets jarring in PVP.
to:
** It's likely a PlayerExclusiveMechanic, but the Auto Mode AI won't use Soul Burn on skills. This gets jarring in PVP.[=PvP=].
Changed line(s) 140 (click to see context) from:
* BraggingRightsReward: For the PVP rewards:
to:
* BraggingRightsReward: For the PVP [=PvP=] rewards:
Changed line(s) 157 (click to see context) from:
* ChangingGameplayPriorities: Early game, the focus is mostly on PVE - progressing through Adventure stages, collecting Breaths of Orbis, completing Labyrinth stages, Abyss Floors, etc... Once most of these modes are cleared, the remaining PVE objective is to grind equipment and crafting materials from Hunts, in preparation for the longer end-game content of ''Epic Seven'' - the PVP modes such as Arena, World Arena and Guild Wars.
to:
* ChangingGameplayPriorities: Early game, the focus is mostly on PVE - progressing through Adventure stages, collecting Breaths of Orbis, completing Labyrinth stages, Abyss Floors, etc... Once most of these modes are cleared, the remaining PVE objective is to grind equipment and crafting materials from Hunts, in preparation for the longer end-game content of ''Epic Seven'' - the PVP [=PvP=] modes such as Arena, World Arena and Guild Wars.
Changed line(s) 223 (click to see context) from:
** Effect Resistance. While it gives a chance of resisting status ailments, they aren't prioritized when min-maxing DPS builds that settle with Health and Defense for survivability. And if you have a unit who can dispel debuffs or grant debuff immunity, ER can just be redundant. It also doesn't help to note that there are some heroes who have soulburn effects that ignore effect resistance (i.e. Basar), making this stat relatively useless in PVP settings.
to:
** Effect Resistance. While it gives a chance of resisting status ailments, they aren't prioritized when min-maxing DPS builds that settle with Health and Defense for survivability. And if you have a unit who can dispel debuffs or grant debuff immunity, ER can just be redundant. It also doesn't help to note that there are some heroes who have soulburn effects that ignore effect resistance (i.e. Basar), making this stat relatively useless in PVP [=PvP=] settings.
Changed line(s) 524 (click to see context) from:
** Starting out but lack any strong 4★ and 5★ Heroes? No problem. A good number of 3★s can help in the early game. In fact, some of them (e.g. Lorina and Montmorancy) can actually be stronger their 4★ and 5★ counterparts thanks to the Specialty Change mechanic. Back then, some 3★ Heroes were so strong in PvP that they had to be {{nerf}}ed.
to:
** Starting out but lack any strong 4★ and 5★ Heroes? No problem. A good number of 3★s can help in the early game. In fact, some of them (e.g. Lorina and Montmorancy) can actually be stronger their 4★ and 5★ counterparts thanks to the Specialty Change mechanic. Back then, some 3★ Heroes were so strong in PvP [=PvP=] that they had to be {{nerf}}ed.
Is there an issue? Send a MessageReason:
None
Changed line(s) 162 (click to see context) from:
** Stages in limited-time Side Stories are ScriptedBattles, the "NPC" or guest character's team is pre-determined until you clear the stage for the first time.
to:
** Stages in limited-time Side Stories are ScriptedBattles, {{scripted battle}}s, the "NPC" or guest character's team is pre-determined until you clear the stage for the first time.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
*InPlaceOfAnEye: Sira-Ren is described as a magical flower that grows from a corpse. The card it appears on shows a white flower blooming from the eye socket of a normal-looking man with white/grayish hair.
Is there an issue? Send a MessageReason:
Misuse, Trope was cut/disambiguated due to cleanup
Deleted line(s) 133 (click to see context) :
* BonusBoss: Hell Raid bosses require a unique entry item purchasable for 1200 Ancient Coins. Naturally, they are [[HarderThanHard much harder]] than their Normal Labyrinth raids but offer generally better rewards.
Added DiffLines:
* {{Superboss}}: Hell Raid bosses require a unique entry item purchasable for 1200 Ancient Coins. Naturally, they are much harder than their Normal Labyrinth raids but offer generally better rewards.
Is there an issue? Send a MessageReason:
None
Changed line(s) 22,23 (click to see context) from:
The Heirs that died, aside form Ras, can't be revived.
to:
The Heirs that died, aside form from Ras, can't be revived.
Is there an issue? Send a MessageReason:
Deleted line(s) 426 (click to see context) :
* OffModel: Compare a Hero's full-screen animation of their ultimate skill to their inventory artwork or in-game battle sprite and you can notice inconsistencies among the [[ArtShift different styles]]. For example, Assassin Coli's portrait includes a feather on her head and a tattoo in her left shoulder. The tattoo is not visible in her in-game battle sprite, and the feather disappears in the animation of her "Murder" skill.
Is there an issue? Send a MessageReason:
trope renamed and redefined per TRS
Deleted line(s) 48 (click to see context) :
* AlluringAnglerfish: Scorptera is a giant scorpion whose "tail" is a humanoid, naked woman.