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PokeMaster99999 Since: Aug, 2015
May 17th 2017 at 6:41:56 PM •••

Anti-Frustration Feature

"The Fight On mechanic makes grinding much less tedious. Not only do the multipliers allow you to get more bang for your buck, but since you're thrown into another battle immediately, you get to run around less waiting for Random Encounters."

Is the 'Fight On' mechanic really an Anti-Frustration feature? Personally, I've found its inclusion to be rather irritating; grinding now takes longer, as each battle is no longer just ONE battle - it's now 4 or more, and it's possible to have the same encounter rate as Bravely Default's. So instead of 10 random encounters, it's effectively 40-99. 'Saving time' my rear end.

Additionally, it takes 10 straight battles to reach the cap, and it's reset for each random encounter, instead of being carried forward, a la Bravely Default's system.

Furthermore, due to how the 'Fight On' mechanic works, Obliterate is made useless - it can no longer reach bonus multipliers, meaning the player's stuck at 1x until they unequip the Ability. Compare this to Default, where Obliterate easily and consistently got Sweeper/One Turn/Untouched Heroes (the highest multiplier).

Lastly...the 'Fight On' mechanic doesn't refill BP, so in order to achieve those higher multipliers, you need to kill all the enemies with one BP. Except that's difficult to do, since Obliterate doesn't enable 'Fight On', multi-target moves can cost more than 1 BP or not kill every enemy. If you use up too much BP on a single battle, you cannot reach the maximum multiplier.

In Bravely Default, where the bonuses were dependent on 'not getting damaged', 'kill all foes in one turn', and 'kill all foes in the same move', BP didn't matter; use Valkyrie's Crescent Moon all you like. Here, in Bravely Second, nuh-uh.

Yeah, I definitely think this specific point is more Your Mileage May Vary than a full-on 'everyone accepts this so it belongs on the main work page' point.

Edited by PokeMaster99999
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