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In Etrian Odyssey, a Fortress Is a Person

OcelotOcelot is not declawedRPGamer Staff
edited January 2013 in Latest Updates
Some folks like shields, and some folks really like shields. We strongly suspect that Etrian Odyssey's Fortress is the second type of person.
Becky Cunningham, Staff-at-Large
Twitter: BeckyCFreelance

Comments

  • lolwhoopslolwhoops Member Full Members
    edited January 2013
    I have always liked more defensive characters in these games. Typical party involves a front line tank, a front line warrior and a back row healer. Probably will be the same here for me. I'm thinking of starting out with a magic user which I haven't done before for some odd reason. I can't wait to get into this game.
    lolwhoops: a Gamer's Blog
    ^^is my blog! Updates whenever I feel like it! :D
  • TG BarighmTG Barighm Member Full Members
    edited January 2013
    My only issue with tank/DPS/healer mechanics is they have a bad habit of making every game play roughly the same way.
  • OcelotOcelot is not declawed RPGamer Staff
    edited January 2013
    Yeah, plus I usually find tanks pretty boring. My parties tend to be DPS, DPS, DPS, and one poor overworked healer. :D
    Becky Cunningham, Staff-at-Large
    Twitter: BeckyCFreelance
  • smacdsmacd Full Members
    edited January 2013
    I'm getting rather excited for this game. It'll be nice to start getting some good RPGs on the 3DS. I haven't played any of the EO games, but I just ordered the EO trilogy pack reprint a couple of days ago.
  • Gideon ZhiGideon Zhi Member Full Members
    edited January 2013
    The headline made me think of this.
  • TwinBahamutTwinBahamut Staff Healer RPGamer Staff
    edited January 2013
    TG Barighm said:
    My only issue with tank/DPS/healer mechanics is they have a bad habit of making every game play roughly the same way.
    I'm not sure that applies to Etrian Odyssey, though... Classes in that series are not exactly divided into a DPS/tank/healer framework, and two different parties built using different strategies can play very differently. Things like elemental vs. non-elemental damage, status ailments, buffing and debuffing, interrupting attacks vs. absorbing damage, and so on are all very, very important. A team can split its healing duties among three different characters just as easily as it can have a dedicated healer who does everything, and most characters are robust enough that having a tank is not strictly necessary with the right team set-up. EO3 sub-classes make this even more complex.

    It's a lot more flexible and built upon building a synergetic team than games like, say, WoW, where you have dedicated and interchangeable specialist character and not much else. This complexity made EO3 really stand out as a unique and great game for me, and is why I am looking forward to EO4 very much. It's good precisely because it does do something different than make classes into a boring damage/healing/tank system.
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