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    Wednesday, December 1, 2021

    Puzzle & Dragons I wish this game made use of branching dungeons like GH did in other games

    Puzzle & Dragons I wish this game made use of branching dungeons like GH did in other games


    I wish this game made use of branching dungeons like GH did in other games

    Posted: 01 Dec 2021 10:15 AM PST

    Back when Puzzle & Dragons Z released on 3DS, Gungho introduced branching dungeons where you could decide which branch you'd go down by meeting certain solve requirements (ie. solve more green orbs to go left, blue to go right).

    I think if they utilized a mechanic similar to that in the mobile game, but indicated which debuffs you'd be facing in the next battle, people would be able to create more diversified and fun teams for dungeons.

    For instance, at one branch you could choose to go left for Azazel, or right for Sopdet - Azazel's path on the left (left side of screen) would simply have the Tape indicator, with the Sopdet path having the Absorb Damage indicator on the right. Regardless of which encounter you cleared, there could be a similar branching path later on in the dungeon where you could choose to fight green Albrecht or blue Albrecht. Green Albrecht would have the Damage Void indicator, and blue Albrecht with the Absorb Damage indicator.

    This would diversify team building as you could then choose if you wanted to farm blue Albrecht, then you could either bring two fujin's and ignore tape resist or bring tape resist and one fujin. Likewise if you wanted to clear green Albrecht, you could ignore damage absorb entirely and bring only tape resist.

    I think that if we could select between spawn options for each floor (or even just some) that the game would become immensely less-frustrating with players able to use more unique teams/cards while still giving Gungho good control over a dungeon and how difficult it can be. Plus it might lead to some fun hijinx if you accidentally skyfall into the wrong path of your choosing :)

    TLDR: Branches with different mechanics (and indicators) could diversify team building for dungeons while still keeping dungeon difficulty high.

    submitted by /u/SuperMandrew7
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    We're going to need more space on orbs soon.

    Posted: 01 Dec 2021 01:51 PM PST

    Spacetime Cheese cheaper build (untested)

    Posted: 01 Dec 2021 08:58 AM PST

    Wish this was real!

    Posted: 01 Dec 2021 12:26 PM PST

    Is there a dungeon guide for MD2 out there? Don’t know where to find them these days.

    Posted: 01 Dec 2021 10:29 AM PST

    another daytona md2 title clear

    Posted: 01 Dec 2021 09:16 AM PST

    Where do we get the Gems that evo Zaerog and Fagan-Rai from?

    Posted: 01 Dec 2021 10:21 AM PST

    I want to use abyssal emperor rai bc of the half damage and looks dope but where do we get those gems? Are they in NA?

    submitted by /u/Mikelikesbacon7823
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    [Video] December 2021 Quest - Challenge Level 9

    Posted: 01 Dec 2021 09:06 AM PST

    Did a YOLO roll and... yayyyyy

    Posted: 01 Dec 2021 05:21 AM PST

    Anyone have Daytona teams for Alt Shura 2?

    Posted: 01 Dec 2021 01:54 PM PST

    I have seen Daytona teams for Shura 3 and MD2 but curious about Alt Shura 2.

    With the 1st floor delay, using multiple H Cottons might be tough.

    thanks!

    submitted by /u/FattyGabbiee
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    How to add unmatchable clear to Touya?

    Posted: 01 Dec 2021 01:47 PM PST

    I'm attempting to add the unmatchable clear latent to Touya, but I'm generating the error that it needs to have TPAs. Since the changed form has TPA, I thought that would work? Does anyone know a workaround?

    Thanks!

    submitted by /u/Aznum
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    Holy crap, she is hard and this is my first encounter. Any tips and also which one is the easiest?

    Posted: 01 Dec 2021 09:13 AM PST

    First clear got me brex! Shout-out to u/Cioux22 for all the help

    Posted: 01 Dec 2021 08:15 AM PST

    Better late than never, ty power creep for fixing my psi

    Posted: 01 Dec 2021 08:04 AM PST

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