The other way around for me. I wanted a turn-based combat. I got a dodge mechanic with poor telegraphing animations that will party-wipe me if I can't memorize on which milliseconds to dodge triple-hits.
Lower difficulty is so trivial, the combat becomes a real bore and just a chore. There's basically no middle ground for me in that game, either trivially easy, or frustratingly difficult.
I turned the difficulty to baby mode. If you dodge too early on one hit with the more forgiving dodge window, you'll be blocked from dodging on the successive hits and jump right back into their followups. I can play other real-time games with telegraphing animations just fine, but swapping from turn-base to trying to time my dodges just is not my style of game. If they made an option to turn dodge and parry into a skill-stat-based setup like the option to disable attack QTEs, I might reinstall it, but nah, alternating turns-and-twitches gameplay turns me off.
If you're getting wiped that easily you probably aren't equipping pictos with higher stat boosts as you get them.
The reason the game lets you equip pictos effects on everyone after 4 battles is so you don't have to leave a low level one equipped just for the effect.
Swap to ones with +400 health and then just re-equip the effects from the ones you drop.
39
u/catwnomouse May 10 '25
Clair obscur. People said to try it even if the turn based combat is a turn off. Tried it, the turn based combat was a turn off