I was a Reborn doubter since its release, today I just got to Chapter 2 and my whole perspective has turned around. In-battle Cards offer in-battle customisation and really do fade out of the visuals once you're used to seeing them. I love the new level system, I feel way more invested in each character. The music is GREAT, Avilla Hanya blew my mind. The learning skills through levelling feels way more exciting and rewarding. The consumables are fun to theorise and play around with. 4 skill slots means I have varied characters instead of just loading 8 characters up with everything I want. Weapons carrying skills is cool as hell. Even with 4 limited skill slots, you still get loads of finishing moves to choose from regardless of character. The lack of random battles, thank god. No more save-scumming just so I can walk around the world map. Visuals are perfect. Voice acting is hit or miss (Ravness sucks, Leonar is brilliant) Lack of Rougue- I wouldn't use a Rogue anyway, let's be honest lol Just wanted to say a big thanks, because it's your love for Reborn that convinced me to try it with an open heart, along with some of your explaining of the mechanics that you've done, not just in your videos, but in the comments sections of your videos and on my Reddit posts. I'm having a hella load of fun and I've you to thank!
I see you named your familiar killdozer. An apt name for a unit that slowly floats over to the enemy lines with no regard for terrain, then to aoe charm 3 or 4 enemy units. Such a fun unit
I tend to favour summons. Sure splashes were great when we got them but as soon as I got shamans and liches, they were obliterating (even with summon 1) people left and right. And that reduces the amount of enemy turns while splashes only if you manage to chain a nice amount.
Oh and yeah, I did manage to multi kill with a + magic, + crit card combination using splashes. But with summons you just turn your brain off and kill every enemy as they come. At least in Chapter 4 and CODA 1.
The magic machine gun is nice, and works wonders for burning down small groups or solos, the splash thing comes in handy for messing with the AI, since they'll often panic heal when you rip half the health off several units. They like to clump, so a duo of Apocrypha/Splash/Missile and Summon/Draconic/Support is what I like to keep on hand to get the best of multiple scenarios. Mostly I was just hoping to convince more folks to keep more tools on hand.
My current playthrough has Denam as a Rune Fencer and I've gotta say that summons are pretty nasty on him... but only useful on single targets. He ends up being a heal bot or a source for Boon of Swiftness. That said, I tend to run pretty magic heavy, so I find myself using a wide variety of magic across the board.
People actually thought the magic missle type spells were obsolete when you got summons? While i liked having the raw damage potential on my RFs when i got summons, there was still plenty of situations using the missile spell was a better option. It was pretty apparent when i got summons the first time. If my rune fencer is heavily wounded, they can retreat and snipe while having a lower chance of getting targeted themselves. Rune fencer wants to pick up a card but all enemy targets are out of the weapons and summons range. In my games, magic missiles saw a lot of use in this situation. And if the conserve MP skill procs, all the better. Theres been countless times ive had this scenario. I dont care what the nay sayers say, my rune fencer is getting that auto card. Also what if your trying to hit a cleric thats close to a boss that could easily shmush in the unit in question. Rune fencers dont many defensive options but keeping their distance and opting to hit the target from further away is an option they have. What about finishing off a weak unit or maintaining the option to move to a more favorable position? I could go on but magic missiles are always great on RFs. Dunno whats with these people saying "wahh, you dont do things my way so you're doing it wrong".
They got pretty hostile about it in some cases, it's been kind of a bummer for months. But yeah, they're all going to have their roles, it's nice to have options.
@@CoffeePotato You see this nonsense all over the place, i saw in a previous video some poster was giving you crap for using poison damage telling you you were doing it wrong. I've seen other comments disparaging archers, familiars, fighters simply for not being shamans but you've probably seen that too. Ever notice when people make such arguments, they compare A's strengths to B's weaknesses and call it day?
For the arcane casters my setup is usually highest level missle, highest level splash, summon (or low level missle if cant use missle), then a tech option like charm, spell charge or paradigm shift. Im doing some relic farming in ch4 PotD before I head to hanging harden so my clerics and neceomancers are both running exorcising options which Ease II or BoS will replace on cleric and not sure atm for my necros drain life maybe get a whole lotta mp rq.Part of me really wishes Knights could use Ease to fill out the spell list the 3 heal spells feels awkwars with the last open space.
The mini boss neutral over levelled units all over the late/post game that tend to be forces of nature early on. They usually have relics outside of the first encounter, too.
@@luke4010 Multi Hit spells you get in Chapter 4, with an upgraded version in post game. They cost slightly less than AoEs, firing multiple basic level spells in an area. These will all go on one guy if there's only one in the area, with the higher version hitting 7x. So, this means with a couple Mag and Crit cards, you can effectively be hitting almost anything for a full bar. They're available in some form or other for most end game casters, but will scatter fire if there's more than one unit in the target circle, and will lose shots for every downed, undead, or shadow target in the circle.
I imagine that someday someone (modder) will make and releaseTactic Ogre : Westeros. Its Game of Throne theme with 7 Kingdoms. The main character is a slave that recruit by a Lanister, he trained become a mercenary. His fighting talent bring him to be a leader of a small army under Lanister, but the truth make he think and he leads his small army become a rebellion. The gameplay is like clan vs clan, the rebelion army will fight with small armies of Lanister, Baratheon, Bolton, Frey, Tyrell, Starks, etc. Every region can be claimed by battles or diplomatics. Haha.. sorry for my bubbling comments 😂
You are 100% on the slow unit haste not really helping slow units. Ive tried it countless times on my knights and dark knight, they remain molasses speed tier
This might be a bit late in relation to the video, but the speeding up fast units & slowing down slow units being more dramatic makes perfect sense when you look at things over a duration and as ticks. For simplicity, just going to use 50% adjustments and assume the haste/slow are permanent. Say unit A takes 50 ticks between actions while unit B takes 100. And if slow their tick value by 50% to .5, it becomes 100 ticks for A to reach their needed 50 and 200 for B to do the same. If hasten their tick value by 50% to 1.5, A now takes 34 ticks to reach their 50, while B takes 67. So A sees an additional action every 100 ticks, while B gets one every 200 ticks. They are both ending up loosing 50% of their actions, or gaining one action for every two. Its when compare them side by side over a set number of ticks that brings out the quicken affects fast more and slow affects slow more observations. It starts as 2A:1B actions over same number of ticks, and it can go from 6A(haste):1B(slow) to 2A(slow):3B(haste). So its not that the statuses are affecting the two differently, its more a side effect caused by how much recovery a unit accrues per tick combined with differring amounts of recovery needed per action.
@@CoffeePotato Wouldn't even have noticed, if it hadn't been mentioned in the comments. I suppose it's a matter of opinion in the end, but I think the way you talk feels quite natural.
I was a Reborn doubter since its release, today I just got to Chapter 2 and my whole perspective has turned around.
In-battle Cards offer in-battle customisation and really do fade out of the visuals once you're used to seeing them.
I love the new level system, I feel way more invested in each character.
The music is GREAT, Avilla Hanya blew my mind.
The learning skills through levelling feels way more exciting and rewarding.
The consumables are fun to theorise and play around with.
4 skill slots means I have varied characters instead of just loading 8 characters up with everything I want.
Weapons carrying skills is cool as hell.
Even with 4 limited skill slots, you still get loads of finishing moves to choose from regardless of character.
The lack of random battles, thank god. No more save-scumming just so I can walk around the world map.
Visuals are perfect.
Voice acting is hit or miss (Ravness sucks, Leonar is brilliant)
Lack of Rougue- I wouldn't use a Rogue anyway, let's be honest lol
Just wanted to say a big thanks, because it's your love for Reborn that convinced me to try it with an open heart, along with some of your explaining of the mechanics that you've done, not just in your videos, but in the comments sections of your videos and on my Reddit posts.
I'm having a hella load of fun and I've you to thank!
Thank You for giving it another go as well, it's great to read stuff like this!
I see you named your familiar killdozer. An apt name for a unit that slowly floats over to the enemy lines with no regard for terrain, then to aoe charm 3 or 4 enemy units. Such a fun unit
I think the sound is a bit too low for this video.
This was during the audio jank of last week, later ones were improved.
I am so glad I am not the only one. I thought my hearing was going.
God I love your videos. Nobody does deep dives like you, thank you so much!
Glad to entertain, thank You!
I tend to favour summons. Sure splashes were great when we got them but as soon as I got shamans and liches, they were obliterating (even with summon 1) people left and right. And that reduces the amount of enemy turns while splashes only if you manage to chain a nice amount.
Oh and yeah, I did manage to multi kill with a + magic, + crit card combination using splashes. But with summons you just turn your brain off and kill every enemy as they come. At least in Chapter 4 and CODA 1.
The magic machine gun is nice, and works wonders for burning down small groups or solos, the splash thing comes in handy for messing with the AI, since they'll often panic heal when you rip half the health off several units. They like to clump, so a duo of Apocrypha/Splash/Missile and Summon/Draconic/Support is what I like to keep on hand to get the best of multiple scenarios.
Mostly I was just hoping to convince more folks to keep more tools on hand.
My current playthrough has Denam as a Rune Fencer and I've gotta say that summons are pretty nasty on him... but only useful on single targets. He ends up being a heal bot or a source for Boon of Swiftness. That said, I tend to run pretty magic heavy, so I find myself using a wide variety of magic across the board.
It's another strategic tool like everything else.
People actually thought the magic missle type spells were obsolete when you got summons? While i liked having the raw damage potential on my RFs when i got summons, there was still plenty of situations using the missile spell was a better option. It was pretty apparent when i got summons the first time.
If my rune fencer is heavily wounded, they can retreat and snipe while having a lower chance of getting targeted themselves.
Rune fencer wants to pick up a card but all enemy targets are out of the weapons and summons range. In my games, magic missiles saw a lot of use in this situation. And if the conserve MP skill procs, all the better. Theres been countless times ive had this scenario. I dont care what the nay sayers say, my rune fencer is getting that auto card.
Also what if your trying to hit a cleric thats close to a boss that could easily shmush in the unit in question. Rune fencers dont many defensive options but keeping their distance and opting to hit the target from further away is an option they have.
What about finishing off a weak unit or maintaining the option to move to a more favorable position? I could go on but magic missiles are always great on RFs.
Dunno whats with these people saying "wahh, you dont do things my way so you're doing it wrong".
They got pretty hostile about it in some cases, it's been kind of a bummer for months. But yeah, they're all going to have their roles, it's nice to have options.
@@CoffeePotato You see this nonsense all over the place, i saw in a previous video some poster was giving you crap for using poison damage telling you you were doing it wrong. I've seen other comments disparaging archers, familiars, fighters simply for not being shamans but you've probably seen that too.
Ever notice when people make such arguments, they compare A's strengths to B's weaknesses and call it day?
For the arcane casters my setup is usually highest level missle, highest level splash, summon (or low level missle if cant use missle), then a tech option like charm, spell charge or paradigm shift. Im doing some relic farming in ch4 PotD before I head to hanging harden so my clerics and neceomancers are both running exorcising options which Ease II or BoS will replace on cleric and not sure atm for my necros drain life maybe get a whole lotta mp rq.Part of me really wishes Knights could use Ease to fill out the spell list the 3 heal spells feels awkwars with the last open space.
I love petrification on Cressida. What's a "loot piñata"?
The mini boss neutral over levelled units all over the late/post game that tend to be forces of nature early on. They usually have relics outside of the first encounter, too.
What are summons. You say it in all of videos
@@luke4010 Multi Hit spells you get in Chapter 4, with an upgraded version in post game. They cost slightly less than AoEs, firing multiple basic level spells in an area. These will all go on one guy if there's only one in the area, with the higher version hitting 7x. So, this means with a couple Mag and Crit cards, you can effectively be hitting almost anything for a full bar. They're available in some form or other for most end game casters, but will scatter fire if there's more than one unit in the target circle, and will lose shots for every downed, undead, or shadow target in the circle.
I imagine that someday someone (modder) will make and releaseTactic Ogre : Westeros. Its Game of Throne theme with 7 Kingdoms. The main character is a slave that recruit by a Lanister, he trained become a mercenary. His fighting talent bring him to be a leader of a small army under Lanister, but the truth make he think and he leads his small army become a rebellion.
The gameplay is like clan vs clan, the rebelion army will fight with small armies of Lanister, Baratheon, Bolton, Frey, Tyrell, Starks, etc. Every region can be claimed by battles or diplomatics. Haha.. sorry for my bubbling comments 😂
Never know, Gibbed will have those modding tools done someday
You are 100% on the slow unit haste not really helping slow units. Ive tried it countless times on my knights and dark knight, they remain molasses speed tier
At least they're safe being that slow this time around.
This might be a bit late in relation to the video, but the speeding up fast units & slowing down slow units being more dramatic makes perfect sense when you look at things over a duration and as ticks.
For simplicity, just going to use 50% adjustments and assume the haste/slow are permanent. Say unit A takes 50 ticks between actions while unit B takes 100. And if slow their tick value by 50% to .5, it becomes 100 ticks for A to reach their needed 50 and 200 for B to do the same. If hasten their tick value by 50% to 1.5, A now takes 34 ticks to reach their 50, while B takes 67. So A sees an additional action every 100 ticks, while B gets one every 200 ticks.
They are both ending up loosing 50% of their actions, or gaining one action for every two. Its when compare them side by side over a set number of ticks that brings out the quicken affects fast more and slow affects slow more observations. It starts as 2A:1B actions over same number of ticks, and it can go from 6A(haste):1B(slow) to 2A(slow):3B(haste).
So its not that the statuses are affecting the two differently, its more a side effect caused by how much recovery a unit accrues per tick combined with differring amounts of recovery needed per action.
Прошу вас . хоть русские-украинские ( желательно ) субтитры . спасибо за ваш труд !!!
Glad to help, though I have no idea how to add those subtitles, sorry
Great information in your videos, but please practice using filler words and "uh" less frequently. These make your videos more difficult to watch.
Fair, but it's how I talk, brain's a bit spazzy like that, sorry. I've tried to keep in mind for years, but...uh...brain is gonna lag. 👍
@@CoffeePotato Wouldn't even have noticed, if it hadn't been mentioned in the comments. I suppose it's a matter of opinion in the end, but I think the way you talk feels quite natural.