Combat in the enemy phase is less exciting.
This is by no means a big issue at all. In fact I'm ok with it being part of the game's identity. But for a sequel, I'd like to see more skills that make combat engaging on the enemy phase. Currently ambush tactics changes turn order on the enemy phase but that's about it. In the first half, enemy archers dominate the EP because you don't have access to even bow range + 1 so you have no way to build for it. Monsters disable enemy phase combat, period. I don't want this to turn into "wrath+vantage" builds like in fire emblem but something to spice up the enemy phases would be nice.
Comments: 1
-
15 Mar, '23
ODS Kangaroo AdminThank you for this suggestion to make combat more strategic and exciting during the enemy turn. As the suggestion mentions, this can be something that we consider for our future projects, as we are big on creating tactical combat. Unfortunately, it would be difficult to add this to Lost Eidolons, because it would involve a lot of changes including new skills and a potential overhaul of the combat balance.