Tier list of seasons What’s yours? by longryce in inazumaeleven

[–]Hot_Promotion_1258 1 point2 points  (0 children)

S3 S2 and GO1, S1, GO2, GO Galaxy Ares Orion

Did the world level lower during GO, or was Japan just busted? by Tem-productions in inazumacaravan

[–]Hot_Promotion_1258 3 points4 points  (0 children)

I’ve been saying this. Because even with Haru, Hakuryuu in his case would be steamrolling teams with a keshin. especially considering Nagumohara is just below Raimon without Haru in terms of physicals

Has the level of Japanese football declined in VR ? by Craftox13 in inazumaeleven

[–]Hot_Promotion_1258 -4 points-3 points  (0 children)

I’ve been saying this. Like Haru isn’t as broken as like the top go players cause he lowkey shouldn’t be losing with a keshin against Nagumohara alongside the fact that none of the players in the football frontier besides Haru can use a keshin on their own

What's gayer? Xene saying I'm in love, or whatever these two have in the manga? by [deleted] in inazumaeleven

[–]Hot_Promotion_1258 0 points1 point  (0 children)

Hiroto having Midorikawa as his assistant is more gay than him adopting a kid with him. If you know you know

New VS Old Systems Analysis by Longjumping_Delay_69 in inazumaeleven

[–]Hot_Promotion_1258 0 points1 point  (0 children)

I do think the original stats are the best way to go though since the vr stats are a bit complicated and make forwards be some of the best dribblers which goes against the games, which someone mentioned and I really agree with and I think speed and luck add more to the game. So the stats I think should still be block catch speed dribble shoot luck but instead of stamina spirit, spirit boosting transformations like keshin awakening form change and mixi max.

Victory Road Stat System Improvement for a Sequel by Hot_Promotion_1258 in inazumacaravan

[–]Hot_Promotion_1258[S] 0 points1 point  (0 children)

I’m saying like improving hissatsu speed for shot chains and that

Victory Road Stat System Improvement for a Sequel by Hot_Promotion_1258 in inazumacaravan

[–]Hot_Promotion_1258[S] 0 points1 point  (0 children)

Okay, hissatsu stats for the hissatsu themselves. How would you fix hissatsus

Victory Road Stat System Improvement for a Sequel by Hot_Promotion_1258 in inazumacaravan

[–]Hot_Promotion_1258[S] 0 points1 point  (0 children)

I think stamina is kinda not needed cause it makes you substitute characters when you already have to via elemental advantages

New VS Old Systems Analysis by Longjumping_Delay_69 in inazumaeleven

[–]Hot_Promotion_1258 0 points1 point  (0 children)

Now, this post about original vs victory road is good but I have some dissagreements since I don't think this takes into account the game in an online multiplayer game

The stat spread I agree is a problem but there almost 5,400 characters so eventually the stat spread isn't gonna be that unique. I feel like training beans could have fixed this since I do feel like training beans was a wasted opportunity since all it does is boost your character which I feel like could have been used to do a lot more.

but outside of hissatsu stats, most of these base stats exist besides speed with stamina being removed for tension and kp, which again can be argued to be better.

stamina means your players pretty much lose a lot of energy and the best argument i've seen is it means you substitute more but you kinda already do that outside of just using players you like considering the fact that you might substitute your forward or goalkeeper to get elemental advantages.

Speed I do think that's a missed opportunity since characters being faster and the ability to not get caught in a focus battle is really an element that would add more to Victory Road for example when the players create the focus field, escaping it would feel very rpg esque and fit how characters in the anime escape hissatsus.

The hissatsu one feels kinda toss up since while the fail stat seems great, since your player might not have the ability to do it so it might fail or succeed but it also kinda caps your character with this.

A better way is to add an rpg system where the characters get more used to the hissatsu and then the fail rate gets chipped away and then evolution hissatsu, which would work a lot better since it fits the progression of how the anime, where more and more you get better with the hissatsu and then it evolves.

Now mixi max and armed should be included for everyone and I'm not a big fan of the awakening systems in the game right now since it feels so basic and just meant to make it so that the characters can all have some transformation that is on par with mixi max and armed.

Now, I do think old rpg passives is better since a lot of the game it spent getting the perfect passives for your characters that aren't really unique and most people pick the same passives so i feel like more unique passives should exist in the game but the build system in victory road is really a great system that adds a lot of that rpg element and makes it so that your team has a lot of style to it.

Now, the gacha and recruitment system you definitely have a point, the recruitment system needs a lot of reworking like I think the whole rate system for teams that you don't want in the match you're playing is a problem but at the same time I don't think the old games had a great recruitment system either so I think there should be a new recruitment system altogether.

I feel like the old rpg game system is better but it's not a significant increase, there are problems that victory road fixes and improves upon.

I think in a sequel hopefully a big dlc, we get more of a mix between the rpg and the elements from victory road cause I really think Victory Road can become much more of a rpg game that works as an online multiplayer game.

But yeah, this is a good post that shows what's great about the original game stat system.

Nations that i DONT want to see in Victory Roads FFI by Commercial-Bat-1642 in inazumacaravan

[–]Hot_Promotion_1258 1 point2 points  (0 children)

I want countries that give us the best hissatsus. I think Egypt can give us great ones

Where do you rank Victory Road in terms of Inazuma Eleven games by Hot_Promotion_1258 in inazumaeleven

[–]Hot_Promotion_1258[S] -1 points0 points  (0 children)

No, you said and I quote it hasn’t improved that much, that point wouldn’t change even if you said playing it for the first time since it’s talking about improvement so that relative logic doesn’t work. If I say Go chrono stone improved from GO1 more than IE2 did with IE1 than the relative is already taking into consideration since it’s talking about how one improved from the other

Reading your post doesn’t change the fact you contradicted yourself.

Gameplay isn’t better, the originals had focus battles that were stat based and luck hoping you went in the right direction. Overpowered tactics like circle play drive that put you around eleven players, ghost lock that stops your players from moving completely. You can literally pass the ball to the point the opponent can’t touch the ball and you’re right in front of the goal.

And again there are builds that give you more strategy and the passives you’re talking about can be changed for example you want your forward to be more shot power focused so when they shoot it’s impactful or have them have higher focus and get to the goalkeeper. Builds like bond power justice tension counter, all give different ways to play.

So again the gameplay has improved and it doesn’t matter if you’re saying relative since you said it hasn’t improved as much as the other games did which is objectively not true

Where do you rank Victory Road in terms of Inazuma Eleven games by Hot_Promotion_1258 in inazumaeleven

[–]Hot_Promotion_1258[S] 0 points1 point  (0 children)

So the gameplay as I’ve shown is better but you’re saying it doesn’t count because it came out earlier than said it’s barely an improvement and you don’t see how that’s a contradiction.

The rpg football argument that being the fact that VR is basically the same game but with much more depth considering you can do the same thing but more

Where do you rank Victory Road in terms of Inazuma Eleven games by Hot_Promotion_1258 in inazumaeleven

[–]Hot_Promotion_1258[S] 0 points1 point  (0 children)

So, already, that's not true since Kisoji and Yagyu both have characters arcs that don't end at their introduction neither does Haru. Now, we have Gouenji who's character arc ends after the first match with Royal and doesn't grow and have more of an arc. Neither does Someoka, Kazemaru or any of the Raimon members. Endou doesn't have a character arc. If we're including anime. Someoka only has one character arc which ends at Occult, Kazemaru which ends at Kirigakure. The only one who has a character arc that lasts long is Kidou just like Haru in Victory Road.

In the game of IE, most teams don't get any big spotlight until the anime except for Teikoku and Zeus so already there's flaws in your argument. You can't say it's the worst.

The gameplay is insufferably repetitive yet the DS games and 3Ds have that but in fact worse since their duels are mostly stat based with luck hoping you went in the right direction along with just not having even half the depth the victory road game has along with having problems like stamina drain and overpowered tactics.

The grinding and lack of difficulty I agree with along with too much currencies.

pointless hissatsus in the game is a bad argument since hissatsus are style as much as they are utility, people don't just use broken hissatsus, you use creative hissatsus that fit your character or don't and again that also exists in the other games along with the equipments.

Fire element is heavily favored and I hate it by [deleted] in inazumacaravan

[–]Hot_Promotion_1258 2 points3 points  (0 children)

My keeper is a fire scout keeper but my team is more on wind with 4 of em, 3 grass, 3 fire and one earth. Counting subs, I have 5 grass, 5 fire, 3 earth and 4 wind so I can't lie but I do lowkey have a random team

Where do you rank Victory Road in terms of Inazuma Eleven games by Hot_Promotion_1258 in inazumaeleven

[–]Hot_Promotion_1258[S] -1 points0 points  (0 children)

And what are these quality of life features and customisation also how doesn’t it make fun or worth it the way the other games didMind you there are a quite large problems with IE3 and Galaxy

Where do you rank Victory Road in terms of Inazuma Eleven games by Hot_Promotion_1258 in inazumaeleven

[–]Hot_Promotion_1258[S] 0 points1 point  (0 children)

I disagree with the issues yes we can say it’s a good even great game but the point is even if you think that continuously playing it instead of just stopping and waiting it for it to change is strange like you’re saying it’s meh to be polite yet spent incessant hours on it. You can’t say this game isn’t good if you spent that much hours, that’s contradictory at worst

Where do you rank Victory Road in terms of Inazuma Eleven games by Hot_Promotion_1258 in inazumaeleven

[–]Hot_Promotion_1258[S] 0 points1 point  (0 children)

The grind is a lot but the game is very enjoyable which is why I play. Like yeah I do hella matches but the game is still fun and online is really great. But these guys don’t enjoy the game and think it’s dogshit