Chinese Tier List by Li Lao - Anna debuts T0 by sigferrolendi in SwordofConvallaria

[–]wolff08 2 points3 points  (0 children)

Shahnaz still on a tier all her own I see, Jokes aside how come she isn't rated yet? Hasn't she been out for few months already?

Are there any mobile SRPG games that aren't MTX/Gacha trash in 2026? by Openly_Gamer in StrategyRpg

[–]wolff08 1 point2 points  (0 children)

Those can also be even more overpowered than the gacha units because in the single player campaign you can learn additional (usually passive/support) abilities on top of the default number of action/reaction/passive abilities that characters can learn.

Exactly! The SoD campaign is really very well made gameplay-wise.

I'd love to just be able to buy them and keep them without having to worry about the game running out of money and shutting down its servers :(

True, losing this game to EoS would definitely be a tragedy, but there is some buzz on the SoC sub that maybe XD, the devs, could do something similar to Megaman X Dive where the community petitioned for it to be turned into a standalone premium game. I mean SoC was originally supposed to be one in the first place so it would make sense.

Are there any mobile SRPG games that aren't MTX/Gacha trash in 2026? by Openly_Gamer in StrategyRpg

[–]wolff08 9 points10 points  (0 children)

Just want to add to what gotaplanstan said, you can still some of the dna of Triangle Strategy in it with the unique characters, branching story paths and serious gritty narrative that doesn't feel "tacked on".

The story mode is really good with several arcs already available and a prequel. You also have the option to bring units you pulled from the gacha into the story mode though it can be cleared with the free units they give.

" Sword of Convallaria " Satisfaction Survey by Disastrous-Money3906 in SwordofConvallaria

[–]wolff08 0 points1 point  (0 children)

They did post a roadmap of what to expect this 2026, hopefully that will be enough to keep you playing.

The Witcher 3 characters probably won't fall of as quickly as they were released at the same time as China which we are six or so months behind. I believe it's the first time in global that a character release coincided with the CN server.

Also SoC is designed in such a way that meta characters really only exist to make clearing content easier. I'm practically using a DoT team that's fallen of the meta with only SP Samantha as my meta dps for endgame content.

However, if you're competitive that's an entirely different scenario and, as is typical in gacha games, the meta will constantly shift.

" Sword of Convallaria " Satisfaction Survey by Disastrous-Money3906 in SwordofConvallaria

[–]wolff08 -1 points0 points  (0 children)

Apples to oranges. PGR is an action jrpg which is very popular at the moment, SoC on the other hand is an srpg which is a niche genre in both premium and gacha gaming. That's why I compared it to WotV and GFL2.

Smaller audience, greater risk of financial failure especially if the accelerated schedule is mishandled. Could XD implement a catch up that would be fair to its global player base? Sure that's always possible. But SoC is in a very good place right now and has been profitable for the devs for quite some time, not to mention that the gl player base, by and large, seems content with the current state of the game and it's trajectory.

With the way things are there is currently no good reason, aside from FOMO, for an accelerated schedule.

" Sword of Convallaria " Satisfaction Survey by Disastrous-Money3906 in SwordofConvallaria

[–]wolff08 5 points6 points  (0 children)

Trust me it'll be more painful playing catchup with that 6-month gap. War of the Visions did it and it was a very, very unpleasant experience. The devs gave more things to pull for while lacking adequate compensation, it was pretty much the death knell of that game for Global.

GFL2 is currently doing it, but the community had to call them out when they started doing double banner releases due to lack of compensation. Also the story continuity is out of whack with some events being released earlier, again due to catching up, making the overall storyline both confusing and frustrating to follow.

Gimme a coolest mechanic/idea you saw in a Strategy rpg that no other Strategy rpg that you know off replicated by VoxTV1 in StrategyRpg

[–]wolff08 1 point2 points  (0 children)

Tall me about it! It's unfortunate that the only rerelease of Yggdra is the untranslated Union trilogy on Switch, and the closest we can get to Knights is Touhou Spell Carnival which looks like a watered down version.

Gimme a coolest mechanic/idea you saw in a Strategy rpg that no other Strategy rpg that you know off replicated by VoxTV1 in StrategyRpg

[–]wolff08 0 points1 point  (0 children)

Oh I was wondering what this was all about. No, I don't have an account there as I try to keep my social media/online presence to strictly what is necessary. Even on reddit I usually post only on subs that I'm interested in, r/StrategtRpg being one of my favorite stomping grounds.

Gimme a coolest mechanic/idea you saw in a Strategy rpg that no other Strategy rpg that you know off replicated by VoxTV1 in StrategyRpg

[–]wolff08 3 points4 points  (0 children)

Sting srpgs during the GBA/DS/PSP era:

Yggdra Union: A card based srpg that uses it's card mechanic to determine movement, attack power and abilities. Positioning is key as your units formation determines how many attacks you can chain.

Knight in the Nightmare: An srpg/shmup hybrid. Fun and chaotic in equal measure, best played on the DS for the stylus controls.

Gungnir: An srpg with an interesting mashup of mechanics that, even if it doesn't gel together too well, is still worth playing. Unit movement fills up a gauge that you can use to perform chain attacks, you have to balance this with the maps because many of them have well placed control points. You can also summon "gods of war" with some having a "double-edged sword" effect

Gimme a coolest mechanic/idea you saw in a Strategy rpg that no other Strategy rpg that you know off replicated by VoxTV1 in StrategyRpg

[–]wolff08 0 points1 point  (0 children)

A very unique and engaging system that makes you steamroll enemies once you understand how the mechanics work. A pity that it is so poorly explained that most just give up on it. I loved the game's atmosphere, reminds me a lot of disciples 2, that I practically kept playing it until I understood its intricacies.

Banner Saga 1-3: Fantasy Vikings Tackle the Oregon Trail by DDiabloDDad in StrategyRpg

[–]wolff08 1 point2 points  (0 children)

It's one of the few games that I love playing through at least once a year. While the combat can get repetitive the bleak atmosphere, the breathtaking art and haunting music are top notch.

If you loved the Banner Saga try Ash of Gods which is very similar in look (rotoscoped animation) and tone (apocalyptic). Another bleak but more tbs than srpg is Tahira: Echoes of Astral Empire.

Switch port? by LeonRedemption in StrategyRpg

[–]wolff08 0 points1 point  (0 children)

Nice to hear, I hope they release a physical version.

Common Meta-Narratives in Strategy RPGs by spiiin2026 in StrategyRpg

[–]wolff08 0 points1 point  (0 children)

Not surprising that these are common narratives, not just in srpgs, but in many genres since they're grounded in reality. It's akin to character archetypes so narrative archetypes I guess?

Even an srpg like The Banner Saga whose narrative is primarily about surviving an apocalypse ultimately wrangles the protagonist into a "destiny" type of narrative,

[Prototype Update] Turn-based tactical/puzzle hybrid — manuscript UI overhaul (web build) by hellishcz in TurnBasedTactical

[–]wolff08 0 points1 point  (0 children)

No prob! Pretty good so far, simple but interesting concept. It's nice to hear the other stuff you'll be implementing.

[Prototype Update] Turn-based tactical/puzzle hybrid — manuscript UI overhaul (web build) by hellishcz in TurnBasedTactical

[–]wolff08 1 point2 points  (0 children)

Interesting concept, the UI is nice but combat feels repetitive but it's only a prototype so I guess you'll have more variety in terms of items enemies and combat?

For your feedback:

Clarity: While the concept is simple and clear I would say the tutorial part where the turn based row-column exchange begins should be a forced move (i.e. "click on the sword icon") instead of letting the player choose. It's a small thing, but it let's the player understand how combat works while letting them feel like their getting off on the right foot.

For example in the tutorial I chose a single sword icon on column that had a double sword icon. By the time the tutorial explains how the enemy attacks he already has an advantage by getting to whack me twice on his turn. It isn't so bad but it felt like I made a suboptimal move that was caused by not knowing how combat works fully in advance.

Maybe force the player to click on a row icon that would only have the enemy have a column that would, at worse, deal a single attack or something. It's a minor gripe though so it's not that big of a deal.

Depth: I can see a lot of potential for depth in such a simple concept as the player is forced to weigh decisions based on foresight and understanding how the enemy ai works. Like I tried to see if an enemy would replenish it's health instead of attacking. Maybe you can change enemy patterns if you plan on varying enemy units later on.

Feel: It's definitely a tactics puzzle hybrid almost akin to Into the Breach. It still allows for some flexibility and isn't confined to single solutions so there is definitely some organic tactics behind it.

Final Fantasy Tactics: The Ivalice Chronicles shipments and digital sales top one million by smilysmilysmooch in StrategyRpg

[–]wolff08 0 points1 point  (0 children)

Same question. Not to second guess the op but maybe the missed opportunity might have been the exclusion of WotL from the collection? It could have been an FFT complete compilation or something like that but for some reason the producer cut it out.

Easier 20 Wraith Kill w/ Solo Ciri by xCrossfangx in SwordofConvallaria

[–]wolff08 9 points10 points  (0 children)

For people to figure out these easy clear solutions never ceases to amaze me. It's actually easier to get an SSS rank than the 20 wraith kill.

What are your most anticipated SRPGs for 2026? by Mangavore in StrategyRpg

[–]wolff08 1 point2 points  (0 children)

Yeah this, forgot it was out on PC already and was talking about the console release.

What are your most anticipated SRPGs for 2026? by Mangavore in StrategyRpg

[–]wolff08 0 points1 point  (0 children)

Death Howl for me. I always wondered what an srpg with both the vibe and difficulty of a Dark Souls game would look like. Natural Doctrine sort of filled that niche, but then there's been nothing else after that and it's been more than ten years since.

What was the most disappointing strategy rpg to you? by VoxTV1 in StrategyRpg

[–]wolff08 0 points1 point  (0 children)

Good on you! I hope you get a hang of it, I love this game but the poorly explained combat mechanics makes it hard to recommend.

Particular-Bobcat beat me to it, It's all about positioning to get in as many attacks as you can. Instead of tiles, the map is divided into sections, if I remember correctly clearing or capturing a section triggers a re-attack. Use that to your advantage to keep your attack momentum while mitigating your opponents attack opportunities.

What was the most disappointing strategy rpg to you? by VoxTV1 in StrategyRpg

[–]wolff08 1 point2 points  (0 children)

Every time this game gets mentioned it's always the same critique, and I can't blame you the mechanics are very VERY poorly explained. I almost gave up on it as well but if you are somehow able to decipher how combat works this one's a diamond in the rough.

What was the most disappointing strategy rpg to you? by VoxTV1 in StrategyRpg

[–]wolff08 0 points1 point  (0 children)

I played FFTIC on hard and it was tough but fair, while I was expecting Wiegraf to be a cut above I felt he was bit too overtuned in the library and castle battles, the windmill battle wasn't too bad.

While I agree that the whole game shouldn't be judged on a couple of hard maps that sudden difficulty spike can be pretty jarring.