i do sorta agree about the baton passing tho
im saying it'd be NICE to be able to baton pass to chars that have already acted and would make logical sense
but maybe it is unbalanced
Baton Pass used to work the way it did in Persona 5 but it honestly made the game way too easy. (...Much like Persona 5 itself), especially considering you get a free Tarukaja/Makakaja on top of whatever you already had for every subsequent Baton Pass. So it's been changed to only work on party members who haven't had their turn yet.
if you hit at least one enemy with a skill that hits multiple enemies you will still get "one more"
enemies that are knocked down don't "get up" when attacked again
enemies (and you) can act on the same turn you "get up". I guess that's "recovering from x status on the same turn you get said status and attacking right after syndrome" from persona 3.
Although the mod itself is based off of Persona 3 in its theming, the battle system takes cues from Persona 4 and 5, as such, multi target attacks will give 1Mores so long as they knock at least one enemy down, and downed enemies don't waste their turn getting back up, nor do they get back up when attacked. This mechanic in particular gave rise to very lame cheese strategies such as the Thunder Reign tactic against the Reaper in vanilla Persona 3 which I didn't want here.
strong enemies cannot be knocked down even with their weakness (includes bosses)... kinda miss that from p3 but you're the boss
I still wanted to have weaknesses on bosses without making them easily cheesable. The point of hitting weaknesses here is mostly to fill the Emerald Power gauge as it doubles the gain.
reaper pls leave me alone aaaaaaa
haha reaper go brrr (starting to think the reaper isn't that bad buuuuuut holy shit ive been running away from one for 5 minutes why is tartarus so hard to navigate even with a map, this never was a problem in p3)
The Reaper appears to make sure you don't spend your entire time grinding on 1 floor and forces you to move along. This prevents the game from lasting longer than it should (and god knows it's already long to finish an entire block).
The minimap IMO should provide plenty of indication of where to go granted you just eye it from time to time. Due to SRB2's lower hud resolution, I couldn't really do anything better than squares to represent the floors, and the Reaper moves slow enough that getting to the spring, especially if you're playing alone, should never be a problem.
ive somehow knocked down bosses when they have literally 1 HP... what's the point of that... im pretty sure that's a "coded in thing", theres no way i just got extremely lucky there.
Yes this is a scripted sequence. Block final boss will always get knocked down on the last hit to be finished off by an All-Out Attack.
things i'd *maybe* like to see - weapons
sure, everyone having bash attacks and tails having the most garbage attack (misses all the time) is nice, but I think it'd be really cool to have like swords. Amy could have hammer upgrades, other characters could have swords (black knight) possibly
and speaking of weapons, tiers on the shuffle game, something seems missing from the shuffle game but it is necesarry for personas
and speaking of personas
no fusing atm, this is early stage so its fine obviously, might be nice to-
wait is sub personas a canon thing? back in p3 you had to change your entire persona, but certain personas have immunities... so does using sub personas change immunities and resistances?
The Persona Q Sub-Personas are a mechanic in SRB2P because it allows every character to have dynamic movesets without diverting them from their main purposes, and also because I couldn't get every Persona's sprite exported without getting crippling depression.
Sub-Persona fusion & weapons/armours alike are planned for the Single Player campaign, but won't ever appear in Quickplay simply because the point isn't to force the players to scramble for equipment seeing as managing base Sub-Personas and Skill Cards is hard enough with the time constraints imposed by Quickplay.