Everything You Need to Know About the New Trails through Daybreak Battle System
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- Опубліковано 25 сер 2024
- The Legend of Heroes: Kuro no Kiseki brings with it a new battle system that lets the player swap between an action adventure style battle system and a more familiar turn-based battle system. In this video I will be covering and showcasing all aspects of this new battle system in Kuro no Kiseki! The Legend of Heroes: Kuro no Kiseki is available on Playstation 4.
Everything to Know About Daybreak: • Everything You Need to...
Orbment System: • Everything You Need to...
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Tags, yo: Kiseki, Legend of Heroes, The Legend of Heroes, Kuro, Kuro no Kiseki, Trails in the Dark, 英雄伝説, 英雄伝説黎の軌跡, 黎の軌跡, Eiyuu Densetsu, Trails through Daybreak
#Kiseki #KuroNoKiseki #TheLegendofHeroes
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Thanks for this guide it help with the basic, I started playing today and the new battle system was very confusing ! The new timeline in battle make it really hard to plan any strategy ... it will take some time to get used to it.
No problem! I should have a few more videos coming out explaining the new quartz system too.
Just watched this to prepare myself better for tomorrow's English patch. I am a superfan of the series and heard the new game had a different approach to combat and so that's why I'm here. I'm glad they still keeping the turn-based stuff in because that makes it more fun to control a party than to leave it to AI.
I always only get games on steam when they are on sale, at least a 50% off. Except Trails, i'm definetly geting this on release.
Thanks for this I started playing the demo and really like the combat. I'm new to the series so explaining the combat helps out. It's nice you can choose to do all field combat or all turn base or blend the two so that's a really nice touch.
Glad the video was helpful! Keep in mind with the action combat that it's really only there to setup turn-based combat, and all story / quest battles and boss battles cannot be done in action combat. Rewards are also greatly reduced in action combat, as is overall damage.
One thing though since you mentioned being new to the series, this entry is pretty hostile to newcomers story-wise. Despite being the first entry into a new arc, it relies quite a bit on past title knowledge unlike past first-arc entries so I would recommend starting elsewhere.
My personal recommendation is to play Cold Steel 1-2 first and evaluate if you really like the series (gameplay, story execution, etc.) and if you do, then really jump in from the beginning. CS 1-2 is a pretty well contained story, and one of the newer arcs so it's easier to get into due to not being as dated.
This games battle system is literally what got me to deep dive into trails.
I wish i watched this before diving into the kuro series. Struggled a bit at the start a few weeks back, now i finished Kuro 2. Amazing series, cant wait to play the localized version of kuro 1 and the upcoming kuro 3!
I would like to say, the field battles really helped me recharge my CP, way faster than command, if there are no CP boosting shard skills available. It also makes spamming S-Crafts really easy.
There is one shard skill that recovers CP, but in general using crafts outside of Coin Bullet, Holy Bloom, and Cobalt Curtain is just kind of meh compared to how completely broken magic is, and accessories can cover the CP costs on those with ease.
@@RozalinGaming I think it's called CP Recover, there are 2 tiers of it. I accidentally found it while building my character
@@erihitsuki I just double checked and there are three: Burst Gain, which provides a 25% base chance to recover HP and CP based on the damage dealt with physical hits; Raise Guard, which provides a base 50% chance when choosing to Guard, to get a CP/turn effect; finally, CP Charger, which recovers some CP after battle.
@@RozalinGaming oh nice! I had just enough material to get Burst Gain for Aaron! This is going to make my second daybreak playthrough much easier. Thanks for the tip!
@@erihitsuki If you want the game to be easier, just use Risette, give her your CP/turn accessories, and use Cobalt Curtain; with that you are essentially invincible because Cobalt Curtain is just a broken craft. It also helps that there is technically only a Very Easy difficulty in both games so most enemies can't deal enough damage to break the shield from Cobalt Curtain.
Now if you wanted to further trivialize things, use a party of Van (tank) + 3 magic users w/ Arc Feather and equip Impede to them; with that setup, enemies will basically never get turns. Optimal setup would be Van, Agnes, Risette, Judith for both Kuro 1 and 2, with this party reaching ridiculous levels of overpowered in Kuro 2.
Ty
So, the action battle phase is there t make the game easier for the sake of making the game easier and more accessible in hopes to appeal to a wider and broader audience.
Honestly, as long as the action battle phase remains optional and never truly forced, I am OK with it.
I would prefer a setting where I can outright turn it off, but I don't blame Falcom for not having this setting.
I can accept the game in it's current state. But best believe I will be mashing the Shard/R2 button right from the get.
Sadly, Kuro 1 and Kuro 2 are ridiculously easy; like, 0 challenge whatsoever, and the action battle system isn't even why. I may make a video on the reasonings this is, but suffice it to say, even on the hardest difficulty of Nightmare, Kuro 1 and 2 aren't much more challenging than Very Easy in every other Kiseki title.
As for being forced to use action combat, it's not forced in Kuro 1, but it is forced in Kuro 2 during one major encounter.
@@RozalinGaming Thanks for the heads up, even as unfortunate as it sounds. Hopefully there still is a nightmare mode. Sounds like Kuro will be the first time I'll start with that, if possible.
I am only on Sky the 3rd, but I am thoroughly hooked to the series as a whole. However, I am already noticing a significant decrease in difficulty within Sky 3rd compared to FC/SC and I play on Hard.
So, definitely worrisome to hear Kuro is mind numbingly easy. All I can hope for is a major update or some sort if difficulty dlc for when I do catch up. Which is pretty dire.
@@Strawhat_Pirates3D2Y Oh, there is a difficulty called "Nightmare" LOL. The joke on my stream being that, it is indeed a nightmare how easy this is.
I hate these tiny UIs. At least it gets bigger during actual combat, I didn't like CS3's tiny icons.
EDIT:damn, numbers are still really small it seems
Very helpful, thanks
Atlus has even adopted this!
I miss my dawg Rean and Sara already 😭
Don't worry, Rean will be back -- most likely in Calvard's 3rd installment later this year but if not then the final arc after that.
Some changes I like, some changes I absolutely hate. S-craft for one I don't like this change. Probably as my playstyle is to always wait and bait with the proper turn bonus. Oh well, still gonna be fun. I just need to get used to it I guess.
Are S-Crafts now shoved into the normal Craft list instead of their own tab like in previous games? If so, how come that there was that little moment when you've shown Aaron's S-Craft where there seemed to be ONLY the S-Craft in the selection menu and the menu said S-Craft and the menu color changed to red? I'm confused...
S-Crafts are in the same menu as normal Crafts; the exception is if you use the S-Break option, in which case, like with other Kiseki games, that character's S-Craft is the only action you can take.
This looks amazing
The turn-based portion of the battle system is very fun minus the complete lack of difficulty -- the action portion however is a chore; you have to do it so that random enemies don't take forever to kill, but the old system of just hitting an enemy once from behind was much smoother than hitting an enemy 20 times first.
Summer 2024 fir the ENG version
I watched your video for one question I have and sadly it didn't seem to answer it even when you chose to cast an Art in your battle at the end : how do you know when your magic arts will trigger? In the previous Kiseki games it was easy to tell thanks to the turn order on the left side of the screen, but here the action bar at the top of the screen doesn't help at all. After you select an art you have an art icon that appears on the bar and it might slightly move to the left or right depending on which art you selected, but since the icons positions don't reflect any turn order and no number appears on this art icon when you hold L2, I can never tell when the spell will actually be cast. Am I missing something? It's pretty important to know this to make informed decisions when using magic...
EDIT: OK I've figured it out thanks to a reddit comment. I was wrong : the icons' positions DO matter since the middle of the gauge is "time 0 / right now", and the farther away you are from the center, the later your turn. What is stupid is that the enemies are on the right and your characters on the left of this "time 0", so sometimes seeing whether your art will trigger before or after an enemy's turn can be tricky. You kinda have to apply a ruler on your damn screen to compare how many inches from the center your enemy's icon is, and how many inches from the center your art icon is to see if your healing magic will be done before or after the enemy's turn... It would have been much easier if they put an number on the damn art icon when you hold L2, or if both character and enemy icons were on the same side, something all other games with turn orders do, even the previous Kiseki. It's also idiotic to have to press L2 to see the numbers - they should just be on-screen at all times. It's a step back from the action bar of the other games, I don't know what they were thinking. Everything else about this battle system is awesome though, I'm having a blast.
You can see the exact turn order in Kuro 1 by holding down the L2 button as mentioned at 11:40 in video but the exact recast/delay number is no longer present. The new turn-order indicator they chose certainly does suck bus is changed to be more like past titles in Kuro 2. That being said, it actually doesn't matter since both Kuro 1 and 2 are so mind-numbingly easy that tactics don't really matter at all. In fact, the only actual difference between Very Easy and Nightmare for both games is amount of HP enemies have and their SPD stat, everything else is identical.
Omg I thought I could just get into the series finally without playing the other games But I gotta be honest That combat system seems exceptionally confusing and just way too complicated I was so excited for this game too Oh well I’ll just keep playing smt 5 I guess
The battle system isn't actually all the complicated, especially if you're playing SMT 5 already. What I would be concerned about is jumping into the series with this entry because unlike other games that begin an arc (Zero & Cold Steel) this one isn't friendly to newcomers story-wise.
AT bar is confusing as hell. Arg
Falcom said that both systems are viable then why the hell I can't get advantage with core to the series turn based system...
Falcom lied about many things with regards to Daybreak, both parts of the battle system being viable is just one of those lies. In actuality, the action portion is only there to setup preemptive attacks for turn-based mode, and in all scripted and boss encounters, you can't use action combat at all.
@@RozalinGaming Yeah but the thing is this action monkey jumping takes longer than 1 back attack. Sure I can skip it but I won't get advantage in combat which was important in previous games... Why the hell they implemented such bullshit...
So, I have this and Reverie to look forward to playing when it comes out in the west in 2023. Why announce a date two years in advance?
Not sure with Hajimari, but Kuro has no western release date as of right now.
I prefer turn-based battle system, that's the essence of the legend games otherwise they would become an action RPG
Luckily the action portion of Kuro's combat is only to initiate turn-based combat and technically can be ignored if you wanted to.
@@RozalinGaming That's a relief 👍
Exactly this
@@EduBoSi7454you clearly didn't watchthe video
this is the spiritual successor to tokyo xanadu
Other than being developed by the same studio this game has nothing in common with Tokyo Xanadu and doesn't play anything like it.
@@RozalinGamingi know, the gameplay is totally different, the plot and characters too, but the vibe of the game and a few bits of soundtracks of Kuro does have a bit similarity to Tokyo Xanadu
@@MatsuSenpaii Same studio and same composer. Kuro uses some tracks from CS and Reverie, and Tokyo Xanadu was made mostly using assets, including audio ones, from CS, so there will be similarities there.
@@RozalinGaming agreed, and i hope Tokyo Xanadu will get a sequel one day too (probably sometime after Kuro games)
Is this available in the USA?
No US release date yet :(
Yeah...about that...for some reason, NIS America has decided despite having hired on a team that have already translated most of the Crossbell Arc that it would still take over a year to officially develop for localization. Then there is still the mainline game that functions as a prologue to this game's arc, but has a release date of 2023. May not even see this title until 2024 to be honest 😕
@@chapter_black3234 Hajimari no Kiseki isn't really a prologue to Kuro's arc. It does have a few story episodes that were added as free DLC a month after it's initial release which serve that purpose, but outside of that and few crumbs of info, the main purpose of Hajimari is to serve as a direct sequel and story continuation for both Cold Steel 4 and Ao no Kiseki, as well as a general epilogue to the first 3 arcs of the Kiseki series as a whole.
As for why the Crossbell arc is taking so long to release despite using the fan translation as a base, there are a few reasons. For one, they are bringing over the PS4 versions, which added extra scenes and dialogue. Those versions are also fully voiced, so if NISA wants to add EN VA that needs to be taken into account too. But the real time sink is going over the entire fan translation to check for errors and inconsistencies. Personally, if I was in charge of the localization, I'd completely redo the translation from scratch, since judging by the screenshots I've seen of the fan version, the editing alone would amount to basically doing just that.
@@RozalinGaming The apparently are re-doing the whole thing
@@RozalinGaming It just says Japanese for the audio on their official website, but hopefully they add an English dub down the line as a patch. I will even pay for it if it's dlc, but at the end of the day I'm still picking this game up when it comes out. I'm still happy that they're coming to the west.
Sir, is there any way to play this game at 60 FPS?
Currently, no. This will be added in ver. 1.10 though; that being said, performance for this game on all platforms, even PS5, is very bad.
@@RozalinGaming well sheeet. Thank you for answering.
@@joejohnson8966 Small update. The 1.10 patch went live and it added the option to allow the framerate to go up to 60 FPS but it still dips often; some other performance issues however were fixed, such as menu lag and some spells lagging as well.
@@RozalinGaming thank you so much for answering. Will start my playthrough then
Not a fan of the new combat system.
The action portion is definitely an annoyance since all it is is taking what used to be one attack to initiate a preemptive attack and turning into like 15-20 attacks for a preemptive attack; but the turn-based portion is a natural progression of past titles and all around upgrade. The turn order indicator is horrendous though, but luckily that is fixed in Kuro 2.
It looks very annoying :(..i love the +old+ combat/round system. And do not like action-combat systems.
You can completely ignore the action combat in Kuro if you want and even if you don't it really only comes into play for random encounters; bosses and story battles are all turn-based.
Why ? 10 games into a series that is turn based literally all other series have gone action based when fans play this because it is turn based - I remember when this started in FF13-3 and ruined that series - if your turn based system is tired, do a better turn based system NOT an action system!
Correct me if I'm wrong but it sounds like tales of arise combat low-key which of it is that's dope actually.
It's nothing like Tales of Arise combat.
This sounds like Kuro no Kiseki combat to me.
Or, in other words, I'ᴠᴇ ɴᴇᴠᴇʀ sᴇᴇɴ ᴀɴʏᴛʜɪɴɢ ʟɪᴋᴇ ᴛʜɪs ʙᴇғᴏʀᴇ.
Field battle phase is so pointless. This looks terrible.
The field battle phase is rather pointless; however, the rest of the battle system is very fun.
It is terrible, you are correct. most of the time you spend in combat in JRPGs is mob fights. This game completely obliterates any ounce of enjoyment mob fights offer.
Some of the most fun in JRPGs is taking on challenging and interesting mob encounters. That's a huge part of the charm and experience with this genre.
There is no excuse to make them so easily bypassed just because they are mobs.
They make up the majority of your combat time and shouldn't be reduced to absolute braindead game design. The game literally begs you to ignore them as if they are an afterthought.
actively ignoring the field mode is a great way to play tug of war in your mind while playing, because you know deep down it's faster and easier to just spam field mode instead of engaging with the turn based.
Seeing this video made me remember why I can't play JRPGs anymore.........endless yellow beach with endless same enemies and repetitive grind,i guess i am to old for this
Most modern day JRPGs have little grinding whatsoever; they are still long though. Basically grinding was artificial length built into old games, now they are just long but without the grind.
Yeah, unfortunately, the bland, endless beach is indefensible, but not evergone has Square or Atlus budgets. @RozalinGaming
I thought this was gonna be a full-fledged action rpg mode, how dissapointing
I'm personally glad it wasn't a full action RPG since Falcom already has a series that is like that and converting the Kiseki series to full action would mean one less great turn-based franchise.
@@RozalinGaming Oh, no, of course, don't get me wrong, i meant that i thought it was gonna be a 2-in-1. Optional action RPG mode, maybe not like YS, maybe like Tokyo Xanadu, simpler but solid.
But optional. Not taking away the turn based system, for all the people who love it.
@@derakino999 This game doesn't take away the turn based system though? In fact it has the best of both worlds. Speaking as someone who has been playing it for 50 hours so far, kuro no kiseki's combat system is the best in the series by far. You can switch to turn based any time you want, but generally I've found that remaining in action combat makes the weak trash mobs more fun to destroy. Personally, I've fought and defeated every single enemy I came across in kuro simply because of how the game has both action and turn-based flavors to it
@@Princessk8 Yeah, that was kinda my point to Rozalin, no one is talking about taking away the turn based system. I was not asking for that, either.
Anyway, sadly, in regards to what you mention, you can switch to turn based any time you want, but you cannot switch to action based any time you want.
@@derakino999 I haven't tried it myself but can't you just drop the shard? I'll test it out tonight but I think I remember seeing that