Fell Seal Complete, plus tips
Just beat Fell Seal: Arbiter’s Mark after almost 60 hours.
Quality of the gameplay remained high throughout the campaign. I could probably have shaved ~20 hours or so off the time to complete, but I enjoyed getting most of my team to a point where they had OP combos and synergies. The plot itself is nowhere near Final Fantasy Tactics, but the dialog is surprisingly humorous and there are some slight twists. The main thing that could be improved was the lack of different battle music, but luckily what exists is not annoying.
There is some “post-game” areas and New Game+ options – and some DLC just dropped – but I do not anticipate coming back. I got my fill of the systems and progression; anything else would be going through the motions, like grinding out the rest of a Civilization match.
I would not consider the following to be “spoilers,” but if you want to know nothing else about the game systems, you should probably skip this part. This is merely the text I wish I was able to see as I started playing the game.
Units gain AP after battle in two ways. Everyone who participates in the battle get a large chunk (110ish for random encounters, twice that for Story) of AP for their primary class. There is a second, smaller “Vicarious” AP gain (~40) that is doled out to each battle participant based on the primary classes of the other participants. So, for example, if you have a Knight, two Wizards, a Mender, a Mercenary, and a Scoundrel in a battle, then the Knight will get some AP towards its own Wizard, Mender, Mercenary, and Scoundrel classes, and so on with the other 5 people.
The above is useful to know because some of the best-in-slot Passive abilities comes from Classes that are only unlocked after some esoteric prerequisite classes. For example, if you want to unlock the Assassin, the chain goes:
- Gunner 4
- Mercenary 4
- Knight 4
- Ranger 4
- Scoundrel 4
- Gunner 4
That doesn’t actually seem that bad for a martial class, aside from the ranged portions. But something like the Warmage or Fellblade will require some Mender and Wizard levels, which can be awkward for some of the story characters. Luckily enough, all you really need is for there to be A Wizard or Mender in the party for 10-15 battles, and you’ll have enough AP to level the class to the minimum to unlock the higher classes. Characters get that Vicarious AP even if they have not yet unlocked the the class in question; it will be waiting for them once they do.
It’s not immediately obvious, but Kyrie is the main character of the game – she will be required for the vast majority of story missions. The other story characters can be unavailable for 1-4 missions.
Debuffs are very important throughout the whole game (including the final boss). Some boss-esque characters have 999+ HP that is much easier to chew through when you give them Bleed/Poison (% HP loss), for example. There are very deadly characters that are NOT immune to Sleep or Berserk, which means you can essentially delete their turns while you mop up the flunkies.
At the beginning of each battle, before deploying units, you can actually go into the unit screen and re-equip or change up abilities or whatever else based on what it looks like you’re facing. Is there water on the map and enemies who can move your units around? Equip some Flippers on your guys that can’t swim. Poison water around? Equip the rings that give immunity to Poison. And so on.
The most useful classes I found were Knight, Fellblade, and Assassin, surprisingly in that order.
The Knight’s Defensive Hit is probably the most damaging attack you will have for the early game, especially if you stack armor. Knight also has Taunt, which inflicts Berserk 100% of the time from two squares away, which can turn an enemy mage into an ineffectual melee attacker or make an enemy bruiser kill his own team. Life Font (gain HP when moving) is something I slotted into all of my characters, which pretty much removes the need for a dedicated healer.
Fellblade was pretty much my “default” class for all my characters due to versatility and debuffs. Sleep Slice to delete enemy turns, Poison Slice for high HP targets, Evade Magic as a counter-ability to ignore magic-users entirely, and Black Blade as a backup attack that deals magical damage and inflicts Blind. Plus, the Malice passive makes sure your debuffs have a good chance to stick.
Assassin is pretty much a splash class. What you’re really going for is Dual Wield, which enables some crazy damage. The ranged Blind and Sleep abilities are nice, but usually only have a coin-flip chance to succeed. Sabotage can be incredibly powerful in certain situations though. Specifically, if there is water in range and an enemy unit who cannot swim – Assassin hops in water, use Sabotage to switch places with enemy, instant death for them.
The sort of ultimate damage combo is a character with Dual Wield passive and Warmage class. Use Infused Edge, and your character will get two attacks plus an elemental bonus attack (or other spell). Personally, I was fine with Dual Wield + Attack Expert (Scoundrel’s passive +Attack based on level) and two weapons that had debuffs on hit. Indeed, I strolled into the final battle with story characters having primacy classes of Scoundrel and Knight.
Don’t forget the lowly Rock. It has a 100% chance to hit and always deals the full damage (50 when maxed out). This is useful for monsters that have crazy defense values like those jellyfish spellcasters, or even enemies with 30% evasion.
The crafting system is… annoying. Always go to Component View to see what your other crafting options are before using a resource you don’t think you can easily farm back. SAVE YOUR QUALITY THREAD. It’s a mid-tier Component used in an endgame armor (light helmet) and is supremely difficult to get any more once you’re in said endgame.
Impression: Fell Seal: Arbiter’s Mark
Oh, how sweet is that feeling of consumption. Well, not that consumption… the other one, when you have had gaming ennui and then you boot something up and it consumes your entire mindspace.
Fell Seal: Arbiter’s Mark (FSAM) is a rather unapologetic Final Fantasy Tactics clone. From the bottom of the Steam description:
Strongly influenced by games such as Final Fantasy Tactics (original and Advance versions) and Tactics Ogre, this tactical RPG stands on its own as a worthy successor of those classics, bringing a slew of improvements and additions to the tactics genre.
Which is fine. We all need some more FFT in our lives.
For the most part, FSAM is pressing all the right buttons. Your characters start out knowing just a few
jobs classes like Mercenary or Scoundrel or Mender. As you complete battles, each participating unit will earn AP which can be spent buying abilities in that class in a very limited “tree.” Each purchased ability raises the level of the class, which can unlock new classes. For example, raising Mender to Rank 2 unlock the Wizard class, which then is necessary to unlock other classes, etc.
What really gets the juices flowing is the customization of skillsets. Each character can have a primary class (Abilities + Passives) and a sub-class (Abilities only). So, maybe you want a Knight that also can heal like a Mender. There are two additional Passive slots and a Counter slot you can fill with skills from any class you have purchased though. So instead of being stuck with the Mender’s Passives, you can maybe choose the Ranger’s Evasion Up (13% dodge chance) and the Templar’s Defense Expert (scaling +Defense). And then, instead of something boring like Counterattack, you can choose Evade Magic from the Fellblade class, so you are immune to spells. So, yeah, super tanky Knight in heavy armor with a high dodge rate and immune to spells and can heal themselves or others. Just one combo of a whole raft of similar possibilities.
Another thing I appreciate is the Item system. Basically, Items like Potions and such have per-encounter uses that automatically replenish after combat. Collecting crafting material will allow you to upgrade the potency and unlock additional uses in the future. No more need to hoard X-Potions or the like for a time that may never come.
There are elements where the game falls a bit short. The penalty for death during battle is an “Injury” which is a -10% stat debuff until the unit sits out a battle (or more if multiple injuries). While it’s encouraged to have a larger army of rotating characters so you can sub one out, it’s easier to just travel to an early encounter node and get into a random battle with level 3 enemies, crush them, and then your injured guy is ready for the next story mission. I really just preferred the whole “you have 5 turns to revive your guy” that FFT had. This system is compounded by the sometimes wildly vacillating difficulty, wherein specific units can get piled on if you are not extremely careful, but meanwhile it’s more difficult for your team to alpha strike enemies all in one go.
I am not quite sure about the equipment system and related buff/debuff system yet. Right now I am being offered a raft of generic elemental-themed items (yawn) and a few choice weapons that apply Bleed or Blind (interesting). Debuffs in this game are just as powerful as they are in any turn-based game – battles go bad very quick if anyone on your team gets hit with Berserk/Charm/Sleep/etc, as it consumes your healer’s turn even if you fix it right away. At the same time, characters can equip 2-3 accessories so blanket immunity to many effects are possible. On top of that, enemies will often have these items equipped, so I have found my Fellblade (has a lot of debuff attacks) a little useless when 90% of enemies are immune to Poison/Bleed/Blind.
Overall though, I am having a lot of fun. It’s definitely knockoff FFT quality – there are no Line-of-Sight restrictions, presumably because that’s too difficult to code for an indie team – but for a lot of things in life, a knockoff of something great is still pretty good. Especially when you have apparently been unknowingly craving that thing this whole time.
Generic Elements Got to Go
Posted by Azuriel
Is there anything more boring than Fire/Ice/Lightning/Earth damage?
I had been playing Fell Seal: Arbiter’s Mark, and it’s a pretty boilerplate Final Fantasy Tactics clone. Which is fine! But what I am getting immensely tired of is how all these RPGs just copy/paste generic Elemental damage into their games. It’s a tad egregious in Fell Seal because the Wizard class actually unlocks different elements as you move down the class tree, as if Thunder 1 did anything different than the Fire 1 you unlocked earlier. It’s literally the same damage. No frills, no multiplier, no nothing. Sure, you will be sad when you face lava zombies or whatever, but there is nothing else special about any of it.
Contrast that with Divinity: Original Sin 2. Fire spells can… light things on fire. Ignite oil slicks, explode poison clouds, inflict targets with a damage over time effect. Ice spells can slow/freeze enemies, create slippery ice on the ground, and so on. You will still have a bad day when your Pyro-centric character encounters lava zombies, but at least that’s a thematic choice that has consequences beyond the different colored numbers. It’s tough fighting indoors with a Pyro, for example.
The other frustrating aspect in copy/paste elements games is that there is a hidden “best choice.” In Fell Seal, all the different elemental weapons I have access to are the same price in the shop. But, on average, how many fire-themed enemies am I going to face versus something else? It’s not even as though I have a particular idea of what’s coming up. “Next stop is big desert theme area… let’s not pick Fire weapons.” That would be lame, but at least it’s something. Nope, just all blind choices.
It’s awful, it’s lazy, and it’s a “choice” that developers keep putting into games that actively reduces the meaningful options a player has. Go bold with your elements or go home.
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Tags: Divinity: Original Sin 2, Fell Seal: Arbiters Mark, Game Design, Generic Elements