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Dragon Quest Heroes

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1Dragon Quest Heroes Empty Dragon Quest Heroes on Tue Apr 23, 2019 9:48 am

Birdman


Moderator
Bought the first one today after renting and really enjoying it.

Normally I'm not a huge fan of Musou games, but this one feels more like an action JRPG than a Musou in some ways.
You still fight large groups and there's the equivalent of 'officers' and 'gate captains', but you have a hub with shops and quests. The later DW games probably included this kind of stuff I assume.

The characters are really different from each other, rather than being a hundred characters with S,T variations.
There are still a few characters with this system which is fine, but I get bored of those.

I mentioned Isla in the other topic. I have Bianca now who uses a bow and has better range so I've switched to her, but before I unlocked here I was using Isla all the time. She doesn't use the usual S,T strings.

Her mechanic is really interesting. She uses a sort of boomerang thing. S is a wide, horizontal arc, and T is straight ahead and arcs vertically a little. At first she felt a bit slow, and the boomerang moves a bit slowly as well, but then I realized if you press either of the attack buttons after throwing it, she calls it back earlier which alters its flight path.

The second aspect to her mechanics is when it returns to her her hand, you'll see some purple energy appear on her hands. It you press an attack button during this, she'll immediately throw a powered up version of the normal two patterns. These can be called back earlier if you choose as well, and you can continuously link powered up throws.

The difference between letting it fly and calling it back early is range. The arcs will go wider and much further if left alone, normal or powered. Calling them back shortens the arcs and tightens there flight path. Both are good depending on the situation.

Like with an uncalled one, you have time to move around or dodge roll which lets you reposition in cases where enemies get pushed out of range or you need to avoid an attack. With the shortened one, you don't have as much time since the range is cut down to around mid. She can also use these throw mechanics in the air, but I find these far less useful.

As for her supers (these require MP) I mainly use her super throw, where her boomerang becomes huge and she throws it in a straight line. It travels absurdly far and is great for cluster or hallways full of enemies.

I'd say Isla is, so far, the hardest to use character due to the timing and spacing involved to use her effectively.


Bianca has much better range. Like Isla, she doesn't use the S,T variations. S repeatedly fires arrows, and holding it down does a charge shot that has up to three levels. It travels in a straight line, goes through enemies, and you can aim it yourself. She can also fire in the air which will slightly slow her descent.

Her triangle attack is a jump kick I think, but I don't get much use out of that.

Her specials are amazing through. Plasma Dome creates an electricity field that fires upward in the air then drops on enemies like a mortar. It can be used to obstruct or just drop in a crowd. Her other one (forgot the name) lets you lock on to multiple targets and fire homing lasers. She almost feels like playing a ranger in Dragon's Dogma.

There are still move powerups I need to unlock for her so their might be more mechanics to add.

2Dragon Quest Heroes Empty Re: Dragon Quest Heroes on Wed Apr 24, 2019 1:11 pm

Birdman


Moderator
Got some more upgrades for these two. Notably fast boomerang for Isla which makes throwing faster obviously.

Bianca's charge shot does something different per charge level.

1 - basic shot. 
2 - exploding shot.
3 - spread shot.
4 - piercing shot.

Exploding doesn't seem good. Only hits once and doesn't hit nearby enemies. Its range is add too.

Spread sucks and she has a better super move for this. 

Piercing us fantastic. Super strong, goes through anything in it's path, hitting an enemy multiple times.

While in aim mode she has a unique dodge to the left or right without breaking aim. The kick I mentioned before has a rapid fire arrow follow up.

Her basic arrow shot is really good but also really wonky sometimes. It has great homing but can often lock on to an enemy to the side or around a corner that isn't even onscreen, but is closer that the group in front of you. You can solve this by facing more away from it but it's still annoying 

When firing you can't turn quickly. Usually this isnt a problem due to the homing but there are still times when I want to move and aim elsewhere. You can just dodge out and reposition though.

There are these knights with shield that can block most of my arrow attacks but this game has accessories so I'm working on getting the materials for one that says it ignores block.

3Dragon Quest Heroes Empty Re: Dragon Quest Heroes on Thu Apr 25, 2019 10:06 am

Birdman


Moderator
Isla's throw speed up is insanely fast. Her Boomerangs go through enemies which makes them, in their own way, better than Bianca's basic arrow shots.  

The accessory that ignores shields is fantastic. I've only encountered one enemy type that can block with one, but when this guy is in a group it can be annoying because barely anything outside of special moves can break through. Now my basic arrows knock aside the shield like it's nothing.

On to some non character specific mechanics, the stages mostly consist of either defeating all enemies, or protecting something. It's sorta a tower defense mechanic I guess. And what's cool is that defeated monsters usually drop their medals, which lets you summon them. You have a certain amount of slots (upgradable) and each monster takes up a certain amount. Some of the larger, stronger ones can take up 3 slots. You can also dismiss them, and either keep them sidelined, or delete them from your slots completely so you can pick up others.

They all fall into categories like support or attack, but some are instant use then they vanish like a CL assist. Others will stay on the field and have their own life bar. They will patrol a small area around where you summoned them, so you can set them up on entrances and stuff.

There are quests that are mostly kill X amount of something or gather materials. Some of these quests reward you with important upgrades like expanding your item bag which starts of criminally small.

Your party consists of 4 people. You can only change your party at the base. In battle you can freely switch between members. Their AI seems decent. Jessica has a healing spell that she uses when needed and Isla can remove status affliction. So far they've done it every time I needed it.

One thing I'm not a huge fan of is how the Supers work. When you have full meter, you press circle to activate an enter a powered up state. You're completely invincible and can't be knocked back or anything. Completely untouchable. This lasts for I dont know exactly how long, maybe 20 seconds. You also get unlimited MP so you can spam specials. When the meter ends, they automatically do a big super move. You can actually do this at any time but it will cut short this state.

You have to be careful and keep an eye on the meter, because when it gets to super time, they will do it in the direction they're facing. Starting off, many was the time I wasted it due to be preoccupied attacking an enemy by a wall somewhere then the super would activate and fly harmlessly into the wall when there was a huge group elsewhere.

4Dragon Quest Heroes Empty Re: Dragon Quest Heroes on Fri Apr 26, 2019 4:59 pm

RedShot


C-Rank
I've just tried the demo of the second game. The party is pretty generic but a character does boomerang moves like those you described and she's definitely fun to use. Just a shame that demo doesn't have different difficulties so I could have tested more things. Enemies were super-passive, only the boss fight was a bit interesting.

5Dragon Quest Heroes Empty Re: Dragon Quest Heroes on Sat Apr 27, 2019 12:13 am

Birdman


Moderator
different difficulties
I think I read somewhere that these games don't have difficulty levels, though in DHQ2 at least, there are 'super dungeons' that I've heard are best done in online co-op, though I've seen videos (not watched just seen the titles) of solo runs.

But this is pretty much an RPG now. You're going to overpower everything in the main game at least. You could choose to not level up skills and stats, but that means against later enemies you'll be doing 1 and 2 damage per hit. There are these super monsters wandering the map that lock you into battle. One stone golem killed my party in one hit and I was forced to dance around for like 10 mins doing 1 damage per hit until my tension meter was full, then I could do a super for 500+ damage. Had to repeat that cycle like 7 times. You can't actually stop level ups, but you can choose to not boost further with stat ups in the skill list, equip weak weapons, low level skills, etc.

Enemies were super-passive
I find most of them are, then some aren't and attack somewhat frequently. Nothing super aggressive outside of some bigger guys and bosses yet though. I don't think we can expect an particularly high level of aggression in a game like this.

Another thing that makes it a bit harder is the fact that a lot of main story battles are the tower defense/protection/escort type. If you let the horde get near the target you're in trouble. You might fail a few but once you know where everything is coming from it becomes easy.

And this is where not leveling would be a very bad idea because most large types don't take normal hit-stun so they'd kill the target before you could kill them.

a character does boomerang moves like those you described and she's definitely fun to use
That's Maribel. Her mechanics are slightly different from Isla's.

Like when Maribel throws, it's fast and there is no fast recall, because it's not needed. What she has instead is the ability to throw a second boomerang while the first is out. What this means is you can have one on the field at all times while throwing a second before the first gets back for a constant stream. You can even have a vertical and horizontal version going at pretty much the same time. This doesn't work with Isla because if you were to press attack to throw again, you'd get fast recall.

One thing with Maribel I don't like about her vertical version is that it moves her forward, meaning you end up closer per throw. Her horizontal version moves her (and Isla) forward a bit too but not as much. This means I'm often having to stop attacking and run back.

Isla's vertical is the opposite. She backflips every time she catches a throw putting her back a step, meaning I eventually get out of range, though it's not as much of an issue.

In both cases you can roll or run a little while the boomerang is out to reposition but with Maribel you will only because to have one throw out because you'll be using that small gap to move instead of throwing a second one.

Maribel has a vertical throw in the air which Isla doesn't have. Isla pulls a gun and shoots the ground below her which I didn't find all that useful.

I'm playing DQH2 a bit more and put DQH1 on hold to see how different they are. DHQ's world is pretty much a JRPG type now. Instead of every mission being a small map, you actually move through the world from place to place with loading screens between regions. These are called Wild Zones, where you'll encounter enemies, find treasure chests, and come across obstructions that only certain characters can remove. For example, Maribel can burn tree roots, and I found a tree that's almost falling and could create a bridge, but I need to hit it with a 'knuckle sandwich' to knock it down.

There are also powerful versions of monsters that trap you in battle, and wandering NPCs under attack that you can rescue for rewards.

DQ1 is like old DW where you choose a mission and get put in a map with a goal and that's it. There is barely any exploration outside of some off to the side paths where you might find a treasure box. DQH2 still has these, but you have to move from area to area yourself, exploring along the way. It's just the story missions that limit you to an area which makes sense.

DQ2 also has class changing, but only for the two main characters. You change your class at some guy, but progress for each is separate. I changed to thief class so I could use the bow. Each class has it's own skill tree and some are shared. Not sure what kind of depth we're looking at yet though.

Another major difference is how monster medals work. You still have the same types, but now you actually become certain monsters like the large golem. You get a timer and can go nuts with their special moves. This is ok, but I'd rather summon and leave them to do their thing and keep my character. You can't switch when you become a monster.

6Dragon Quest Heroes Empty Re: Dragon Quest Heroes on Sat Apr 27, 2019 3:01 pm

RedShot


C-Rank
It seems interesting, but I don't really like the art style and other elements so I don't think it's a game for my tastes.

7Dragon Quest Heroes Empty Re: Dragon Quest Heroes on Sat Apr 27, 2019 11:55 pm

Birdman


Moderator
I love the art style. Toriyama's designs are my all time favorite.

I grew up with Dragonball/Z and in school I would draw me and my friends fighting the teachers in this character design.

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