skill system

A forum for people who have played the game concerning the Sun Rune War to answer gameplay questions.
KFCrispy
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skill system

Postby KFCrispy » Fri Mar 03, 2006 4:37 pm

based on what i read from King's blog translations, the skill system seems much less flexible this time. are there really only 2 skill slots per character? can the few skills you can equip on characters really make a huge difference in making a character "specialized" at something? are there enough "Legend skills" to compensate the lack of skill slots for your frequent party members? How diverse can these Legend skills get....

Angelis_Taleria
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Postby Angelis_Taleria » Fri Mar 03, 2006 4:52 pm

From what I've heard, the reason for the lack of skill slots is due to the fact that one skill may grant a character more than one ability.

One skill may take care of speed, swing, and evasion, so it's not that bad that you only get to equip two.
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Ced The Lad
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Postby Ced The Lad » Fri Mar 03, 2006 7:55 pm

Sars has also said that Skills can be combined, in theory, you could just stack your best skills.
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dragonmasterx
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Postby dragonmasterx » Fri Mar 03, 2006 9:51 pm

are there really only 2 skill slots per character?


Indeed. I didn't really bother with skills at all. I'm already at the final dungeon. I'll play with the skill system in new game+.

EDIT: I just beat it, meaning it's possible to complete Suikoden V without really worrying about the skill system.

And unfortunately, learned skills don't carry over into new game+(skills I upgraded to C went back to default of D). That means less incentive to max out skills for every single character.

Only the total shared pool of skill points carried over. But using points from that pool means less points to carry over into the next new game+.

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Postby KFCrispy » Mon Mar 06, 2006 5:17 pm

lol. yes i was referring to skills with multi-skill features as "Legend" skills. but i was still curious as to how dynamic they make a character. i'm currently enjoying Wild Arms Alter Code F where all the characters are completely unique. Suikoden has always had some diversity, but they follow the same formulas, so the only thing that can really make one fighter more distinct than another fighter with similar stats are unique runes or skills they are particularly effective with.

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patapi
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Postby patapi » Mon Mar 06, 2006 7:07 pm

Like in Suikoden III, characters' potential to max their skills are unique to each individual. Consequently, combination skills that they can learn also differ, as unlocking them require at least an A rank in all the component skills.

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dragonmasterx
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Postby dragonmasterx » Mon Mar 06, 2006 10:03 pm

Any idea if unlocked combination skills remain unlocked for new game+? Or do we have start from scratch and level up the base skills to A again?

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hell_tanuki
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Postby hell_tanuki » Fri Mar 10, 2006 11:09 am

Just to post my opinion about the new skill system. (altough I didn't play SuikoV yet)
I recently got SuikoIII, and I liked the skill system... but there was some things bothering me. The numbers of skills slots between 3-8 depending on which characters, sometimes too much fixed skills (Chris...), maxed skills kinda low for some chars, and the limited efficiency of some skills under A rate.
It may be because my customization style is more like "Extreme specialisation" than "All-around" chars. So I hope the SuikoV skill system will be more "Extreme specialisation" with only 2 slots. No more mage with 4-5 runes skills and "only" 3 runes slots no ?
I'm Swiss

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patapi
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Postby patapi » Fri Mar 10, 2006 7:36 pm

You no longer train specific rune magic skills in the game. Instead, rune affinities are presented upfront as part of the characters' natural stats.

The only fixed skills in the game are support skills. Otherwise, it is still possible to create both specialist or all-rounder using the new skill system.

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dragonmasterx
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Postby dragonmasterx » Fri Mar 10, 2006 8:04 pm

The Japanese said on some post that Roy kicks ass because he can use 王道楽土
, a skill that combines all the base skills.


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