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DQH3 Wants and Wishes

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I'm not sure. . . I Mean Since Dragon Quest is Still a High-grossing & Successful Franchise; and Considering how much money is made off of Musuo games; I Could see it happening; I Don't know when it'd happen, but I Still see it happening, period; Probably a significant amount of time after One Piece Pirate Warriors 4

 

I Just REALLY hope for some DQ11 Representation in this game; Like maybe Serena & Veronica, or Rab & Jade, since they are amazing characters, with amazing gameplay, seriously, why Couldn't more dragon quest games

 

That Early into the series timeline

, like I-III have such Unique Characters that aren't so generic; seriously,

 

DQIII happens after DQXI, And DQXI has much more interesting characters that aren't just Generic Classes as their names, like Priest, Soldier/Warrior, Mage, Martial Artist, Merchant, Jester, Sage, Theif, etc

why did it take Square Enix 4 games how to figure out how to make the other party members that aren't the Hero into more interesting Characters, with their own personalities, Motivations, etc

Edited by ErdrickSmasherVIII

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I want something related to DQ Builders and of course XI. A retro mode with Secret of Mana-like combat and visuals would be pretty fun, too but I think it could be too difficult to implement. They definitely need to do something creative in regards to DQ Builders 1-2.

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Posted (edited)

Everybody seems so focused on character and storytelling but completely leaving out playability/mechanics. I'm sure DQH3 will get the same core charismatic characters from the previous series: DQ6 will ALWAYS bring Terry, DQ4 will ALWAYS bring Torneko and the twins, DQ8 will ALWAYS bring Jessica, DQ7 will ALWAYS be Gabo and Maribel. You get the idea. I couldn't care less who the other invited characters are, I feel the game will be just as good, I am sure 3 will have the cast from 11 and they're all amazing I'd be happy with any one of them. Who cares.

GIVE ME IMPROVED MECHANICS.

Play other Destiny Warriors style games, like Ninety Nine Nights or Ninja Gaiden and compare it to DQH series. Does no one else notice the mechanics clunkyness? Not to mention the viable weapon variety, I never felt any reason to not go Dual Swords when going the Gladiator path, Claws limited range has you punching the air often and Pole/Staff is just Y spam, any other combo and you're tripping over yourself. Going down a magic path is so uninteractive with the Wands and Heavy Staff's management of energy balls/bubbles, I am sure it can be improved so that all weapons can be more viable, with smoother flowing combos and more variety (Martial Artist being locked on only Claw and Staff kinda sucks). Bow and Whip are cool but whatever you do, Angelo and Jessica do it better... there should also be incentives to go Thief beyond getting the magic key quest.

Edited by dreamtrain

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On 7/4/2020 at 1:15 PM, dreamtrain said:

Everybody seems so focused on character and storytelling but completely leaving out playability/mechanics. I'm sure DQH3 will get the same core charismatic characters from the previous series: DQ6 will ALWAYS bring Terry, DQ4 will ALWAYS bring Torneko and the twins, DQ8 will ALWAYS bring Jessica, DQ7 will ALWAYS be Gabo and Maribel. You get the idea. I couldn't care less who the other invited characters are, I feel the game will be just as good, I am sure 3 will have the cast from 11 and they're all amazing I'd be happy with any one of them. Who cares.

GIVE ME IMPROVED MECHANICS.

Play other Destiny Warriors style games, like Ninety Nine Nights or Ninja Gaiden and compare it to DQH series. Does no one else notice the mechanics clunkyness? Not to mention the viable weapon variety, I never felt any reason to not go Dual Swords when going the Gladiator path, Claws limited range has you punching the air often and Pole/Staff is just Y spam, any other combo and you're tripping over yourself. Going down a magic path is so uninteractive with the Wands and Heavy Staff's management of energy balls/bubbles, I am sure it can be improved so that all weapons can be more viable, with smoother flowing combos and more variety (Martial Artist being locked on only Claw and Staff kinda sucks). Bow and Whip are cool but whatever you do, Angelo and Jessica do it better... there should also be incentives to go Thief beyond getting the magic key quest.

But.....what if I like the mechanics of DQ Heroes more than Dynasty Warriors?

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Posted (edited)

I'm super late to this party but honestly the game mechanics improved so much from DQH1 to DQH2 that I'm excited for whatever they put out. :)

 

Although.... I've never really been one to buy in to paying for online play service... What I wouldn't give for even 2 player local co op so I could sink thousands of hours playing with my brother

Edited by Bluestar
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I'm super late to this party but honestly the game mechanics improved so much from DQH1 to DQH2 that I'm excited for whatever they put out.
 
Although.... I've never really been one to buy in to paying for online play service... What I wouldn't give for even 2 player local co op so I could sink thousands of hours playing with my brother
My kids and I would love love love couch co-op
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Posted (edited)

I’d just like some more mechanics polish. DQ Heroes 2 fixed a couple issues from DQ Heroes 1, and that’s buffing move sets in damage and safety, plus you don’t have to stop your character entirely to block anymore. We even have visual cues for blocking that indicate the timing to use Rebuttal, Riposte, and Hexorcism. They just need to fix it up for Counterstriker. 
 

Some other changes I’d really like to see are changes to axe, wand, and spear. Spear by itself isn’t terrible. It has a good offensive presence, but the dodges are so terrible. Easily the worst in the game. And they force you to poke after a sidestep, too. This only leaves you more open. So many moves have lingering hitboxes, or cover a lot of area, and this only worsens the defensive utility of the weapon. 
 

Axe is just bad in general. The attack string isn’t very safe, and is slow, while offering nothing special. It’s just a normal attack string that has your character in slight aerial states, from R2/R3/start of R5, making it even more unsafe since you can’t dodge cancel as quickly. Once you get the ability to dodge cancel Rampage, it makes attack string pretty much obsolete. A major problem is how Hatchet Man occurs on the TENTH hit of Rampage, though Desdemona can fix this with Red Mist. Rampage occurs faster, and Hatchet Man will be able to hit as early as the fourth hit. However you cannot do this from attack string into Rampage. That and axe is very dependent on its abilities for one on one damage output, which it certainly has good options for. 
 

Wand is just very slow, and the projectiles don’t cover a lot of area quickly. It’s just slow and unsafe overall with the inability to dodge cancel Hubble Bubble. Plus you’ll see how terrible it is during a superboss battle. It isn’t very good for one on one, as it’s more of a group gimmick weapon. Its unique spell line, Bang, is also aimed at crowd clearing. Even trying to pop the bubbles with the aerial wall, or just remotely detonating them costs even more time, leaving you open, and lowering DPS. 
 

Also I’d love to see one mechanic taken from Hyrule Warriors: auto run. You just press the dodge button and hold it, then you can run right after the dodge. No need to hold it anymore after. I feel the run mechanic wasn’t introduced very well, especially considering how you will be pulling out your weapons often for more powerful enemies when you’re at lower levels. Only as you get stronger will you be able to run past more big enemies. Plus being able to increase mobility in a game like this is a must considering how hectic things get quite easily. You can’t even run when engaged in battle with a strong enough enemy in the mix, so that limits your options further.

Edited by AzureZoa

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Desdemona was who I controlled 80% of the time. Never felt too bad, but your points seem quite valid.

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3 minutes ago, Plattym3 said:

Desdemona was who I controlled 80% of the time. Never felt too bad, but your points seem quite valid.

Personally, I think Desdemona is who makes axe tolerable with the move set that she she shares with Lazarel and Teresa. She has the tools they have, but even has better, exclusive ones to help offset its weaknesses. Red Mist in particular deserves a special mention. 
 

Increasing your attack speed instantly, and being able to execute Hatchet Man with less than half the required amount under normal circumstances is huge. Plus the attack buff increases her damage more. She removes one massive weakness the weapon normally has. I play Desdemona a lot as more of a side character (I main Psaro). I generally run Scrap Mettle, Parallax line, Red Mist, and some other extra skill being Heart Breaker/Wildfire/Heat Crash depending on the situation. Heart Breaker is generally what I run since it does good damage, and the ability to stun larger bosses is one of the most important things to have in the game. I switch over to Heat Crash otherwise for a high damage, low MP cost move. Wildfire really adds up on a move set that requires a lot of ability usage.

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