de_faulty_hero: (Default)
Cloud Strife ([personal profile] de_faulty_hero) wrote in [community profile] soul_ooc 2013-04-04 03:08 am (UTC)

Missions

Along the lines of a lack of announcements, I really was troubled by how the mission board changed. Things happened and there was no MOD post to even say that things had changed when it came to missions. As someone who (at the time) was heavily involved in missions, it really threw me and made it sort of off-putting when I had been doing missions in the same way for 2 years. Okay, I probably just got in the rut of doing the same thing over and over, but I'm old and being informed of things keeps my heart of entering harsh palpitations.

I'm probably the only one who was sad to see that missions got suddenly easier for every character. After slogging through the mission board for almost 3 years, getting +1 kishin egg for every mission and then at the very end, it changed so that everyone had it easy was frustrating. I understand that slogging through missions is a horrible endeavor, that the game progression is so slow because you get +1, but I felt as though the Soul Eater series made it obvious that things involving souls was meant to be difficult. Forcing your soul to resonate is hard, particularly with people from all different worlds who have literally no formal training.

Suddenly finding that everyone gets at least +2 or even upwards to +3 seems to defeat part of the struggle of the game. I could honestly be bias because myself and Sephiroth-mun clawed, chewed and licked our way across the mission board to climb out on the other side as a formidable opponent for the game mechanics. Their journey has been horribly hard, but it was also... excellent for them. Their CR is amazing, and they have been forced to work things out. Maybe that's just me... but I feel that's important to be worth the Soul Eater system which is based so heavily on partnership.

Also, the latest batch of missions has been difficult to follow. I honestly enjoyed having a picture of my enemy to really set up a scene to make missions less like a dungeon crawl where we cast magic missile at the darkness. Having a concept for what we face and why and knowing people are dying really made the missions an interesting concept and enjoying to slog along.

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