Castlevania: Order of Ecclesia: Difference between revisions

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* Unlike virtually every other Castlevania game, strengths/weaknesses actually matter because enemies can survive more than a couple hits now. You still have a couple useless glyphs (when is Torpor ever really useful?), but the elemental glyphs mostly will get a good amount of use along with the hammer/sword/sickle ones. I almost always have a weapon glyph as my main, and an elemental one as a backup.
* Unlike virtually every other Castlevania game, strengths/weaknesses actually matter because enemies can survive more than a couple hits now. You still have a couple useless glyphs (when is Torpor ever really useful?), but the elemental glyphs mostly will get a good amount of use along with the hammer/sword/sickle ones. I almost always have a weapon glyph as my main, and an elemental one as a backup.


* In addition, backstepping is actually useful now because enemies hurt a lot more than they used to. Get used to not having a ton of cash unless you want to grind. Speaking of which, find a few gold rings, and there are certain areas/enemies you can grind and never need cash again. However, this shouldn't really be needed if you take into account the attributes/backstepping and the fact that food is more economical and useful for healing than potions are (fuck super potions they're not worth the cost).
* In addition, backstepping is actually useful now because enemies hurt a lot more than they used to. Get used to not having a ton of cash unless you want to grind. Speaking of which, find a few gold rings, and there are certain areas/enemies you can grind and never need cash again. However, this shouldn't really be needed if you take into account the attributes/backstepping and the fact that food is more economical and useful for healing than potions are (super potions are not worth the cost).


* Drop rates on all items, including subquest items, are extremely low. Try to find luck-boosting equipment like the four leaf clover and fool's ring to make them bearable.
* Drop rates on all items, including subquest items, are extremely low. Try to find luck-boosting equipment like the four leaf clover and fool's ring to make them bearable.