Hey guys, so I got a few emails asking to go into detail a little more about the battle system. So I wanted to take time to address that. If you have any further questions after that, feel free to email. I don't bite.
Class based battle system
You control up to 3 characters at a time(excluding guest characters). Each character has a "prime" default class. Additionally each character has 2 sub classes. Each class and sub class give different stats, skills, etc. The general concept is to allow players to "class dance" between these 3 classes to maximize healing, damage, or defense. This allows you to set up your own strategies and pacing.
Some people like to crippled enemies defensive and offensive capabilities, some like to shave off life points slowly, others like to keep it safe with many heals and defense. Some people enjoy just bursting down enemies. Ultimately it's up to you.
When you enter combat you gain "class points" by simply attacking and using your prime class skills. When this meter is built to full you'll be able to class switch. Additionally, there will be equipment and cards(talk about later) you can use to make this process go quicker. Some enemies have the ability to stop or slow class meter building.
Your class meter only has to build once per battle. It's important in some situations, specifically boss encounters to build your class meter as fast as possible. While encountering weak enemies, it's not a priority.
A. Life bar.
B. Class meter.
C. Card selector
D. Character portrait
F. Battle characters.
Strategy is based off your playstyle
To give you a better example of this let's take a look at one of the Rainbow Nightmare: Libra's characters. Mcdoogle's prime class is a spell casting type. He is average and has a balanced selection of spells in his prime class. His sub class is a status crippling class with average stats but no real "offensive damage" spells. His last sub class has low health but an assortment of powerful burst and nuking spells.
I will give you a further example of the many choices you'll have available. Say you're encountering a powerful boss with very high defense and offensive abilities. It would be ideal to build Mcdoogle's class meter as fast as possible, "class dance" to his status crippling sub class and inflict the boss with a crippling effect. Not only are you avoiding incoming damage but you can open more options by doing this. You can play it safe in his prime spec or class switch to his aggressive burst class and nuke him down.
Skill management and tree's
In Rainbow Nightmare: Libra you don't have to worry about losing "magic points" to use your skills. Instead it's encouraged that you manage what you use better. When you use a skill you can choose to take a turn to re-fill that skill to use the next. Skill re-filling depends on your stats, characters and card selection.
Skill tree's are implemented to enhance specific skills you prefer to use. This makes your skills viable at all levels instead of moving to the next powerful skill. Your skills grow depending on which you choose to upgrade. Like I said earlier, some people like to cripple enemies, so specific skills can be buffed.
If you feel like a certain set up of skills aren't working for you, no problem, after every battle you'll be able to select different skills to enhance by resetting the skill tree. This will allow you switch tactics if a boss is too hard or easy.
Cards play a big role in Rainbow Nightmare: Libra. They're scattered all over for you to find and collect. They serve many purposes. They can be found, dropped by enemies, and even bought. These cards have a wide range of properties. You might think picking up a card is useless early on if you don't have the skill, but it's important to save them all for later combinations. With the right class and skill set up, these cards can be very deadly.
Each character has 3 slots available to insert cards into. Want to have a character who can tank through many enemies without needing to be healed often? Fill all three slots with defensive cards. Need a spellcaster than can lay down the hurt? Add magic enhancement cards into all 3 slots. The only downside to this is you exchange balance stats for offense. It's important to choose what 3 cards work for you.
I hope this helps a little to give you guys a better understanding of the battle mechanics. It's a lot easier to specifically address things that people want to know more about that isn't covered in the basic KS main page.
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