Symphony of War: The Nephilim Saga

Symphony of War: The Nephilim Saga

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Zanatus
This boss is exceptionally unfun, what is the design purpose of unavoidable party wide damage? You already take damage standing on the bridges to kill stuff, you already take damage standing in the 3x3 to kill stuff when you have to, you already have area limiting via both this and the claw swipes, what is the need for screenwide unavoidable damage every time he puts his shield back up even if you manage to kill every single unit that spawned before he does it?

Compared to the entire rest of the game this design is just completely out of place. Blessing once every 2 rounds to revive/heal one unit doesn't offset it even remotely, neither does the hero having aoe heal within 3 tiles when your party has to be split up into 3 anyway. You cannot spend 6-8 turns using the temple regardless. It's just cooked, the game does not have the healing systems in place for screenwide non combat damage where none of your units get a reprisal. It's crazy to me that it's just a non interactable mechanic, you'd think clearing all the units out within the time limit would disable it or something but no.

Games pretty good other than this, my only complaint until now was that it was too short: it could have used many more optional side missions than the 4 it gave, but man don't design an end boss this bad for the next game I beg you, it's completely terrible
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Showing 1-10 of 10 comments
I found it wholly unnecessary to take damage from claw swipes. You know where they are going to be don't stand there. It sounds like you need more healers in your squad and more ranged units.
Originally posted by grognardgary:
I found it wholly unnecessary to take damage from claw swipes. You know where they are going to be don't stand there. It sounds like you need more healers in your squad and more ranged units.
You misunderstood the post. You don't have to accidentally take damage from them, but there are scenarios where your choice is "take damage from x area denial mechanic" or "leave enemy unit alive". Which is absolutely fine, because you get to make that decision. You get no input in the field wide aoe mechanic, healers are irrelevant, every artifact, every team composition, is meaningless because they do not interact with the mechanic.

The systems in place do not support long term unavoidable attrition damage, that can do half the hp of non frotline units in one attack, that doesn't proc your healing artifacts or give your healers their reprisal. I beat it on the hardest difficult, it's not insurmountable, but it is a wholly unfun and frustrating experience compared to the previous 29 maps where you got to enact your own strategies
Originally posted by Xenomorphica:
Originally posted by grognardgary:
I found it wholly unnecessary to take damage from claw swipes. You know where they are going to be don't stand there. It sounds like you need more healers in your squad and more ranged units.
You misunderstood the post. You don't have to accidentally take damage from them, but there are scenarios where your choice is "take damage from x area denial mechanic" or "leave enemy unit alive". Which is absolutely fine, because you get to make that decision. You get no input in the field wide aoe mechanic, healers are irrelevant, every artifact, every team composition, is meaningless because they do not interact with the mechanic.

The systems in place do not support long term unavoidable attrition damage, that can do half the hp of non frotline units in one attack, that doesn't proc your healing artifacts or give your healers their reprisal. I beat it on the hardest difficult, it's not insurmountable, but it is a wholly unfun and frustrating experience compared to the previous 29 maps where you got to enact your own strategies
They heal damaged units. Got enough missile units cannons warbows or horse archers And you can kill them at range without taking damage. Healers heal any damage you take And oracles keep you from taking it in the first place, Frankly I found it a bit anticlamatic.
Originally posted by grognardgary:
Originally posted by Xenomorphica:
You misunderstood the post. You don't have to accidentally take damage from them, but there are scenarios where your choice is "take damage from x area denial mechanic" or "leave enemy unit alive". Which is absolutely fine, because you get to make that decision. You get no input in the field wide aoe mechanic, healers are irrelevant, every artifact, every team composition, is meaningless because they do not interact with the mechanic.

The systems in place do not support long term unavoidable attrition damage, that can do half the hp of non frotline units in one attack, that doesn't proc your healing artifacts or give your healers their reprisal. I beat it on the hardest difficult, it's not insurmountable, but it is a wholly unfun and frustrating experience compared to the previous 29 maps where you got to enact your own strategies
They heal damaged units. Got enough missile units cannons warbows or horse archers And you can kill them at range without taking damage. Healers heal any damage you take And oracles keep you from taking it in the first place, Frankly I found it a bit anticlamatic.
Then you played on an easy difficulty. I'm not really interested in explaining to you the same point repeatedly that you were unable to get the first time. "they heal damaged units" is an incredibly stupid statement to make. To heal 9 damaged units - which there are in every squad because the unavoidable damage hits every unit in every squad, you would require 9 healers. The only way to make them heal is to engage in battle, and thus generally take damage. You would also require none of them to have died because healers do nothing for dead units. Which is unlikely, because not only can the unavoidable damage kill some units by itself, but the premise that every unit is always on full hp whilst fighting 15 other squads is nonsensical. I'm sure based on your replies you played using 15 squads of archers and healers and zero other units and somehow never took damage or whatever you're describing lol great for you I'm happy that worked out on whatever low difficult you were on buddy

As for oracles, I did not purchase the overpriced dlc so I have no interest in what those classes can or can't do, they're not relevant to the base games design.
O I got your point such as it was I just found it rather pedantic and silly.
Ken-sama 23 Jan @ 6:01pm 
SoW would definitely have benefited from trying to be more like Ogre Battle than Fire Emblem. The Zanatus battle is just one of those situations.
Just completed the game, and while I may have put more time into grinding up my units than you, I found the challenge to be negligible, but satisfying. Once I understood the basic mechanics of the boss (and that it was likely he'd keep summoning units forever), I simply poured damage on until he was shredded.

It was a pretty fun battle all-in-all.

I understand why you didn't like it, but felt it would be useful to offer a different viewpoint. Big boss battles such as this are exciting and offer a unique challenge compared to every other map in the campaign. It's good to have some variety.
Threeist 26 Jan @ 7:29pm 
Just completed the game. Occasionally hit the Arenas to field test concepts, didn't really grind.

Zanatus battle was a bit of a learning curve--Ranged units really not that great against Z, although more useful in trying to weed his spawnings. After discovering that the 7 swordmaidens could whittle 10% of his life every engagement, starting dumping healing and revives to keep that train going and beat him.

The segment where is going to eat those units he...didn't. So I just avoided the red regions, used a few powers to poke and exit them before his turn. I wasn't super well set up for the fight (getting new characters and trying to flesh out their armies didn't let me get a third dragon for Zelos) but I did take it on the first try.
Vambran 29 Jan @ 7:59pm 
First time i fought the boss , it was pre Arena nerf , killed him before his shield went up. Spent 20 hours in Arena getting full gold army with max stats.
So DLC that I purchased along with base game makes this encounter EVEN more do-able on hardest difficulty due to Oracles is what I AS A NEW player to this game MAINLY gathered. Also that without it YOU MAY have to GRIND THE ARENA a lot in order to succeed otherwise?
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