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re: Clair Obscur Expedition 33 Thread;No Spoilers 92% metascore
Posted on 11/16/25 at 7:21 pm to td01241
Posted on 11/16/25 at 7:21 pm to td01241
Speaking of weird choices, having a map of the over world but not allowing you to create a map of the sub-areas is a bit frustrating. A lot of the areas are very internally “samey”, so I keep going in circles while looking for side paths. Which, sure, I understand on an initial pass through, but I’m on an expedition and I can clearly make makes. Why can’t I create one of internal areas as well?
Posted on 11/16/25 at 7:41 pm to Joshjrn
If youre referring to how there is no mini map inside the particular zones that was an initial point of I guess frustration for some people. It didnt really bother me because as the areas do get progressively bigger and more complicated its never to an insane degree that disoriented me for long, but I could see how it could make people made.
Sandfall addressed it shortly after the game released. It was an intentional design decision to keep the entire out of combat UI as non cluttered as possible to try to let players live the experience of the art of the canvas. I really appreciate this personally as I love UI being as minimal as possible, but again I get that its basically a practicality over visuals preference.
Theres not much way to know this on your first play through but nothing is really truly missable. My best advice is just comb through the areas at a somewhat methodical degree and its highly likely youve found everything. Theres a few hidden things but theyre findable.
Sandfall addressed it shortly after the game released. It was an intentional design decision to keep the entire out of combat UI as non cluttered as possible to try to let players live the experience of the art of the canvas. I really appreciate this personally as I love UI being as minimal as possible, but again I get that its basically a practicality over visuals preference.
Theres not much way to know this on your first play through but nothing is really truly missable. My best advice is just comb through the areas at a somewhat methodical degree and its highly likely youve found everything. Theres a few hidden things but theyre findable.
Posted on 11/16/25 at 8:09 pm to td01241
I have no issue with a lack of minimap or HUD. What I’d like is along the lines of the map of the overworld: make me hit a button or go into a menu. Keep it super simple. Here’s the bazar, here’s the arena, here’s a rough pencil sketch of the large paths. Make it like I pulled a rough parchment or hide out of my pack and make general marks on it as I go.
Posted on 11/16/25 at 8:42 pm to Joshjrn
I get what youre saying. There’s only really one area where that would be helpful to the degree I think you’re asking for, which is the gestral village. It’s the only place that really plays out like you’re talking about with a few merchants, interesting people to talk, a few side quest to find, etc.
Almost literally every other zone be it main story or a side dungeon more or less plays out the same way. They all, literally, have one gestral merchant you can and usually should find because they all sell very valuable things including some of the best pictos in the game eventually and the best upgrade materials, they all have a few things to find in the environment which are always lumina points, a few pictos, journals, every level has a mime, almost all places have a door back to a small part of the manor.
So you kind of just realize this and get into a rhythm of knowing if you haven’t found these things you haven’t fully exhausted the search area. Almost every area has some variation of a chromatic enemy boss too. It’s almost elegant in its simplicity
Almost literally every other zone be it main story or a side dungeon more or less plays out the same way. They all, literally, have one gestral merchant you can and usually should find because they all sell very valuable things including some of the best pictos in the game eventually and the best upgrade materials, they all have a few things to find in the environment which are always lumina points, a few pictos, journals, every level has a mime, almost all places have a door back to a small part of the manor.
So you kind of just realize this and get into a rhythm of knowing if you haven’t found these things you haven’t fully exhausted the search area. Almost every area has some variation of a chromatic enemy boss too. It’s almost elegant in its simplicity
This post was edited on 11/16/25 at 8:55 pm
Posted on 11/17/25 at 1:26 pm to td01241
Wrapped up Act 1 this morning.
To keep things spoiler free, damn am I finding turn order to be fiddly. Between adding/removing party members, Speed, punching/not punching, and the First Strike pictos, I wish I could figure out how to consistently have the same damned turn order
To keep things spoiler free, damn am I finding turn order to be fiddly. Between adding/removing party members, Speed, punching/not punching, and the First Strike pictos, I wish I could figure out how to consistently have the same damned turn order
Posted on 11/17/25 at 1:42 pm to Joshjrn
I believe the players will attack first based on speed. Pictos may alter that if only one person is using it but if all party members learn it then it will just default back to speed.
Posted on 11/17/25 at 2:09 pm to Blitzed
quote:
I believe the players will attack first based on speed. Pictos may alter that if only one person is using it but if all party members learn it then it will just default back to speed.
It’s apparently way frickier than that. For example, if you punch something, it ignores the Pictos
Posted on 11/17/25 at 2:32 pm to Joshjrn
I’m not exactly sure how the math breaks down but I can tell you this.
Agility is the best stat in the game and it isn’t even really close. At all. It not only increases how many turns you get in relation to enemies but slowly drags up your crit rate and even for some weird reason your defense slowly at the same time. Use equipped pictos to cover the rest like primarily health and crit rate. In a game where you can parry everything or negate all damage in other ways massively increasing health and defense at the same time is a negative experience.
The way the game breaks down is at level 99 you have 99 points to dump into what ever your chosen two weapon scaling stats are, which imo the best weapons in the game cover agility for all the characters but Sciele since imo the weapon that automatically applies 10 fortell and in its second level consumes them all to apply burn is her best weapon but her weapon variety is the highest.
You then get about 60 other points which you should dump into agility if you haven’t for the other 2 or crit rate. This is the optimal way to engineer the game if that’s what you’re looking for
Agility is the best stat in the game and it isn’t even really close. At all. It not only increases how many turns you get in relation to enemies but slowly drags up your crit rate and even for some weird reason your defense slowly at the same time. Use equipped pictos to cover the rest like primarily health and crit rate. In a game where you can parry everything or negate all damage in other ways massively increasing health and defense at the same time is a negative experience.
The way the game breaks down is at level 99 you have 99 points to dump into what ever your chosen two weapon scaling stats are, which imo the best weapons in the game cover agility for all the characters but Sciele since imo the weapon that automatically applies 10 fortell and in its second level consumes them all to apply burn is her best weapon but her weapon variety is the highest.
You then get about 60 other points which you should dump into agility if you haven’t for the other 2 or crit rate. This is the optimal way to engineer the game if that’s what you’re looking for
This post was edited on 11/17/25 at 2:34 pm
Posted on 11/17/25 at 2:34 pm to Joshjrn
quote:
I wish I could figure out how to consistently have the same damned turn order
are you asking about when you get "first strike" or advantage , or whatever its called? in this case its simple....its the order you added the member to the party.
or more general as the match flows? i thinks it all just speed based.
quote:
Wrapped up Act 1 this morning.
To keep things spoiler free
but i want to know your thoughts! was it absolute cinema
Posted on 11/17/25 at 3:48 pm to caro81
quote:
are you asking about when you get "first strike" or advantage , or whatever its called? in this case its simple....its the order you added the member to the party. or more general as the match flows? i thinks it all just speed based.
Kind of a combination.
Current speed:
V = 634
M = 615
L = 560
V has First Strike pictos equipped.
I removed everyone from my party except V, then added M and L, in that order.
If I run up, V goes first. Of If I punch something, M goes first, then V then L.
Make it make sense to me
quote:
but i want to know your thoughts! was it absolute cinema
So, obviously a little jarring
Though if someone could help me fix the bad anti-aliasing (or whatever is causing the jagged edges) during cutscenes, I would appreciate it
Posted on 11/17/25 at 3:59 pm to Joshjrn
I don’t know why your turn order is operating that way all I can do is tell you how I played the game and never encountered the issues you’re talking about.
I constantly rotated people in and out of my party to keep everyone at the same level; since the people not in combat gain exp at a much slower rate. This results in them all being more or less level 50 at somewhere close to the end of the main story if you do all the side content up until then and heading into the end game.
At the same time as I said I always prioritize agility as a stat insofar as dumping stat points into it while constantly rotating pictos on party members to ensure all luminas are learned except for major fights where I would re kit out my main team with what I needed.
This resulted in the same turn order I expected every single fight
I constantly rotated people in and out of my party to keep everyone at the same level; since the people not in combat gain exp at a much slower rate. This results in them all being more or less level 50 at somewhere close to the end of the main story if you do all the side content up until then and heading into the end game.
At the same time as I said I always prioritize agility as a stat insofar as dumping stat points into it while constantly rotating pictos on party members to ensure all luminas are learned except for major fights where I would re kit out my main team with what I needed.
This resulted in the same turn order I expected every single fight
Posted on 11/17/25 at 4:02 pm to Joshjrn
quote:
V has First Strike pictos equipped.
I removed everyone from my party except V, then added M and L, in that order.
If I run up, V goes first. Of If I punch something, M goes first, then V then L.
Make it make sense to me
hm that is strange. not sure why V would be getting the second round before L. Maybe some weird combo of pictos between V and L???
does M and L both have first strike to?
Posted on 11/17/25 at 4:15 pm to caro81
Nope, just V.
Though I think it figured it out: I removed everyone, including V, after adding S. Then added V, removed S, then added M and L. It now appears to be working as expected. I’m wondering if there was a bug with how V was originally added to the party.
Though I think it figured it out: I removed everyone, including V, after adding S. Then added V, removed S, then added M and L. It now appears to be working as expected. I’m wondering if there was a bug with how V was originally added to the party.
This post was edited on 11/17/25 at 4:16 pm
Posted on 11/17/25 at 4:27 pm to Joshjrn
im guessing that was it. i was going suggest everyone have first strike picto as well, but if its working its working.
Posted on 11/17/25 at 4:52 pm to Joshjrn
quote:how fricked was that?
Wrapped up Act 1
Posted on 11/17/25 at 4:56 pm to Joshjrn
MLV is the shite
I will accept no disagreement.
I maxed out errbody, though.
I will accept no disagreement.
I maxed out errbody, though.
Posted on 11/17/25 at 5:03 pm to Roaad
The best party for the end game imo is MVS
S is just far more capable at supporting a party and playing that function while still being able to deal out extreme single target damage. If youre using the correct weapons Ls ability to burn even with the double burn picto on people falls off completely in comparison to M and the end game isnt about AOE attacks at all really.
This is just my opinion for how the most optimal way to tackle the game on expert though. I have beaten Simon using just Monnoco for phase 1 and 2 and M for phase 3 so its very much possible to use any party
S is just far more capable at supporting a party and playing that function while still being able to deal out extreme single target damage. If youre using the correct weapons Ls ability to burn even with the double burn picto on people falls off completely in comparison to M and the end game isnt about AOE attacks at all really.
This is just my opinion for how the most optimal way to tackle the game on expert though. I have beaten Simon using just Monnoco for phase 1 and 2 and M for phase 3 so its very much possible to use any party
This post was edited on 11/17/25 at 5:04 pm
Posted on 11/17/25 at 5:13 pm to td01241
quote:
The best party for the end game imo is MVS
Yeah once I figured this out I never looked back
Posted on 11/17/25 at 5:20 pm to Roaad
quote:
how fricked was that?
All kinds of fricked up
"I know you think some of these characters have dealt with trauma, but wait, there's more!"
Posted on 11/17/25 at 5:24 pm to Roaad
quote:
MLV is the shite
I will accept no disagreement.
As a general rule, I'm good enough at games to do party comp based on vibes: what makes sense to the story, who do I like, etc. So while I have no doubt that TD is likely correct, L feels like more of a part of the narrative, plus I just like her more than S, so them's the breaks
Obviously without giving narrative reasons why, do people tend to restart clean or do endless NG+ for replays?
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