I'm probably one of very few people trying to engage with the game outside of its porn elements. My experience is always the same, despite how much I like certain concepts, I usually delete it and try again dozens of updates later because of game balance. I can have strategies that will work semi-consistently within reasonable time frames, but the game relies so heavily on bosses not targeting the wrong characters, because 9 times out of 10 they have the capacity to one shot someone. It rarely matters how strong Aura gets for these encounters. Allies have the capacity to die long before Aura can kill something unless you're remarkably over-grinded, but time is not on our side. No amount of lore justification makes it 'fun' to disregard the other characters in combat. This is especially true of non-guild combat members like Edwin against the apparition that contributes zilch, or Albrecht on nightmare who only randomly survives basically goblins. (Because in practice, enemy numbers are actually far higher than 30% stronger. If I have 19 defense and take 2 damage from a goblin, on nightmare I would be taking 14. They're doing several times more damage. On tougher enemies that buff, debuff or attack ally weakness, you're once again relying on misses to not simply die to overwhelming exponential numbers that enemies feel designed around taking but not dealing.
A physical attacker renders Charlotte obsolete. You either have to JUST protect her, or guard with her ad nauseam to the point that fights are easier if she *didn't* exist - but you always want characters along with you on quests in order to gain that experience. Don't you think it's a little silly they exist just to guard and be meat shields?
Any kind of magic just turns John and Paul in to chumps. Even on a standard difficulty. They have around 50~ HP early on, but Demon's using dark on them will overkill them with 80+ damage magic attacks. The follow up tactical advantage will inevitably kill someone *through guard.* Think about what that means on nightmare.
It leads to a ton of scenarios where you're just relying on a flash bomb being enough to get you by, but it never will be because of magic and forced dark weaknesses, which then give bosses tactical advantage which leaves it down to chance whether our own critical turn will even connect.
*It isn't fun having to save scum every fight until RNG goes your way.* - About a year~ ago I was listened to in regards to speed, and I think it made the game a lot better, the game is a lot more consistent for it. For example, these days if you outspeed and one shot forest bandits, you don't need water skin to deal with bombs or an excessive amount of greater speed. You can just target the one presenting danger, adding more counterplay and consistency. It was a great change.
I left a similarly long comment on the original 46.1 page. https://aura-dev.itch.io/star-knightess-aura/devlog/794864/star-knightess-aura-v...
I understand I often get ignored. I get pretty lengthy, but I think I try to be fair despite being opinionated. I don't expect everything I say to always be listened to, but I would greatly appreciate some kind of response that indicates whether you will or won't take things under consideration - especially what I had to say in the linked page. (I can't seem to link my comment directly.) What are your opinions? How do you play the game to avoid the complaints I make? How quickly do you get through the game? What hidden items do you use I might be missing?