JRPG Thread

Lockdown Day 15 edition. What are ya playan and/or grindan, Yas Forums?
Currently wondering if I should head into DDS1/2 after my Nocturne run or lay off of SMT for awhile with something like RS3 or FFXII.

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Been playing Earthbound for the first time. Enjoying it a lot

I hadn't messed with Beetle ever, so after an hour or so of fucking around with it I'm doing Xenogears first and then maybe Legend of Dragoon. LoD is hard to go back to though because of all the forced waiting in battles for animations and shit. It's also very slow in combat, and speeding it up feels like shit thanks to the timed attack stuff.
At least Xeno still plays amazingly and is just as fun as the first time I played it.

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Finishing my preparations before the final dungeon of CS4.

Star Ocean 2 for me, and then I don't know.

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SMT4A. Gameplay improvements are great. Hama and mudo changes are a godsend and add much more variety to bosses and random encounters while reducing rng hax. A mix of this and Nocturne's gameplay, as well as a more Nocturne-esque story, would make SMTV ideal. Too bad that isn't going to happen.

>Hama and mudo changes are a godsend
First time I've heard of these. What kind of changes? In the sense that the odds of someone flatout dying are lower or?

In 4 and prior they just instakill like usual. In 4A they deal damage like other elements and only have a chance to instakill while smirking. The addition of skills like magaon (removes smirk) and making statuses remove smirk means that you getting instakilled is generally your fault, but also allows you to utilize the instakills more strategically than just praying that they won't miss the enemy they're weak to. These also add more variety to bosses since they can specialize in them, encouraging you to use even more demons to counter their particular strengths (more combinations, not just resist agi uses bufu or resist zio uses zan)

>they deal damage like other elements and only have a chance to instakill while smirking.
That's... surprisingly efficient. I almost thought they'd handle it similarly to the OG Persona where it'd just hit you like any other element and then hit you once more when your turn comes around, but this is miles ahead of that.
>since they can specialize in them, encouraging you to use even more demons to counter their particular strengths
In spite of all that, a Hama/Mudo-specializing boss still sounds pretty fucking terrifying, desu.
Wise stuff either way. Kind of a shame that somethin' similar wasn't implemented ages ago.

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DQXI- I'm up to the final trial of Harma and then finishing but I'm feeling burned out. Thinking about astral chain but don't feel like leaving a game unfinished.