Anonymous
8/26/2025, 12:18:46 AM
No.536673314
Since I brought it up I also feel like mentioning I don't even feel like manual skill inheritance was necessarily an objective quality of life addition. I see manual skill inheritance as a reaction to how people ended up playing the games and not necessarily the intention behind the games.
In that sense I feel random skill inheritance is in the same metaphorical boat as the tactics feature in P3, in that they got removed not because the feature was inherently bad but because of the ways people chose to (or not to) engage with them.
With random skill inheritance, I don't think nocturne is a game designed to be demanding enough for you to need to run through it with demons with perfect optimised movesets. But players inevitably end up trying to do so, refreshing the fusion results until they get exactly what they want, and so its considered a tedious filler mechanic. I especially think this behaviour has been unnaturally positively reinforced by most people playing pre remastered nocturne on emulator, which makes doing so even easier.
But I really think the games difficulty curve is designed with the idea of a player going forward with non perfectly optimised demons, carrying forth sometimes random skills alongside the essentials. Its very in the spirit of classic megaten enforcing experimentation.
P3 tactics is the same, the game was clearly designed around those tactics, so whenever people insist on modding in free party control because they just didn't want to engage with it out of a perceived unfair difficulty/limitation that in reality it was designed around in the first place, I don't really think the full picture is being taken into account and they're actively creating a different easier game breaking outside the bounds of its design.
That said, since both of these features were lost to time due to the general negative consensus I believe I am on the wrong side of history in regards to fighting for their merits. Still think its fun to think about.